NuclearBurrito
NuclearBurrito
About
- Username
- NuclearBurrito
- Joined
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Comments
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@Clockso said:
i agree, she doesn't just need headphones, she also needs a mouse and a keyboard. oh and a monitor
Monitor? Real men play games using just controller vibration.
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Spirit is a Killer. There is precedent for this.
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/697476#Comment_697476
If you buff it, it will need a nerf. Or more accurately, it probably needs a rework.
I've seen it when it's actually in action, and it's insanely strong.
The key issue isn't strength, it's the use case. Most people use self care or a med kit and you typically only get 1 skill check if you fully heal a person. That means that getting the necessary skill checks to make it work is unlikely.
It's alike to Mettle in that it's a really strong perk, but doesn't fit in with how the game is played.
Hence this post being a minor rework instead of just being higher numbers.
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8) Sole Survivor.
Doesn't come up often but I just wanted to be complete
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/694144#Comment_694144
You miss the point where I say other applications could've included sprinting, right?
You say that but it isn't true.
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Isn't this just a better bitter murmur?
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It also means that at max a skill check is +75% progression, which is a 4 second heal. Right now a 5 stack with a skill check is an 8 second heal.
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@michaelrandom27 said:
https://forum.deadbydaylight.com/en/discussion/comment/697435#Comment_697435
This. Autodidact is a very weak perk and it doesn't need a nerf and a buff, just a buff.
It's an overall buff.
Right now the first skill check is -25 progression.
Now it's non-skill check progression. Meaning not only do you get more skill checks per second but you have more chances to get a skill check due to there being more seconds of healing.
Thus turning the downside into a psudo-upside.
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@Just_Playing said:
https://forum.deadbydaylight.com/en/discussion/comment/694936#Comment_694936
It gives four survivers and the obsession doesn't count as Dying light hook. You can only max up too 9 tokens because you can hook a normal surviver three times so 3×3=9 very simple.
And once you do the perk does nothing with those 9 stacks because the Obsession is immune.
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@Mochan said:
Would like Fixated better if it worked if you were injured, and/or if you got to see everyone else's scratchmarks, too.
But like I said, this is an amazing perk. It will never be Meta or popular because it's a Stealth Perk, but it's the best Stealth Perk we've gotten in forever.
Fast and Silent build:
* Quick and Quiet
* Fixated
* Urban Evasion
* Pharmacy
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/697320#Comment_697320
When? Where are these people who use sprint burst any more? I would love to meet them because all I get are Imbalanced Landing users and people who get off every time they use Dead Hard.
For some reason I only find them when playing Wraith.
It's very sad. When I play Spirit or Billy or whatever everyone is using Dead Hard.
Also I've been seeing more SB lately cuz rank reset
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"If only there was a perk to prevent survivors from sprint bursting away from generators ?"
Is exactly what I have said after the 10th time Sprint Burst screwed me out of a free hit as Wraith
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@Kenshin said:
It's intentional. it also has a counter. dont unhook when asleep.
Actually that's not a counter. When he strikes the unhooked Survivor it forces them to fall asleep and thus start bleeding out.
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@Kenshin said:
It's intentional. it also has a counter. dont unhook when asleep.
Or just don't unhook in the Killers face
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It's intentional. They specifically pointed out this interaction in a Q&A
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/696071#Comment_696071
I think your not understanding the aspect of time in the game. I'm not going write my calculations, but on average, if you can keep 2 people injure at all times & hook 4 people before 2 generators are poped, you'll gain around 2.5 "free" pop goes weasel charges in the game. Dying and Thano have massive synergy as they empower each other's capacity. The other irony behind perks like sloppy is that if you don't choose to heal, your essentially saying that your "fine" playing No Mither as a survivor which is like being permanent Evil within 3 Myers. The free botany knowledge is somewhat negated by the fact that every other player who heals who isn't Obsession loses time. Just incentive to heal is already extra time added to the clock for killer.this perk has great potential to replace Hex:Ruin because it does not rely on survivor's mistakes, but becomes stronger the better you play as killer. if your map presence is bad and your too slow at hooking people, than obviously this perk isn't for you. Pop goes weasel used to be a perk that nobody used as killer, than it got buffed and many killer players use it. They really need fix crashing so we can test the perk out, before drawing bias conclusions with no evidence to backup if the perk is good or not.
Best case scenario I still could have just actually brought PGTW for almost double the stall.
In anycase if you are only able to keep 2 people injured at once then you shouldn't be using thanataphobia. If you are using the perk it's being you are planning on getting 4 injures at once and keeping them like that. Your build needs to reflect this since otherwise you don't get the full effect.
And they don't empower each other. They just stack. That is not the same thing.
DL with 8 hooks plus max thanataphobia makes generators take 36% longer on non-obsessions. However the sum of their individual slowdowns is 40%. That means the perks are each empowering each other by 4%. Combine that with DL making it harder to get max thanataphobia stacks anyways and the perk combo is just bad.
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@CyberianFaux said:
https://forum.deadbydaylight.com/en/discussion/comment/695870#Comment_695870
You are forgetting that you can simply slug the obsession the whole match over and over again while hooking the others effectively removing them from the match.
When exactly did I say you can't do that?
Still negative synergy.
Doing that requires you to find them, down them and then keep downing them with no end because they aren't dying any time soon.
If the Obsession is at all good at looping then slugging won't keep them out of the game for that long.
And in the meantime you still aren't using either perk to their full effect.
Heck, the way debuff stacking works means that ANY perks that stack the same debuff are always negative synergy, because debuffs are multiplicative, not additive, which means you have diminishing returns.
And even if that wasn't the case they still wouldn't synergize. They would merely stack, which isn't the same as a synergy.
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Dying Light also synergizes with other perks that want you to ignore the Obsession such as Rancor, STBFL and PWYF.
Dark Devotion doesn't synergize one way or another and Furtive chase synergizes but shouldn't be used along with MYC
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@FireHazard said:
Isn't Dying Light niche in-general?
Yes. This build is a meme.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/695870#Comment_695870
I still don’t get how you feel that way.
Sure they’ll be more frequent heals, but the moment you injure/down your first survivor followed by a hook, that’s a 7% debuff (with 4% also applying to the Obsession). Regardless of if before you down/hook your next survivor the previous survivor has already been rescued and healed, that following down/hook will result in another 7% debuff, even if 4% of that debuff is only temporary. In an attempt to mitigate the Thana stack on top of the DL debuff the Obsession will be REGULARLY pulling survivors off of gens to heal them.
The issue is that I could have ran some perk OTHER than Dying Light to get the full effect out of Thanataphobia.
Why have a Survivor with free botany knowledge constantly pulling Survivors off gens to heal. When you could instead have Survivors pulling each other off gens to heal, and doing so 20% slower because of sloppy.
Or running Dying light with instadown perks thus making the Obsessions ability to heal irrelevant cuz you just down them healthy.
Perks like MYC both get the full effect while using Dying Light but also make the other perks stronger.
Thanataphobia + Dying Light makes Thanataphobia less effective. Even if the total slow is higher than the slow from the individual perks, it's still lower than the sum of those perks.
Perks synergize when the total is greater than the sum of the parts, and it's anti-synergy if it's less than the sum of the parts. In this case it's anti-synergy because the stall you get from Thanataphobia alone, plus the stall you get from Dying Light alone is less than the stall you get from running Thanataphobia AND Dying Light.
Basically: Thanataphobia has synergy with anti-heal perks. Dying Light has synergy with instant down perks and snowball perks. Dying Light has anti-synergy with perks that specialize in dealing with injured Survivors.
Unless you are the Plague because the Plague is awesome.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/695858#Comment_695858
I meant before this rework.
It used to be prudent to have the Obsession avoid bringing any attention to themselves if the DL icon popped up, often resulting in them creeping around doing little at all.
This change ensures they’re more actively engaged in the match.
Why care about pre-rework? The point is that this version has anti-synergy with thanatiphobia.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/694849#Comment_694849
It’s still doing its job then.
Despite the faster healing times it’s still wasted time. Plus it gives the Obsession something to do instead of hiding away for the sake of the team.
AND you have to think of the wasted time survivors spend intentionally seeking out the Obsession rather than their nearest teammate
Why would the obsession be hiding away?
The rework is such that the Killer wants the Obsession alive. So they can be extra aggressive.
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Finally. They fixed totem spawns.
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Dying Light is anti-synergy with Thanataphobia.
Stacking the perks is a bad idea.
Also slowdown effects are multiplicative, not additive, so it's diminishing returns.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/695361#Comment_695361
play impossible skillchecks doctor on the game map and you will know what I mean
Impossible skillchecks doc uses treatment mode to maximize the terror radius.
When they switch to punishment to proc surge the terror radius will suddenly plummet before they are downed.
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@8obot1c said:
Nope Nope. Impossible with doctor add ons nope
What ABOUT Doc addons?
First of all those addons DECREASE his terror radius. Remember you down people in punishment mode which is a decreased TR. Treatement mode is the one with increased TR.
Second of all an 8% regression could be full map and still not be very good. 10-12% full map would be good but this is 8%.
If they removed the cooldown then maybe it could work, but they haven't done that at all.
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@1saltypug said:
https://forum.deadbydaylight.com/en/discussion/comment/694837#Comment_694837
are percentages additive or multiplicative for dbd?
Multiplicative. Multiple slow down effects is less than the sum of the slow downs.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/694334#Comment_694334
Exactly.
The percentages are modest because the devs have had the foresight that players might run both perks.
A killer could run DL, Thana, Lullaby, & Ruin, and if the Hexes are difficult to find, it’ll make gen repair hopeless. This is why DL only has 3% per token. In the even a killer intentionally tries to stack complimenting perks.
DL doesn't compliment Thanataphobia. It makes Survivors able to heal faster through the Obsession with DL which is anti-synergy with Thanataphobia which wants heals to be as slow as possible.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/694508#Comment_694508
Wait.... It's not seperated? Weird..
It's that the explosion is separated from the regression.
Technician prevents the explosion but not the regression from the failed skill check for example. The fact that the gen didn't explode didn't impact the regression at all because the explosion itself isn't the cause of the regression in the first place.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/693888#Comment_693888
Actually the gen blows when surge triggers, so also decreases the bonus 5% progress 😁
No. The gen blowing isn't additional regression onto of the 8%.
The gen blowing IS the 8%.
You're thinking of when the Survivor fails a skill check.
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I'd actually not worry too much about tracking. You can use your portals to get all the information you need.
Don't use his innate perks unless you have nothing else.
Exposed perks and other on hit effect perks don't trigger on Shred so they aren't good either on him.
Enduring has some synergy due to Shreds longer CD and being able to stop early drops with the Hotfix.
Demo is also one of the Killers that can make good use out of CI, due to the time it takes to open his portals.
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It might be better to have a form of "screen wrap" mechanic, where something on one side of the map takes you to the opposite side.
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@FuelSauce said:
https://forum.deadbydaylight.com/en/discussion/comment/692297#Comment_692297
They are playing it way too safe with the new perks so they’ll keep them garbage. Tbh it should actually effect the entire map but only be 5-8%. Or at least make it tied to terror radius and keep it at 12%. It’s called surge right? Make it an actual surge. I thought the point of it was to regress multiple gens. 24 meters was awful for an already awful 12% and 32 meters ain’t much better for the even worse 8%. PGTW is still leagues ahead of this garbage.
That being said, I’m glad that they made Demogorgon’s shred base kit. I was surprised they actually did it after them saying they wouldn’t alter his base kit. I have a question though.. with the new change to exit gates and portals, will killer instinct still detect survivors on the gate at its new range?
Range is 4 meters so it still does. The change was pointless.
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@StupidPallets said:
https://forum.deadbydaylight.com/en/discussion/comment/693614#Comment_693614
So never mind, looks like I had some left over auric cells which was enough to get Dema-whatever in the first place. He seems pretty decent with the portals. I can't get over this lunge attack, though, and why it's even there. All someone has to do is literally move to the side at the appropriate sound prompt cue. Red ranks will be juking this all day. Not enough straight corridors for this to be a realistic strategy.
First game as Dema-whatever got 19,000 points and the Entity was displeased. I say, the Entity should reflect back on his own life instead putting others down constantly.
The juke can be baited. It has mindgame potential and can close out some loops that you otherwise couldn't.
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/693620#Comment_693620
Why bring a med-kit when you can get one for free everytime?
Seriously Pharmacy is without a doubt the best self-healing perk in the game and one that isn't self-ish either
Because it takes a perkslot and the time it takes to find a chest and the time it takes to open the chest and you can't bring addons.
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@BlueFang said:
Why would any of you guys use these perks when Pharmacy exists?
Seriously, you search chests faster, get a guaranteed med-kit which could be green or purple tier.
Which you can use to heal your friends too. Seriously just bring Pharmacy
Why use a self healing perk when you could bring a medkit?
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@StupidPallets said:
I'm not even getting the DLC until I know he isn't terrible and I have about 800,000+ bloodpoints to level him immediately.
He isn't terrible and he's about to be even more not terrible after the hotfix.
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finally got adept
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@HatCreature said:
https://forum.deadbydaylight.com/en/discussion/comment/693479#Comment_693479
I thought that was strange too, the only limits this perk has is the one they put on it.
And those limits were just cruel.... hmmmm
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@[Deleted User] said:
Double editing = waiting for approval. Yay. Wouldn't have this problem if bold text looked different in the text box. Regardless...
I did a quick test at the end of the game downtime and the blur effect happens before you achieve max lunge distance charge. Which is why the lunge feels so clunky and inconsistent to me. They either need to have a clearer indicator of when you reach max charge or just get rid of the charge mechanic entirely. I feel it's something that people new to the killer won't really understand right away and something that people who will inevitably have hundreds of hours on him will get screwed by often.
Tbh I figured it out quickly.
It's when his hands are fully up and stop moving. That's your visual que.
It's also about when the hiss is at its highest pitch.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/693064#Comment_693064
I know. still didn't need a buff. still questioning why i couldn't hear it right outside of shack
Idk. Bugs are not the same thing as buffs tho.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/693061#Comment_693061
https://forum.deadbydaylight.com/en/discussion/comment/693061#Comment_693061
They still need stall and tracking perks.
They don't.
It helps but it isn't required unlike with other Killers.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/693047#Comment_693047
it made no sound. none.
It makes an 8 meter sound.
Down from 16 meters.
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@Marcus said:
Any killer needs meta perks against good survivors.
Nurse and Spirit don't
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@Sillyzombie666 said:
https://forum.deadbydaylight.com/en/discussion/comment/692954#Comment_692954
yes yes it is, just not with licensed characters
There is no crystal currency.
There are shards, cells and Blood. But no crystals.
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No because that's not a thing
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/692815#Comment_692815
Yea, Demo needs some serious QOL improvements and make his lunge more consistent
He's already had some QoL improvements in the form of bug fixes making his hits more consistent. And he has a massive buff upcoming with basekit red moss
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@Jimsalabim said:
why is he so strong now? can you explain me what changed ?!?
He was already strong. His BT interaction changed but some other perks are now anti-synergy with his power.
Either way they aren't meta perks other than BT so it's mostly a sidegrade. But he's already good so he still is.
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@FishFry247 said:
Ahh I see where I've made a mistake in his abilitys. Still he is so incredibly strong now
He really is. Reworked Freddy is awesome.
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@FishFry247 said:
https://forum.deadbydaylight.com/en/discussion/comment/692769#Comment_692769
https://aminoapps.com/c/deadbydaylightd/page/blog/new-status-effects-hype-3-2-0/WJ8r_RWDfXuLjXZQYrYDwBkmVpPp10eg2eW it says here it is, Idk I've been mind gaming like crazy playing him this patch
Oblivious:
When a Survivor is Oblivious, the following effects are applied:
The Survivor does not hear The Killer’s terror radius.