NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Ummm... Aura and Red Stain aren't effected by oblivious. Just the terror radius.
But yes Freddy is very good.
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@nan1234 said:
You forget that surge also makes the gen explode. So, it’s actually 13% regress on each gen affected, and they start to regress. Overall, PGTW is still better in protecting that middle gen, but surge is close second. With Thrilling Tremors(not sure if it’s the exact name), it guarantees 18% (if my math is right) regress on the affected gens. It’s not bad at all
about dying light, I’m actually relieved that they changed it, so I don’t really care it’s pretty weak. Although, I think that the obsession should be affected by the slowdown as well.
The explosion isn't additional regression on top of the 8%. And while Thrilling tremors could be a great combo it won't work all the time, since Gens being regressed by this perk besides the closest one are likely to already have a Survivor working on them.
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@indieeden7 said:
I think it works in the way that you're still in the TR, you just can't hear it.
It doesn't. You are oblivious. The terror radius doesn't exist. BT won't trigger. Stake out won't trigger. Pebble won't trigger. DW will keep draining regardless of where Freddy is.
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@yandere777 said:
Borrowed time
Dark devotion
Pebble
Distressing
Unnerving presence
Technically agitation
Monitor and abuse
Object of obsession
Insidous
Overwhelming presence
Stake out
Kinda tinkerer
All of these perks are either useless on him, or work better against him.
OoO is like chasing a ghost face because now there's no TR thats stopping you. m&a is useless unless you like having weird fov. And so much more. Not sure how to feel about this one to be honest.
3 of those work WORSE against him
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/87951/keys-rework
Rework Keys, Mori's, and instaheals and we have a significantly more healthy game imo
100% agreed.
It's just good to make sure to have something prepared to rework them INTO. Otherwise we are arguing for an undefined change.
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Just cuz it's not a bug doesn't mean it can't be fixed.
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@Yung_Slug said:
- Sloppy butcher isn't based on terror radius.
- Coulrophobia is already useless.
- Dream snares do not suck if you use them right.
- Borrowed Time no longer activates in the dream world.
- Even when BT works, getting hit by Freddy means you will go into the dream and therefore lose blood even while he is chasing you.
So how is this a nerf?
Also, Freddy might not be top tier, but he is definitely high tier.
I'd even go so far as to argue he's the worst top tier.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/692426#Comment_692426
But I healed him fully, that jake just join us....so overly about the upcoming change this perk will be based on progression like stake out right?
You didn't.
He was healed fully but only 90% of it was you.
If you then heal someone else by 10% then the perk will activate.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/692370#Comment_692370
https://forum.deadbydaylight.com/en/discussion/comment/692377#Comment_692377
Still has that issue with healing survivor in co op. I literally healed my friend at 80% and then Jake came up and healed him with him and... I didn't get the activation
Yeah cuz it was only 90% of a heal. You need 100%.
That's the perk working properly.
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@joan said:
They listened survivors too? Because they didn't change fixated. Do anyone see something for survivors (aside Nancy and Steve) in this version?
Steves Second wind perk is being fixed.
Otherwise no sadly.
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@MemberBerry said:
https://forum.deadbydaylight.com/en/discussion/comment/692297#Comment_692297
It's like "I fixed your leg but broke your arm" kind of thing
Sounds about right.
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Why is the Demogorgon unable to "Pick up" portals or otherwise destroy portals that have been placed?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/692309#Comment_692309
That's the thing though; it's not meant to do the same thing as PGTW. If you're aiming to regress a generator that's being worked on, PGTW is the perk for you. If you're looking to hit multiple generators- but not as hard- Surge is for you.
PGTW already takes out a quarter of the generator. Having too much more on top of that would be excessive and just feel really annoying and boring to play against.
That's just the thing. When hitting those multiple gens it still doesn't add up to being as good as PGTW.
1 gen = 8%
2 gens = 16%
3 gens = 24%
4 gens = 32%
5 gens = 40%
You aren't getting more than 5 gens really ever.
Most of the time you'd be getting maybe 2-3 gens. That's a rough average of 20% regression.
And it's on a cooldown
And PGTW is still 5% better
And that's only if the Survivor can't run into a dead zone
And that's only if multiple Generators were being worked on in that area to begin with
And it's unlikely to work like that on a large map
Just one gen popping being less than PGTW is fine, I'd expect that obviously. But even when it's fulfilling it's purpose it's STILL outclassed by PGTW. THAT'S the problem.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/692297#Comment_692297
It's worth noting that it's 8% and starts regression. As long as nobody's working on it, it's going to keep regressing until someone touches it again. This way, it's more focused around hitting multiple generators and keeping them regressing over hoping there's a generator near where the survivor goes down and really hammering it (that's more PGTW's thing).
I am aware.
The main issue is that most of the time those generators are already being worked on (otherwise they wouldn't have progress), so you will only get the 8%, which is outclassed by PGTW.
It's main advantage then becomes it canceling out the travel/kick times and allowing slugging, which would be great but just 8% AND the cooldown just make it ultimately not worth it.
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@8obot1c said:
https://forum.deadbydaylight.com/en/discussion/comment/692300#Comment_692300
What do those numbers come out to be?
I have no idea
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Or something along those lines. Take it with a grain of salt.
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Not yet, but it's GOING to be this:
Red Moss (Hotfix)
Tremendously Increase Teleport Cooldown
Tremendously Increase Extend Undetectable Mode when coming out of Portal
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@MemberBerry said:
Still super salty on the surge nerf, but everything else is good. Hell I might even buy the whole chapter itself.
Side grade.
Not what it needed tho, 8% just isn't enough to be good.
12% wasn't either with the 24 meter range
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Or at the very least the patch notes are anyways
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I can't wait for the DLC!
Because it's physically impossible.
Because the DLC is live
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@SureSpear said:
I am an endless void in need of constant validation
So same as usual then?
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In my opinion he's the Strongest non-viable Killer.
Freddy being the Weakest viable Killer btw.
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Shut up Oak
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@Exerlin said:
I love these ideas! It would make legion much more fun to play. The only things I'd change is your proposed TR reduction (anti-synergy with legion's feral frenzy and the devs said they wanted to keep killers' TR in multiples of 8). Also make unhooking an exception to the channeled action block since it would make unhooking by a legion literally impossible and would result in a lot of 2-hooks (which feel awful as a survivor)
Ah, forgot about unhooking tbh.
@phantasmal said:
I agree with Milo on that one. It's a sweet idea, tying cooldown reduction to chain hits, but reducing it to 0 might be too much. 0.5 second would feel more balanced. But maybe with a base fatigue reduction to 3.
That Frank's Mixtape with Oblivious is a yikes for me. It's just the moonwalk exploit but now in actual add-on form. 😬 An Oblivious add-on would have some cool ambush aspects but the whole tunneling with FF thing shouldn't be encouraged. 30s for a guaranteed down is not long, a single optimally played loop can last that long.
And I personally still think DW flat out blocking interactions is an uninspired solution. (https://forum.deadbydaylight.com/en/discussion/comment/690343#Comment_690343)
TR prob won't be lowered under 32 while Legion has 4.6 movement speed, that seems to be one of the BHVR golden rules
I'll change the CD and TR thing.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/691822#Comment_691822
Whats wrong with second wind?
Doesn't show progress
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@mistar_z said:
https://forum.deadbydaylight.com/en/discussion/comment/691440#Comment_691440
then the simplest solution would be to not let adrenaline "heal" the state if its not considered a health state.
people have been asking for legion buffs and stuff, this could be one of the ways they could improve their kit a bit.
The alternative would be going directly to healthy state tho.
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@MrBeast said:
https://forum.deadbydaylight.com/en/discussion/comment/690868#Comment_690868
Spirit is the only killer that can read you but you can't read her
Any Killer that must read their opponent can necessarily be read.
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@TheRoyalOwl said:
https://forum.deadbydaylight.com/en/discussion/comment/691096#Comment_691096
When she uses her power it's mostly based on how good she is, and how lucky you are. If she phase-walks on a simple loop, it's just a guess, not a mind game.
The Nurse allows mind games as you can actually see her and react to her blinks. You can't see the spirit and unless you got certain perks it's just an educated guess.
Other way around.
You can react to the Nurses Blinks thus it isn't a mind game. It's a reaction.
You can't react to the Spirits Phase (due to lack of complete information) thus it IS a mindgame.
Mindgames and Reactions are mutually exclusive.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/691163#Comment_691163
I’d much rather make the videos tbh, but I’m glad the spreadsheet will work.
I mean I'm not so petty as to call you a lier, but video's of sweet multi downs are so satisfying.
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If they are downed before someone else is hooked then DS activates.
If they are grabbed this doesn't apply so no doing a gen in the Killers face.
Someone else being hooked first always prevents the perk from activating, and will otherwise stay available forever if no one is hooked (unless it gets triggered obviously).
Problem solved, that would make it anti-tunnel.
If the Killer goes for the unhooked Survivor then they could chase them forever and slug them forever and DS would stay active.
If the Killer goes for the unhooker then he doesn't even need to worry about DS's existence
If the Killer loses both Survivors and later runs into the Unhooked then they still need to run in order to avoid being grabbed, but can still save a health state if they do.
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@Coriander said:
They get angry no matter what. I managed to evade someone for about thirty seconds and they stood there at hook hitting me over and over. I never crouch and while it's rare I attempt a flashlight save I've never succeeded with the new system. I usually get the blind but they never drop.
Speak for yourself. Everyone here just said it's fine and I'm sure most of us don't get mad.
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Def not. Toxicity is an intention, you can't do it on accident.
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@karatinac97 said:
@NuclearBurrito unfortunately I'm on PS4 so there's no end game chat. To be fair though, I probably did the running thing when I first started this game XD
I meant the pregame chat but PS4 doesn't have that either soooo.... well #########.
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It doesn't always work, but I try to just say in the pregame chat to not run unless you happen to KNOW the Killer is there cuz of this perk
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@Haraak said:
CD on his power is stupid. Pleas explain me why spirits CD is lower than GF when her power is stronger.
You can only reveal him if he is stalking you. Or at least need the survivor to be in the open so his body is in the line of sight with GF. Also, hooked and downed survivor shouldt be able to do it.
To answer your question it's because GF's power has an unlimited duration.
But yeah it should be lowered to like 25-20 seconds or something.
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No loop should guarantee a 20 second or longer chase.
By that I mean they should all have a mindgame that makes it shorter if played right, or be guaranteed but shorter than 20 seconds.
Just a note, 20 seconds would be on the STRONGER end of a loop (ideally), and thus most loops should last much shorter than that requiring the Survivor to chain together a lot of different loops AND win multiple mindgames in order to get a minute or so loop going.
Not just run a single pathway with a predetermined best route that the Killer can't do much again unless their Nurse or something.
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@foochill1 said:
https://forum.deadbydaylight.com/en/discussion/87454/this-girl
Would you hate it if someone called you a noob repedetly? ( you knowing well that you are not a noob) im just saying bro, its a waste of negative energy and time, next time disregard it and you can actually laugh at it and see it as if she was joking, it would make alot more sense if she was joking right????
Whats worse?
Being called a noob when you obviously aren't one. Or being called a noob when you obviously ARE one?
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/690624#Comment_690624
The second one, I think the first one just lets people with 5 seconds to mend and that is enough time to evade the 20 meters and then come back and hit the survivor that is mending at 1 second.
The second one let's people with 30 seconds but reduces 15 seconds for each stab, so it isn't exploitable. Basically old frank's mixtape.
If you do it right the first one is straight up better both in terms of being intuitive and in terms of being strong.
Just have it so DW on an exposed/injured Survivor = 20 seconds instead of 30 to start but still reduces by 10 seconds per hit.
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/690622#Comment_690622
By having a new sinergy when someone is injured, survivors will be forced to heal, and that takes time. It might not seem like it, but with the nerfs at healing it takes the time survivors should be on gens. No exploiting deep wounds so we are a good start as I see it.
It doesn't take forever to down someone, you even have 2 ways to down someone: by reducing the bar to 0 or by m1ing them with the low fatigue. Improved stall potential that can also be lethal.
Reducing the bar to 0 is no faster than it was before, which was too slow, in fact now it's slower because you increased the fatigue when hitting them like that and also increased the bar requirement AND made pulling this entire thing off harder
Specifically it's 17 seconds of just being in stun animations at the very least.
And M1ing wasn't buffed at all either. In fact you nerfed that one too because now canceling drains the bar thus removing any snowball potential he could otherwise have.
I get that you want him to have counterplay but straight up restricting when he can use his power isn't going to work unless you also increase the reward, and the drain thing isn't enough, that's why I removed the drain and massively decreased the fatigue during Killer Instinct (I know that term doesn't work anymore but whatever it was an older post)
Unless I'm missing something I don't see how this buffs his ability to down at all baring specific perk combos (which IS something I like btw, keep that).
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/690539#Comment_690539
1st question: Because due to the injured new interaction with feral frenzy, you can m1 and then power to get a huge advantage in the DW bar with the increased damage. With this, you get a small window to wait for your power to hit them again and you can't avoid fatigue that easily.
2nd question: So that you need to know when to chase them with your power or by m1ing them. It's another point that can increase the skillcap of the Legion. This is a matter of testing, because it sounds good on paper to me.
1st one is a nonstarter. You already have a good reason not to M1 him like that specifically because in the time it would take to do that you could have just him them 3 times with Frenzy anyways.
All this does is punish someone who doesn't want to deal with the DW shenanigans.
2nd one was already shown to be bad in practice and again, M1ing was only a problem because it didn't work thus forcing him to use DW. You should be making it better not worse.
And either way here is an important question: How does any of this improve his lethality?
All of these limitations mean he is going to take forever to down someone. You haven't really changed anything from the Legions perspective other than making things way harder for him when it comes to actually downing people.
That's the number 1 thing these reworks are missing, a way for the Legion to get a down that doesn't take forever.
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Why is M1 attack still draining Frenzy? That mechanic is and always has been very silly.
And why is canceling it draining the rest of the bar? That was removed for a reason.
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@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/690517#Comment_690517
I think Trapper is the worst killer in the game. Without add-ons, I have no doubt in that.
Eh I'd say 3rd worst.
I think Wraith is the 2nd worst and leatherface is the worst. Note that this is for basekit.
Trapper is totally crap don't get me wrong, but his power does shut down loops once set up, which is more that what Wraith and Leatherface can say.
Basekit Leatherface has absolutely nothing to deal with loops. Every other Killer in the game at least has SOMETHING, even if it's only just to get them injured or ultimately doesn't do enough.
For example stealth Killers counter looping by being able to catch you off guard before you know to go to a loop.
Mobility/Ranged Killers can bypass the loop entirely
Killers with CC can stop a Survivors ability to even attempt a loop
Leatherface is the only Killer with none of that. He lacks both range, speed AND CC
Trapper, Freddy, Doc, Clown have CC
Billy, Spirit, Nurse, Legion, Hag, Freddy, Demogorgon have Speed
Wraith, Spirit, Demogorgon, Myers, Pig, Ghostface have Stealth
What Leatherface has is the ability to capitalize, but DBD is such that you might never get something to capitalize on, at least not soon.
Things change when we get into addons. Leatherface has speed addons which let him use his chainsaw to deal with loops via speed, but this is about basekit. You have unlimited usage of perks, but not unlimited usage of addons.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/690510#Comment_690510
3/4K=Win 2k=Draw and 0/1K=Loss
In that case just record the exact number of kills each game.
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I shouldn't have to ask this, but I do.
What metric are you using to determine a win vs a loss?
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That's not what a ranking system is for.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/690256#Comment_690256
Oh no...I need to play a different character once to complete this thing I don't have to complete...what will I ever do?
Riot?
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It also isn't nearly as fun.
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Duh
Blindness turns off your monitor
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/685569#Comment_685569
The devs could remove collision from wraith while hes cloaked and he'd still be Dtier..... hes just that shiet
Collision while cloaked is one of his best tools. Removing it would be a Nerf and a big one.
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You need to crawl so the Killer can't pick you up immediately, but don't over do it. Just crawl into some grass nearby and start recovering. If there isn't somewhere to hide nearby then don't bother.