NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Comments
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Especially considering that previously this perk was useful so stealth Killers could avoid aura reading perks, but is now redundant for that.
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I want it to effect the range of perks besides aura perks, such as Vigil and Leader.
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@Objectively_speaking said:
https://forum.deadbydaylight.com/en/discussion/comment/677226#Comment_677226
Sadly if not punishment were implemented, (Personally I don't think legion needs a punishment for m1) legion could M1 one survivor (downed) and chase another using their power applying heavy pressure, which would lead to the same "Legion is OP and they make this game boring...etc." I don't think they (Legion) deserves to be punished for using M1.
Tl:DR no punishment it could be abused, some punishment it stays the same as is now kind of.
I mean, that's not an example of abuse. It's just good Killer play.
It requires you to down a Survivor, slug that Survivor and then quickly find another Survivor, or Injure a Survivor and switch targets which is mostly pointless.
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@Objectively_speaking said:
Simple fix,
Vault speed: 1.00 for Windows, and 1.15 for pallets.
Deep Wounds: hiting a survivor adds 5 seconds to mend. (Max 30 seconds)
Add-ons: All apply status on first DW hit.
Frank's Mixtape: slightly increase movement speed while in frenzy by 0.26, However frenzy now lasts 8 seconds (base).
When hiting a survivor out of frenzy suffer a 50% penalty. (Or 25%)
This seems like the best way to buff legion IMO, while leaving some counter play
Why do we need a penalty for using M1 again?
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@TheMythicalCat said:
I think getting rid of "We'll Make It" and giving WGLF a weaker version of it on top would work, maybe a 15% boost to healing for every token shortly after unhooking? 60% at the max.
Why would you need to get rid of We'll Make it?
Literally just make a perk that uses protection hits and unhooks as a trigger, and then slap it onto WGLF.
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Also can we please stop with the whole "it's a challenge perk" idea? If you want a challenge then you don't need no mither to get it.
Anyone who runs the perk either feels they can get some benefit out of it or just wants to be a one down and doesn't feel like going out of their way to enforce it.
It's not hard to just stop moving if you get hit, and that's effectively the same thing. So if you want your challenge then there you go. It would be more practical to try and buff NM to be an unironicaly useful perk with being broken representing a huge drawback to a powerful effect.
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@n2njauwu said:
https://forum.deadbydaylight.com/en/discussion/comment/675686#Comment_675686
"For example if you see her stop moving when you throw a pallet down in front of her then you know that she either is standing still or she isn't."
???
she is not moving or she is moving . pretty sure there is no 3rd option xd
Yes?
She is either not moving or moving.
But if you see her not moving that information is unreliable and thus isn't enough to be sure, whereas if you saw her moving that's reliable information and thus doesn't require a mindgame in order to respond to it.
Standing still and phase walking both look like standing still.
So if you see her standing still those are your 2 possibilities, counter the one you think she actually did and if you predicted her correctly you will avoid the hit and be able to get to the next pallet.
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Medkit.
Best self healing method in the game by far.
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Why 2/8 instead of 1/4?
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@MisterTIBS said:
https://forum.deadbydaylight.com/en/discussion/comment/640681#Comment_640681
So come endgame, with one survivor remaining and the hatch closed, do feel free to explain how the remaining survivor has any chance at all of opening an exit gate?
Run wake up and start opening the gate immediately. The Killer has 17 seconds to get to you and if you picked a far gate then you will be able to get it open in time.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/676284#Comment_676284
It skips the animation thus resulting in entity killing you (even tho only slightly) faster
Sounds like an easy fix. Have the timer pause for the same duration anyways without playing any particular sound.
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Devour Hope
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/676264#Comment_676264
The latest one where they made Calm Spirit negate all screams. Including the scream and animation when you get hooked
What's wrong with it?
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Again, if you want a change then the best one would be something that gives you more feedback after the fact.
For example having the Spirit quickly show the trail she took during phase walk when she exits, thus giving you a better understanding on her PoV and thus making it easier to work out a pattern you can exploit, without actually preventing any given play.
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Hag can do it too sometimes <3
But yeah it's great.
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To answer your question:
Whenever you activate an exhaustion perk and when the exit gates are powered while you have Hope.
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@Milo said:
And revert the Calm Spirit "buff" (atleast on hooks because you legit die faster)
Which one?
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@Raffaell said:
you rlly didnt read all, did you?:DD agaaaain
https://forum.deadbydaylight.com/en/discussion/comment/676180#Comment_676180
If you're bringing up the counters to Wraith and Pig then I can bring up counters to ghostface.
I know reveals are a bit wonky but it still works.
Worst case scenario run to a pallet and mend there. If he tries to stab you just stun him.
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When the detection is working properly he's fun. Otherwise frustration happens.
I faced him on the PTB with dedicated servers and it wasn't buggy at all, so maybe that fixed it?
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@Raffaell said:
it s so simple, Deep wound has to be fixed so that ghostface cant get the timer going down by simply entering the stealth mode in the middle of the chase. It shouldnt be like that, if you cant see it as being something unwanted... then gl
Simple. Reveal him.
T1 Myers is the one you really want to worry about. He's not very fast but he's fast enough to stop you from mending.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/676091#Comment_676091
If you don't have Iron Will, she will hear you no matter how unpredictable you are. It's not really balanced if you have to run a perk to stand a chance against a good spirit.
Also her power literally takes 15 seconds to recharge and even shorter if she has addons. It is not even that punishing when she wastes her power since she can just try again in such a short time.
Iron Will is irrelevant if you are healthy.
Needing iron will just means you've already lost a mindgame, and even then you can still mindgame anyways although not in as many places.
You being injured at best tells her where you are, but you can still mindgame with where you will be. For example the pallet mindgame I mentioned is completely uneffected by iron will, since she needs to commit before you decide what you are going to do, it means by the time she knows your response it's too late for her to do something about it if she hasn't already.
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@arslaN said:
Spirit DOES NOT move the grass while she's phasing. There was a recent post about this.
The problem with both nurse and spirit is that when someone is really good with them, you have no chance to escape at all. Every chase lasts 20 seconds if they can predict you well enough and there is nothing you can really do.
At this point I prefer going against a nurse than spirit. Going against spirit is not enjoyable at all.
Also, just rework prayer beads into something else. Making it ultra rare won't fix anything.
If she is predicting you then it's on you to be less predictable.
Unpredictability is an unbounded quality, there is never a point at which you can't be more unpredictable so you will never stop improving your ability to escape from a Spirit so long as you keep trying. The same goes for the Spirit with prediction.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/675839#Comment_675839
Needing a perk to counter one addon shows imbalance. Just because it is rare doesn't make it fine.
If a spirit doesn't make any mistake and is really really good, there is no counter play.
Given the nature of how she works, it is impossible as the Spirit to guarantee that you won't make a mistake no matter how Good you are, unlike with the Nurse where it usually comes down to execution the Spirit must often act off insufficient information.
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@aazimuth said:
Didn't know a coin flip counted as a mindgame, the more you know I guess. (:
Coin flips don't but rock paper scissors does so long as you do it more than once with the same person.
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The side with the advantage in a mindgame comes down to statistics, not information.
Information determines what the possible outcomes of the mindgame are in the first place, but if a mindgame is occuring then raw data is never the primary factor for it's outcome. That just isn't how mindgames work.
The Spirit standing still signifies that she is attempting something. Even if you don't know for sure what she is attempting, you CAN figure out the possibilities. From there you simply cover the option you think she will preform based off of the ones she has preformed up to this point, and then run to the next loop in order to do it again.
For example if you see her stop moving when you throw a pallet down in front of her then you know that she either is standing still or she isn't.
If you had Spine Chill or a flashlight then there would be no mindgame, you would just know and get it every time.
But otherwise you determine it based off of what she has been doing in previous mindgame attempts. This is never 100% reliable but you can do way better than random chance if you know what you are doing.
In anycase either she is going around the pallet or she isn't, the specifics don't really matter, what does matter is that you should either vault the pallet and run in order to dodge the hit, or you should run without vaulting in order to get to the next loop before she can get to you by starting to phase after the fact. Her range isn't as big as you would think so it's completely doable so long as the loop you are at isn't the only one.
If you ARE at the only loop then things become way more challenging for you since the Spirit only has 1 wrong move and many right moves. But at that point you've messed up anyways and SHOULD need to get an extremely hard read in order to avoid a hit, much like baiting out a Killer baiting out a Dead Hard.
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@Mtom912 said:
Spirit alerts crows, moves grass, and you can hear her footsteps (similar to wraith)
prayer beads is definitely broken af
And if you play spirit a lot, it definitely gets a lot easier, things you can do to mindgame the spirit is fast vault something, then slow vault back, hug objects and run around them back and forth to mess with scratchmarks
Doesn't move grass.
Everything else is true.
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Stop trying to have the SWF button effect gameplay. It's a terrible idea, stop suggesting it.
If you are going to have those base kit effects than just have it also effect SWF players dammit.
Not all SWF groups are 4 mans so it does matter, and if the information is redundant anyways then why hide it?
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This must be a bug, it was confirmed by peanits that Spine Chill is not effected by Undetectable.
How did you test this?
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Legion tbh.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/675487#Comment_675487
IIRC deep wound also pauses when the survivor is being chased.
It actually doesn't now. Feel free to test this with Tinkerer or Dark Devotion, but the condition was REPLACED, not simply added onto.
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@Jack11803 said:
https://forum.deadbydaylight.com/en/discussion/comment/675508#Comment_675508
I’m pretty sure BHVR isn’t even aware of that. (As in, didn’t realize it’d turn off BT) Wouldn’t surprise me.
They are. I learned this because Peanits specifically pointed out this interaction when asked why they made the change.
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@Jack11803 said:
https://forum.deadbydaylight.com/en/discussion/comment/675501#Comment_675501
Which is likely why this perk won’t happen
This interaction already exists right now with Freddy.
Being asleep now makes you oblivious. If the rescuer is asleep then BT won't activate. If the rescued is asleep then DW drains immediately.
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@Captain_Spaulding said:
If this happens then we need to silence the chase music for killers.
Music Slider when?
Also if this happens then silencing chase music won't do crap. Since they can't hear the footsteps chase music or not.
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@Jack11803 said:
https://forum.deadbydaylight.com/en/discussion/comment/675490#Comment_675490
BT triggers if the rescue man hears the terror radius. So if you’re hooked, even with this perk, it’ll work.
I realized you could mean the rescuer has BT and this perk, but that would go even beyond the stupidity of a solo survivor to run that,
actually, never mind, I’ve seen a fool with a ranger medkit that had a needle and syptic
I do mean that you can't run BT with this perk.
But even if it's the other person running BT you have to remember that it's the terror radius that stops DW from going down.
Since you are never in the TR that means DW being applies to you is a death sentence
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@Jack11803 said:
https://forum.deadbydaylight.com/en/discussion/comment/675463#Comment_675463
BT would still work. It ain’t the guy on the hook who has it after all
If you have the perk then the rules of the perk say that you must be in the Killer's terror radius when you unhook them.
You can see this interaction right now with Freddy.
And if you are the one being unhooked then DW will down you cuz Oblivious.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/675463#Comment_675463
There are plenty of places where you'll have access to a gen and have a loop nearby. And even if you get hit, you'll probably be able to make it to a jungle gym or shack and use the perk to loop the killer for ages.Then if the killer leaves, you can use self care or a medkit and stay in a safe spot while you heal. The killer will also have no idea you have the perks, so they'll waste a lot of time trying to mindgame.
It would also make you immune to perks like infectious fright and unnerving presence. And legion can probably get a hit on you (depending on the range of his breathing noise, which idk), but he's gonna have a really hard time getting you down since his power won't help at that point.
His power will down you in exactly 30 seconds.
Oblivious remember?
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@Yung_Slug said:
Completely silent might be too much, but reduced sound could be fine. For the footsteps, I mean.
They are already quiet. Making them even more quieter isn't going to do much, those who can't hear it already couldn't and those who can have headphones and are paying enough attention that simply reducing the volume wouldn't do very much.
Killer's don't generally rely on footstep sounds anyways, so it should be fine.
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Like, it's a powerful effect I don't disagree, that's why it has the downside of making you much more likely to be caught out in the first place and thus not having time to reach a loop where you otherwise would have.
Also using the perk makes it impossible to use BT and means Legion will ez kill you.
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Sometimes? Not in all cases
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/674957#Comment_674957
Alot of that is just cuz matchmaking is busted. Competent killers need 4 competent survivors to go against for the game to be even. If your a red rank killer, but the survivors rankings look like a rainbow... expect a 4k. The same could be said the other way around with a single red rank survivor carrying a team against a yellow or green rank killer.
I'm not in red ranks rn for Killer so no surprise there.
But I'm not a very good Survivor either. I can hit skill checks but I know I can't loop a decent Killer, yet I escape nearly every time anyways.
I'm not even running second chance perks. I'm using a medic build.
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It's weird. At least on the PTB, all of my Killer games have been 4k's but all of my Survivor games have been 0k's
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I just don't like that weaker effects are given conditions, hard counters, weaknesses ect.
Stronger effects I get. Second wind and Inner strength have their conditions being for an instant heal, so they are fine.
But fixated? 20% walking speed is useful but it's not so useful as to need a prerequisite of being uninjured.
Dying light is the same deal. Make it effect the Obsession, make it not disable entirely when the Obsession is dead, or make the numbers larger.
Mindbreaker, same deal.
Cruel limits is too. I initially didn't even realize it had a range and thought it was cool. Then I realized it was only 32 meters and would require a very specific build in order to get anything out of it, and even with that build I still couldn't make use out of it on the PTB.
Surge having a range limit makes sense. But 24 meters is too much. Heck, make it the 2 gens with the most progress, whichever 2 those are regardless of distance. That way he gets information out of it.
But the cooldown doesn't need to be there. In it's current state it's outclassed by PGTW.
And Mindbreaker doesn't need to have the 50% or less requirement.
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/674657#Comment_674657
I'm mourning the loss of 80% of my brain cells.
The demogorgon is feasting on the remaining 20%
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@Raptorrotas said:
- Arguably we could reduce the action speed penalty but make skillchecks appear more often, but with ("slightly") higher difficulty and less progress bonus.
- Another thing that might be testworthy would be to make action time penalties 1.5times more effective on the obsession. (20% healing penalty would become 30% etc) instead of adding a flat penalty. Obviously this multiplier doesnt have to be 1.5 but could be 1.33 or whatever.
- Both options could b applied if the numbers are balanced accordingly, but might confuse some players.
Personally I dont think being the obsession should give any positive effects at all. It's already annoying enough on the obsession perks. But it might just be my perception of the status of obsession being a "negative effect".
dont get me wrong, I wholeheartedly support making the obsession status having an impact without perks, but as just mentioned, I perceive this status as something undesireable, something survivors should actually try avoiding unless theyre equipped with perks that make it a strategic choice.
"Who cares that theyre obsession after a d-strike?" shouldnt be a thing.
And for the hit sprint bonus, isnt that a nice idea for an exhaustion perk? (Sorry, couldnt resist the snark as that sounds kinda like all those bandaid-fix-perk ideas being tossed around)
You need to remember that since this idea isn't tied to a perk it can't be too punishing. A 20% decrease in repairs and heals isn't completely counterbalanced by the 1 seconds speed boost, and unless the effects are being stacked a 20% speed decrease is more than what most Killer perks would do in the first place.
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@OGlilSPOOK20 said:
https://forum.deadbydaylight.com/en/discussion/86094/what-s-everyone-s-tier-list-with-demogorgon
Whoa there I know this is your opinion, but what in the world makes you think Clown & Pig are better then Myers?
How is Clown better then Myers?
Myers has way more pressure then Clown or Pig.
Again I know it's your opinion, but it sounds like you're having problems against killers most of us have a field day against. Sorry if I come off rude.
Plus why does so many people keep putting Huntress over Freddy and he's better then her.
Freddy has mindgames, Fake pallets, Snares & gen teleportation and 115% movement speed.
Huntress has....... Hatchets... That good survivors can dodge or know when to vault or throw pallets down on her. Plus she's slow and LoS is her enemy.
Freddy applies way more pressure and so does Hag.
I consider Huntress on par with Freddy.
Huntress has more ways to end chases quickly while Freddy has far more mobility. The snares are not as good as hatchets and neither is the teleport, both of them together are, hence equal.
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All I want is for him to be able to destroy his own portals
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Nurse
Spirit
Billy
Hag
Freddy/Huntress
Ghostface
Myers/Plague
Demogorgon
Clown
Pig
Legion
Doctor
Trapper
Wraith
Leatherface
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Because their other perks are ######### due to them still leveling the Killer?
That's why I run NOED on my Wraith. I don't play Wraith so I haven't really leveled him that much. So when I do play as him NOED is one of the few good perks I have on him so why not.
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The other half is tunnel visioning down a straight line
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/673598#Comment_673598
But c’mon you and I would have to agree that any Freddy player looping an infinite for 90 seconds JUST so the chased survivor can finally be affected by snares would have to be a total idiot
Yeah, even the psudo infinite loops aren't 90 seconds per loop. They'd be slowed by the snares way before that, possibly even sooner if he set up in advance.