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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • If you can't react to the direction and you can only sort of react to it in terms of timing, so that means dodging it reliably takes a read, which can be countered simply by expecting it like with Huntress Hatchets.

    The difference being that the lunge is even faster and also has more situations where it's guaranteed.

    Also you can cancel it with no additional slowdown in order to bait the juke for a regular M1 hit.

  • @FriendlyGuy said:

    Your profile picture...is that...no...it can't be...damn it's an immersed Claudette!

    Jk's aside you're right about that. Keep up the spirit!

    *Prayer Beads intensifies*

  • @LonlyGamerX said:

    https://forum.deadbydaylight.com/en/discussion/comment/672480#Comment_672480

    Some perks were made specifically for that reason. Some perks are made to fix solution people complain about like for example people complained about gen rushing so they added ruin. And its not just trapper or hag, thoses were examples like nurse doesnt have this problem neither spirit because she can silent phase. Who except for u says Perks should never be solution for game's core problem. The devs may have that intent, they add new perks to counter other perks to fix some problem people are having and to make somethings more fun. They didnt just a add a new perk because they need more stuff. Also its not a core problem since spirit, hag, trapper, nurse and other perks can counter it easily, its probably a core problem for noobs who are like grey ranks. Thoses are the only people i see complaining about loops and that like pro players dont have this problem because they know how to counter these plays

    Requiring a perk in order to solve a problem effectively removes a perk slot from all Killers that suffer from the problem.

    Requiring a certain type of Power to solve a problem effectively removes all Killers that don't have that Power.

    That's why Leatherface and Wraith are so bad. It's why Pig and Legion are unviable. It's why doctor needs the brown addon effectively removing an addon slot from him, and it's why trapper automatically loses the 2 minutes or whatever needed to set up his traps before he can win chases on most maps.

    Outside of T1 Myers can't do anything about most of these loops and needs T3 for the ones he can do something about. Plague can't do crap either unless they cleanse, which she can't force.

    Huntress also gets screwed over on a lot of these loops and while Billy has a lot of power in general, none of that helps him here specifically.

    The Killers that CAN deal with these loops with any amount of reliability are:

    • Nurse
    • Spirit
    • Hag
    • Freddy
    • Clown
  • She's the best of the worst in my mind. Still needs buffs tho.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/671742#Comment_671742

    Nothing has changed yet. There hasn't even been an update since the Demogorgon hit the PTB.

    do you know the Numbers on Shred? Specifically the movement speed during the charge, movement speed during the attack and the total distance traveled during the move?

  • Prayer beads Spirit is better than base Nurse

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/85728/why-the-gen-speed-needs-to-be-increased

    2 people on a gen for only 70 seconds? I mean why the hell should survivors do gens together in this case? Doing them separately would always be the best option.

    This is already true actually. This would just make it even worse, which is bad because it's easier to put pressure on Survivors that group up

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/672048#Comment_672048

    But the core issue is the gen speed. The strength of killers outside this is honestly just fine. They don't need to be stronger, gens just need a speed limit.

    So give Killers tools that let them slow down gens if they are good.

    Gen regression mechanics is an example of one that exists right now.

  • So you're telling me I can get a free 4k by using a shroud of separation? Wowzers!

    Anyways here are my solutions:

    A - Add more secret offerings. Here's a list of offering idea's I've posted, 2 of them are secret Killer offereings:

    @NuclearBurrito said:

    Killer:

    • Shroud of binding (purple) - Survivors spawn together. Secret (looking at Killer powers and perks there are far more situations where Survivors being together is better than being apart for the Killer, thus this is more useful than Shroud of separation)
    • Ancient [insert map offering name here] (Purple) - Guarantees that you will go to X map. Secret (Map offering, overrides survivor map offerings and doesn't show that you used an offering for it if you want to avoid giving away that you are using a gimmik build)
    • Effigy of Hatred (Red) - Reveals the location of the obsession at the start of the trial

    Survivors

    • Luck rework - Luck now determines the size of great skill checks and the frequency of them. More luck = Easier greats and more skill checks. Getting off the hook is now a fixed 5% unless you are using deliverance.
    • Broken Eyepiece (Purple) - Reveals the locations of the other Survivors to you at the start of the trial
    • Iridescent Eyepiece (Red) - Reveals the location of the Killer to you at the start of the trial
    • Effigy of Patience (Green) - The end game collapse will last 15 seconds longer

    All

    • Effigy of Preparation (Red) - Your perks start with 1 additional token. This can put them over the normal maximum
    • Effigy of Experience (Purple) - During the next trial all of you perks are considered tier 3

    B - Not show secret offerings at all. Survivors won't see that you even have an offering in the first place.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/672033#Comment_672033

    The problem with this is that it will make top killers like Nurse will become even more powerful.

    We don't need that. It creates a runaway power problem. It's better to go the other way because then you have room to balance.

    That depends on your solution.

    Specific solutions apply disproportionately to different Killers. If done correctly Nurse wouldn't be buffed as much as other Killer's.

    Really if we buff Killer in a way that effects Killers that don't move with their power primarily and doesn't effect Killers that do as much then that would lessen the gap between all Killers in general, at that point we could even DECREASE gen speed.

    Or we could just have changes to a lot of Killers individually rather than changing all Killers in the same way.

  • Honestly. I'd rather speed up Killers rather than slow down Survivors.

    I'm not necessarily talking about movement speed mind you (although if we DID increase the MS of a bunch of Killer's it would probably let them get more map pressure), but I mean give Killer's as a whole more tools to acquire map pressure, rather than just giving them free pressure when Survivors aren't contested.

    For example some form of screen wrap where one edge of the map will take you to the other.

    Or some action you can do to buff the Killer mid match

    While I'm sure both of those have major issues, the point is that giving tools to Killers so they can actively counterplay the Survivors would improve the game health more than simply slowing down gens directly.

    This way we can avoid effecting low ranks by making it so the mechanic is hard to use

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/672004#Comment_672004

    Tbh its not even a bad perk idea its just how it stacks with everything else i feel that would make this a problem haha.

    I get that.

    I just also think it's fine for a Survivor to excel at a few things if they are bringing a build with a lot of perks to help with that thing.

    As long as the total heal times never reach a 400% total speed increase it's fine.

    At 400% you can out heal the Killers attack. With We'll make it this isn't problematic since it will eventually run out at which point the Killer can down them and keep them downed. It shouldn't be possible without it.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/671971#Comment_671971

    Thing that bothers me is that this would stack with everything else we have in the game. you could potentially have 233% faster heals plus medkit..... we'll make it, botany, faster with another persons leader, using possibly resilience even. And toolboxes would stack with the gen bonus and provethyself. an organized team would be able to pump out gens even faster.

    Tell you what. It sounds like it's more of a numbers problem than anything fundumental. How about I lower the "other actions" bonus and reduce the cap? I'll edit the OP with what I have in mind.

  • btw resilience is a 33 second total time save on gens. (over all 5 gens)

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/85776/no-one-left-behind-rework-idea

    So a potential 100% faster altruistic speed, and 30% bonus to gens? that sounds very broken if you consider mending, dying state to injured, and injured state to healthy all 1 health state each. one could heal a survivor who was slugged up to full, and gain a bonus almost on par with botany knowledge, one safe hooksave heal later and there already there. paired with we are going to live forever and botany knowledge (because believe it or not they do stack check out pain relievers vid on it) would give incredibly fast borderline instant heals.

    A squad of four people could bring this in, plus leader/botany whichever they feel is more useful, we'll make it, and prove thyself plus a medkit. and with the proper communication push through gens like nothing else. sure at most it will be a 20-40% bonus to healing against most killers, but legion? this is his antithesis, as your always healing vs him to keep out of mend at the very least, you just get your freind on coms to do it vs you. Plus the gen speed bonus on top of that? not even resilience which is a perk with a huge drawback requiring you to be injured goes past 9%. Sure this is all lost when someone dies but how can you ensure someone dies before this perk gets to full strength making this build broken?

    An entire team bringing this won't get the most out of it due to it working like the new Second Wind perk does, and thus the more people that bring the perk the less tokens each person can expect to get, and of course it doesn't proc on self heals, nor is self healing an altruistic action so you can't get a hyper fast heal with this and self care.

    Still, regarding healing after 10 hooks you only match We'll make it which can proc immediately.

    This isn't as good as botany in terms of heals until your 4th heal and even then botany effects self care better.

    Besides, how many heals do you usually get in a game? 2? 3? Since this is a healing perk I'll be generous and say you might heal 6 health states due to you specifically going for heals as part of the build.

    First off that would take you about 78.2 seconds of nothing but healing, plus travel time. This takes into account the speed up on consecutive heals but obviously could be shortened by botany and We'll make it.

    Anyways the speed increase for repairs is 18% at 6 tokens, thus a 67.7 second gen or a 12.3 second time save. Even if you do all 5 gens yourself that's still only a 61.5 second time save total.

    So the time spent healing - time saved on gens = 16.7 second time loss in a game where you are getting a lot of heals in. The less healing you do the less efficient the perk is.

    If it's really so much of a problem then I can just cap it there instead of at 10. I had initially drafted the perk to not need a cap at all, it's only there because in the rare game where you get a ######### ton of heals things could get nutty.

  • Stall perks.

    Chases should be handled with your power if possible, and tracking can be done with your inherent Killer abilities, no perks needed if you are good.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/671765#Comment_671765

    Overheat, a new universal mechanic for all gens.

    For each second repairing a generator, the overheat bar will fill up. Completing a generator gives a small boost to the overheat bar. The more the overheat bar is filled, the more frequent and difficult skill checks become (smaller zones, smaller UI, shaking, etc.). Overheat bar will regress when no gens are being worked on.

    Completing 2 gens simultaneously should fill the overheat bar to around 80% for reference. It would take 80 seconds to let the entire overheat bar regress. Obviously other testing required to nail time the numbers but this is the basic idea.

    This makes gen rush still an option, just more difficult to pull off. Most players would be encouraged to spend time doing other things (looting chest, doing totems, etc.) in between popping gens to avoid the max overheat penalty.

    And since less experienced players don't pop gens quickly, they would be less effect by this (or not at all in some cases). It would only affect the more experienced players that rush gens.

    Just off the top of my head.

    Aka: Now I can get more greats and complete gens even FASTER!

    Unless I'm a noob and miss skill checks

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/671056#Comment_671056

    "decreases"

    Just agree it's 0, don't even try to say otherwise.

    Why would I lie and say it's 0? It's clearly not, otherwise no spirit would ever get a hit from standing still.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/670820#Comment_670820

    I understand mindgames quite good. Spirit is not a mindgame killer. It's a coin flipping killer.

    https://forum.deadbydaylight.com/en/discussion/comment/670848#Comment_670848

    Mindgames is not about pure luck and guessing. Mindgames are based on informations. Informations about the opponents playstyle you observed but also on informations given in the moment you need. And now "let's drop the coin": spirit does NOT give any information. She is standing still. Always.

    She isn't standing still when she's not attempting a mindgame.

    Information in the moment DECREASES the amount of mindgames that are possible. Because mindgames absolutely require you to not have enough information to guarantee an outcome.

    After that point all mindgames are identical regardless of the literal inputs.

    If the input is standing still then that isn't any less valid of a mindgame than spinning the mouse and pressing S

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/670784#Comment_670784

    It's just flipping the coin and not mindgaming. Any other killer who has an actual vault animation can still do window mindgames.

    And yes, I hate spirit. But I love Nurse, so before anyone says it: I'm not against the challenge versing high tier killers. I'm simply against playing 100% guessing games.

    You don't understand mindgames.

  • Tapp because he has the best chance of being taken seriously by the public due to being an authority figure.

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/669666#Comment_669666

    lol in what world is Fred “quite powerful”?

    Maybe low rank, non-SWF. At higher rank he’s still super easy to run for long times. Sure he’s at least entertaining now, and that’s what is most important, but he’s weak.

    Hes also not a good example to use here because Fred WAS nerfed at launch and the rework you’re referencing was the result of over a year of work. Imagine if they nerf Fred on release, spend a year reworking him, release him and nerf him again 😆

    Dream world obviously.

    He can teleport, has a good slow for catching up, passively slows the game down if they try to wake up, and passively becomes MUCH harder to track if they don't.

  • I get wanting a numbers buff, but 18% would be too much.

  • @ad19970 said:

    I feel like the devs will probably have to increase the cooldown a bit, since he can otherwise be a bit too insane when only 3 gens are left, especially when survivors 3 genned themselves. Probably needs a cooldown of 25 or 30 seconds.

    Maybe they they could buff him in other areas a bit to compensate for that nerf. I actually thought until now that he can keep placing portals even if he placed all 6, so that could be something they could add. Maybe some other small buffs if they nerf the cooldown.

    If they do then he's instantly going to be yet another bad Killer. His low cooldown is what makes his portals useful. The information is nice but being able to use them back to back like he can now is how he can win games.

    Without that he's outclassed by Hag and Freddy.

  • Do this and only this and I will be happy:

    @NuclearBurrito said:

    Let the Demogorgon replace portals when all 6 are down.

    Right now you can easily get screwed over if you place a Portal near a gen but the gen gets completed, that portal is no longer useful and the Survivors won't destroy it because it isn't a threat, thus it becomes dead weight.

    Let us place portals that then replace the oldest portal like Hag and Freddy can.


  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/669378#Comment_669378

    You clearly are bitter about something so lemme explain.

    This information is only gonna help soloq and small SWF groups (like groups of 2) in that context, the game is actually perfectly balanced. Since soloq is pretty much a free 4k anyways.

    You say killers are supposed to be the power role but to what extent? Is a rank 20 killer supposed to win against a rank 1 Survivior no matter what? Is a survivor supposed to be heavily disadvantaged and forced to outplay the killer multiple times over and pray to god their team actually does something.

    You sound more entitled than any Survivior main.

    Indeed. This is ultimately a good thing for everyone including the Killers.

    Also Power role just means the individual members of one role is stronger than the individual members of the other role.

    So in this case the Killer should be stronger than a Survivor. That doesn't mean he needs to be stronger than their entire team at once.

    If this game is to be balanced then the Killer needs to be equal to the Survivor team in strength, since this makes him stronger than an individual Survivor this also makes him the power role.

    Using the "needs to be the Power role" makes sense when discussing the Killer having the advantage in individual chases or other 1v1 interactions such as the hatch endgame. But doesn't hold up when talking about making the Killer stronger than the Survivors in terms of more general actions such as Gen Pressure and saves via multiple Survivors working together at once.

    There are other arguments that could be used (for example he still needs to have Gen pressure even if the Survivors do still need to be able to make progress), but not the "power role" argument.

    This kind of ally tracking information is one such situation where "Power Role" doesn't work as a counter argument, since it isn't a 1v1 interaction.

  • On one hand I 3ked with the Demo on this map (the 4th survivor escaped with a key when there were still 2 survivors left)

    On the other hand it wasn't against particularly good Survivors so I don't think it means much.

    I was able to put portals on the exit gates which was cool.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/669224#Comment_669224

    To avoid avoiders.

    For example, i really like equipping No Mither when the usual build just feels too plain at the moment.

    But there's been quite a few disconnects once they see the HUD.

    Or well, i can't confirm they DC'd specifically for that, but the frequency sure raises after equipping it.

    Point is: Showing it in the lobby will encourage more waiting times for certain equipment.

    Anyway, this is not me saying no to the idea.

    But give us an option to toggle it or smthn.

    I mean at that point. This way you don't end up playing with people that will DC cuz you have the perk, since they would instead lobby dodge without wasting your offerings or even forcing you to reque.

  • @switch said:

    DS is balanced in theory, but in real world, on what planet do the killer manages to hook every survivor 3 different times, 3x4=12 times when a game is 5-6 mins long.

    Reality you have to play like a loser if you want to win as a killer, i'm not mad at the survivors, i'm mad at the devs for punishing killers that are doing their job.

    DS can't trigger after the 3rd hook because you are dead.

  • In all seriousness I want this. In theory you could just ask but people rarely actually say their entire build in the pregame

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/668975#Comment_668975

    I was to lazy to do different builds. I just made one and copy pasted them on all others lol

    ikik I'm just poking fun at it ;)

  • Eh I was just having a ton of trouble catching people at jungle gyms. But I'm like 90% sure that has more to do with me having never used him than with him being bad or anything.

  • @Tzeentchling9 said:

    I can already see the complaints of people dodging them in lobbies because they aren't using meta perks or are low rank.

    Note how the survivors in the picture are all using the same 4 perks lol

  • If you are at low ranks then it's now a good idea to take left behind for when they get themselves killed and you need the hatch.

  • But he feels pretty good. Not as good as the top tiers but def B tier.

    I'd put him just below Plague/Myers until more tech is discovered with him.

  • I'm just sad it doesn't work well at pallets.

    It would be so cool

  • @Fab said:

    I think Undetectable isn't working right now. When I was crouched as The Pig I didn't see the status effect icon, and while playing Survivor, I had Dark Sense and was able to see a cloaked Wraith's aura.

    I know it's not. But eventually it will be and I want to know how this interaction will work when it is.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/668416#Comment_668416

    I was sure devs said it's additional +12% to explosion. Hard to pinpoint progress just on visual, so I guess I'll believe your word on it?

    It's 12% regression plus the normal regression over time. That's it.

  • @G0lden_Ra1den said:

    https://forum.deadbydaylight.com/en/discussion/comment/668368#Comment_668368

    I’m just referring to SWF, almost 100% of the times they will stay back to rescue their friends.

    Not my problem. If the Killer has NOED I'm not waiting around for him to kill everyone, just give him the 1k and leave.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/668404#Comment_668404

    Dependes, if someone worked on a gen during surge and instead of leaving kept working, you hit the gen twice, making it 50 from double pop + 12 from surge + explosion.

    Technically it's minimum 37 + explosion.

    Not 90, you're right, but quite a lot :)

    The explosion isn't additional regression, it's just the 12% that's already accounted for.

    And if you are bringing up multiple chases then you could pick any number between 25% and 300% regression from PGTW, so it doesn't mean too much.

  • @avilmask said:

    https://forum.deadbydaylight.com/en/discussion/comment/667874#Comment_667874

    Is not like you can hit people after hooking someone right? On moment of my comment active PGTW was applied with surge, and didn't deactivate. So you could hook, surge, and use pop again, basically reducing one gen from 90 to 0.

    At best it would reduce it by 37%, not 90%.

  • Ye, Spirit is viable at base kit.

    Although I will point out that Spirit's higher tier addons let you brute force loops that you normally have to mindgame. So if you are poor at mindgames then it might feel like you need them, but a Spirit main should be able to have good results without them.

  • Map offerings don't give you a map that is easier for your side, it just gives a normal map of your choice.

  • fun fact: Standing still is the most mindgammy of mindgames you can use.

    Because unlike using phase to go somewhere, standing still is ONLY useful as a mindgame. The only benefit to standing still other than making your opponent think you aren't, that means that you can't accidentally get a hit by standing still, you will only get that hit after deliberately making an attempt to get into their head and manipulate them.

    Spirit isn't even the only one who can mindgame like that. Hag can do it to when a trap pops, you stand still and have them run into you if they think you will teleport.

  • @G0lden_Ra1den said:

    https://forum.deadbydaylight.com/en/discussion/comment/668351#Comment_668351

    Unless if one of them is hooked, in which case not only are they on hit downed, but they can’t leave either.

    You can absolutely leave while someone is hooked.

  • The Survivors aren't on a time limit to find the totem. If the EGC has started then they can just leave and ignore NOED.

  • @G0lden_Ra1den said:

    https://forum.deadbydaylight.com/en/discussion/comment/668331#Comment_668331

    Well I don’t see how this nerfs NOED, and as a matter of fact it might be considered a buff because of a time limit of finding the totem before End Game collapse runs out. Blood Warden has always been a situational perk. Sometimes you get no usage out of it, or it may work but bad timing, and there are also the rare cases where you go from a 2K to a 4K because of it.

    Shorter time until opening the exit gates means less time where Survivors will be in the trial while NOED is active since they can leave sooner.

    Bloodwarden being situational won't be changed by this because the time between the gates opening and the Survivors leaving wouldn't be changed by this.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/668285#Comment_668285

    Keys...so overpowered but so useful...perfectly screwed up like all things should be.

    Yes Keys are overpowered, but this isn't why.

  • @G0lden_Ra1den said:

    https://forum.deadbydaylight.com/en/discussion/comment/668312#Comment_668312

    One does not stop the exit gates from being powered, unless you mean kill the survivors before the five generators are done that is. I wish there was a killer perk that could actively regress exit gate progression, but that’s another topic for later.

    I do mean 3k before the exit gates are powered.

    Practically you just need to 2k before the risk becomes very low that the gens will be powered (baring 1 gen left of course).

    Basically there are very few games where the exit gates are powered via the gens yet I am still able to keep the gates from being powered in time. It does happen sometimes sure, but it's rare enough that this kind of build wouldn't come up too often against me.

    Meanwhile it's a nerf to perks like NOED due to shortening the endgame and Bloodwarden is uneffected due to needing an opened exit gate to work anyways

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