NuclearBurrito
NuclearBurrito
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And you are told where both exit gates are anyways
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@G0lden_Ra1den said:
https://forum.deadbydaylight.com/en/discussion/comment/668244#Comment_668244
Well then good luck with that, because then with Wake Up everyone knows where the exit gate is, and you’ll have a hard time protecting just the single exit gate while the other survivors go to the next one, also knowing where it is. But your funeral I guess.
Simple. Don't run an endgame build and stop the exit gates from being powered.
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@G0lden_Ra1den said:
https://forum.deadbydaylight.com/en/discussion/comment/668219#Comment_668219
Great, then somebody can bring Leader and the exit gates can now be opened 58% faster as opposed to a maximum of 50% with Wake Up and Leader. And yes, meta does not necessarily mean OP, but then literally everyone will be using the 2 perks. The game needs diversity, not the same formula.
If every Survivor was having 2 perks dedicated to shaving off 8 seconds from the gates then I would love facing that as Killer.
That's 2 less slots being used to stab me or tank hits.
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@G0lden_Ra1den said:
https://forum.deadbydaylight.com/en/discussion/comment/668189#Comment_668189
Then what do you suggest? Anything more than 25% would become meta
Meta is not a synonym for it being bad for the game.
There will always be Meta perks regardless of what perks there are and that isn't a problem, we want as many perks to be Meta as possible because that means they are getting used.
Thus 33% for 15 second gates.
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I feel like this is too many effects at once.
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@CrtKazz said:
You don’t want to buff the speed too much or remember will feel required. I am a Kate/Nea/Quentin main (love every one of their perks, yes boil over and streetwise too) and Quentin’s playstyle is more like a scout. He can get in and out quickly, help the team out then go hide. Pharmacy is way better as you get more experience in the game because you shouldn’t be wasting time in the game self caring multiple times regardless, and you can use the medkit on yourself or a teammate in a pinch (combine with botany, streetwise, or ace in the hole and your medkit is super duper!) Vigil does feel much less useful than it was before the exhaustion nerf but it is still incredible with Sprint burst. It’s not necessary with other perks but it has saved my life so many times by getting it back quicker (remember he’s a scout!). Last wake up, like I said earlier if you change the time speed it could be too powerful combined with perks such a spine chill and leader to where you could get the door open in about 12 seconds. That’s a nightmare to think about with almost no hope as killer and the developers probably want you on the edge if your for as much as possible during the game. The only thing I could think of is to buff the aura reading of the perk to not make it crazy. For example YOU get to see the aura of all nearby teammates while you are opening the exit gate. I do like the idea of it becoming an obsession perk even though Freddy was obsessed with Nancy not Quentin but that’s just details lol. Sorry for the long response I just love his perks a lot have thought a lot about how people think he’s underwhelming or any other non meta build for that matter. Be creative have fun! You don’t have to use dead hard, adrenaline, self care, DS to win. When I was playing everyday I’d get rank 1 every month using my three mains and making builds out of them. Good luck!
No Killer is going to run Remember me just in the off chance that the Survivor is running a very specific endgame build.
25% speed increase is only a 4 second time save, it's great if you're the last survivor but not a game changer and its outclassed by leader in a lot of situations.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/667638#Comment_667638
So if the middle of Lery’s is about 24m, put 4 of them together in a grid, cut off a bit of a corner on each of them, and that gives a rough idea how large the area of coverage will be. 24m radius is still significant. That kinda size still makes it probable a gen or 2 will almost always blow.
A gen or 2 blowing = outclassed by PGTW
You need at least 3 gens usually to pop in order for it to be a good alternative perk.
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@Raptorrotas said:
too low numbers, obsession unaffected, obsession still gets that unique bonus (which other killer perks do buff a survivor anyways?)
Rancor
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/667700#Comment_667700
these scenarios only happen in your mind, friend. this may be because you've witnessed people do it, but that doesn't mean they knew what they were doing. also, its a challenge, it's not supposed to work 100% of the time. what it is supposed to do is make for a better game 100% of the time, which it does.
all of these things you're complaining about are normal aspects of game play that i expect to experience as often as possible in game. again, your method of "winning" is totally made up and is just an excuse for a bad player to use as a defense for being identified as a bad player..
you seriously have a lot to learn about dbd and i feel bad that you are making your opinions so prevalent towards newer players with questions.
Technically all win conditions are made up. The difference is that mine is the one that the game made up rather than one a player made up, aka: The official win condition that you need to achieve in order to correctly state you win a match.
If you think that's wrong then what win condition do you think is the correct one and why, and why is suicidal hyper-altruistm more effective at achieving it than the alternative?
If you think it's pips then you should rush gens.
If you think escapes then you should rush gens.
If you think it's BP then you should still rush gens. The points for an unhook aren't as much as the points for completing a gen or 2 and escaping.
If you think it's fun then all of strategy goes out the window and you have no method of determining if a player is good or bad even if you claim you do, nor is there any reliable way to balance literally anything in the game, nor would it even mean anything to say you won, nor would it even be a competitive game in the first place.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/667700#Comment_667700
these scenarios only happen in your mind, friend. this may be because you've witnessed people do it, but that doesn't mean they knew what they were doing. also, its a challenge, it's not supposed to work 100% of the time. what it is supposed to do is make for a better game 100% of the time, which it does.
all of these things you're complaining about are normal aspects of game play that i expect to experience as often as possible in game. again, your method of "winning" is totally made up and is just an excuse for a bad player to use as a defense for being identified as a bad player..
you seriously have a lot to learn about dbd and i feel bad that you are making your opinions so prevalent towards newer players with questions.
Well the odds to beat is 75%. So even if you succeed half the time you still shouldn't do it.
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Seriously. People like you, that is hyper altruistic people, are the reason why Killers camp in the first place.
Someone like you goes in for a save on a camping Killer, they down you because you just ran straight into the Killer's face for at best a hook trade and far more likely a grab with the other person still on the hook, and then the Killer gets another hook and probably another Kill, and now someone else needs to save both of you and suddenly no one is doing gens because you have 2-3 people on a hook because someone tried to play Hero when that was exactly what the Killer was wanting you to do.
You know how often I get free hooks because someone chases me to a Survivor at a hook and then is downed because of it? Far too many.
So if you want to talk about fun? Rush gens and depip the campers out of your game so you can face some actually good Killers in the future.
You want to talk about winning? Rush gens and get out.
You want to talk about saving the guy on the hook? Rush gens thus forcing the Killer to abandon the failing strategy.
You want to talk about how to avoid toxicity? Rush gens instead of rising to the Killer's obvious bait.
You want to talk about pips? Rush gens and get free Gate keeper and Unbroken.
Always rush gens. The Killer doesn't have time to be standing around if you do, so a good Killer won't so you get your precious interaction and a bad Killer will depip until you never see them again.
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@chieftaco said:
@UlvenDagoth agreed. not sure why @NuclearBurrito followed the drama into this post, but i think i really upset him in another post. now just trying to discourage his habit.
i really don't want a nuclearburrito following me around everywhere negating the things i say just because it wants to.
I don't know who you are, nor do I know where I supposedly followed you from.
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@MasonMyers69 said:
https://forum.deadbydaylight.com/en/discussion/comment/667620#Comment_667620
Killers like billy, myers have a one shot, what's the problem with this addon, I think it's strong but risk>reward.
Power one shots are accounted for regarding the rest of the utility they have.
A killer with an instant down won't have as much power outside of the instant down compared to a Killer that doesn't have an instant down, for example baring the instant down the Spirit and Hag both have powers that are massively more useful that Billy's.
Huntress is the same deal, she doesn't have an instant down and her hatches can work like they do without being OP as a result.
However the combo of Iridescent head + Belt utterly breaks that careful balance by giving an instant down to a Killer who's power is balanced around not being one. Even without infantry belt you don't need more than 1 hatchet per chase if it's an instant down for a good Huntress.
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@MasonMyers69 said:
I prefer it in the state it's in, you only get 1 hatchet, and if you use the belt you're using an ultra rare + very rare, besides, the suggestion you offered would be very difficult to hit and very situational.
The state it's in is OP AF.
It's a minimum of 4 extra healthstates and possibly more if they heal.
The rarity of the addons doesn't justify something like that.
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Worst case scenario we give it a secondary effect.
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@TAG said:
As cool as that is, pulling that off requires a ton of things to go right. Not sure it would be worth the add-on by itself, sadly.
I mean it's been coming into play in the PTB even if you ignore the headshot glitch.
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I'm down for it.
The end result of the meta is no NOED and a slower early game, no problems here.
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@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/666603#Comment_666603
Sounds like an upgrade more than a sidegrade
Probably, but I haven't actually gone and check how many times the difference would matter.
Would't be that hard to test but still.
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Basically Ghostface, Plague, Myers and Clown need small buffs such as making one of there yellow/green addons base kit or something.
Pig, Legion, Doctor, Wraith, Trapper and Leatherface need large buffs or mechanics changes depending on what is holding them back.
Freddy, Huntress, Hag, Billy, Spirit, Nurse are the Killers that don't need buffs at all and shouldn't receive any besides maybe minor buffs for the purposes of QoL in specific situations, or addon changes.
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- Nurse
- Spirit
- Billy
- Hag
- Huntress/Freddy
- ?Demogorgon? (Projection given what we currently know)
- --Solid viability ends here--
- Ghostface
- Myers/Plague
- Clown
- --Tentative viability ends here--
- Pig
- Legion
- Doctor
- Wraith
- Trapper
- Leatherface
Decided to just give a top everything.
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/667109#Comment_667109
You had only one rank 2...
Did you mori everyone? That would explain why all of the skulls next to the names are the normal "dead" skulls instead of the "sacrificed" ones...
Also, WHAT is WITH those Survivors?!
Lithe, Bond, WGLF at rank 5? Aftercare at rank TWO?
Where is Adrenaline on these sets?!
Tip: Legion Pin is one of Legion's greatest add-ons TBH. The ability to instantly break pallets by vaulting them is amazing.
They ran Devour Hope. It's not like there was an ebony or anything that game.
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@BunnyTheHutt said:
If there is a cooldown then it won't be a problem, but since it doesn't say there is any, I can see it being way too strong. Could you imagine a SWF group who swarms hook but all of them have this perk, so you are forced too camp too not loose the person, but they never struggle too death? This perk needs a cooldown and a way shorter life span.
It can only trigger on each survivor once.
The absolute longest a Survivor can survive on the Hook with this perk is 152 seconds, counting first phase.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/667107#Comment_667107
A circle is 2D, and a sphere is 3D.
If Surge was based on a circle, then anything above you or below you would remain unaffected.
https://forum.deadbydaylight.com/en/discussion/comment/667106#Comment_667106
I was stressing the point that 24 meters is a lot bigger than what everyone else thinks. :)
Sorry, I get too nerdy sometimes! 😂
Even though it's 3D the situations where that maters are few enough that we can treat it like it's 2D for the purposes of determining if it's good or not.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/667047#Comment_667047
32 meters is a lot — 32 meters is just the radius. Imagine putting a 64 diameter sphere on the map, which has a volume of 137,000 meters around you. The formula for a sphere is (4/3)×3.14×Radius = Volume.
Now, with 24 meters, we have a sphere with a volume of 57905.84 meters around you.
I know these numbers are big, but really, Dead By Daylight doesn't have a lot of multi-story (Vertical) buildings, so most of that will go to waste. However, my point still stands, you're covering 24 meters in every direction. That's a lot.
Since for all intensive purposes most of the time it's a circle lets not use the Volume.
It covers 1809.56 Meters and used to cover 3216.99 Meters.
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Feral Frenzy is not a basic attack. It does not trigger effects that specify basic attacks and does trigger effects that don't.
The effects that do not specify basic attack are inconsistent about what effects it:
For example save the best for last stacks are lost when you hit the obsession with a Hatchet or Chainsaw, but not when you hit them with Pig's ambush. And the Pig's ambush is effected by exposed but not Projectiles. Ect ect ect
However, Dark devotion is not procced by Frenzy, which is the only perk currently in live that specifically states basic attack, and old Mettle of Man used to not be proced by Frenzy, which is why Legion countered MoM
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@Karltastisk said:
https://forum.deadbydaylight.com/en/discussion/comment/666973#Comment_666973
It counts as a basic attack towards perk like sloppy butcher, third seal, save the best for last etc.
Those don't require basic attacks.
Dark devotion for example specifically states that it requires a basic attack in order to proc yet Frenzy doesn't proc it.
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Feral Frenzy doesn't count as a basic attack.
It totally should but it doesn't
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@BlueFang said:
https://forum.deadbydaylight.com/en/discussion/comment/666814#Comment_666814
Can you imagine how fast the healing rate would be if you had either a "We'll Make It, Botany Knowledge" and or a med-kit?
It will be a free insta-heal, that's frigging busted. Dying Light was already the killer's left behind equivelent
Now it's less viable than Monstrous Shrine
4.83383686 seconds
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Second Wind was sidegraded.
It was 20 seconds outside of the terror radius
But now it's 30 seconds no matter what.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/666122#Comment_666122
U can't pump 5 gens in 2 minutes with 3 survivors lad. U can't even do that with 4 survivors and an afk killer
4 Survivors and an afk Killer can get 5 gens done in 109 seconds without prove thyself. That's 11 seconds under 2 minutes.
But even with just 3 Survivors you need to take into account the initial chase time. You aren't starting with 0 progress, you are starting with 30 seconds-ish of progress.
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@MimiDallas said:
https://forum.deadbydaylight.com/en/discussion/comment/665085#Comment_665085
https://forum.deadbydaylight.com/en/discussion/comment/665084#Comment_665084
Then you will have to deal with the fact that sometimes you lose and life is unfair. DBD Devs give you a good life lesson.
This is by far the most dumb phrase. It's a blatant argument from tradition.
"Because life is unfair we should go out of our way to make it even more unfair". How is that solid reasoning?
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Do gens anyways. It's fast enough that even NOED can't punish you in time.
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Being accused of cheating is the greatest compliment you can receive in a game. It means you did so well that he straight up doesn't believe that a Human player could preform such a feet.
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And anti-DS in the endgame
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@Awakey said:
https://forum.deadbydaylight.com/en/discussion/comment/665923#Comment_665923
If this is implemented, what's the point of a Mori?
Anyways, I think they're fine. I have no problem facing moris. Just don't go down.
Fancy animation
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The obvious 300IQ Play is to run Unbreakable and randomly jump into lockers after being unhooked.
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Whoever let them into identity V was a fool who will not live to regret his decision
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Does that mean we can finally further our plans for world domination!?
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@Acromio said:
Imagine DbD, but even more survivor favored. That's Deathgarden.
It's really not. A good Hunter will excell in DG.
Yeah a good Scav can sometimes win anyways, but even the most boosted of teams can be broken by a good enough Hunter.
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@MemberBerry said:
It has around 350 players average, but people still defend it by saying "hurrlul queue times don't exist". But the question is, who's gonna fund this game? Those 350 sure won't. And that's taking into consideration all of those 350 players are loyal enough to fund it, so the number would probably reduce to like 150 at best. Around 60 of those wouldn't spend more than 5 extra dollars on the game, so there's also that.
Imo they failed in advertising, the just paid some dbd yt-ers and streamers to play the game and that's it.
People like the OP who like this games are obviously.
This game's still getting new players and it's still in early access too. It's not like DBD had a huge playerbase before launch and it's a bad idea to heavily advertise a game like this pre-release.
I've seen plenty of people like you complain about an early access games playerbase. And every single time the full release also came with a massive spike in player count.
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Oh and if you want to talk emblems:
Hook bombing ######### up all 4 of them
* You lose benevolence because unsafe hooks have a penalty
* You lose chaser due to being downed yourself due to running straight into the Killer where he can grab you or insta-down you if he's capable
* You lose unbreakable due to at the very least being downed and probably being Killed
* You lose lightbringer because you could have spent that time doing gens instead.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/665645#Comment_665645
congratulations, you 100% last in line, end of your class, with a technical binary pass only because i don't have a cookie or a bottle to give you so you can go nighty-night.
emblem points are displayed to you in a 0-100% fashion. so are category points while you're earning them in game. many "tests" or "trials" are made up of different parts. you nailed one of them. :)
Ok tell you what.
YOU try and hook rush. See how that goes for you, ima just do the actual objective, see if you can actually reach the line at all with any real consistency, then we will talk.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/665638#Comment_665638
i will not argue this with you again, but usually a pass/fail win/lose system has some sort of threshold you must meet in order to be deemed "passing". where i'm from that number is 70%.. if you do less than said percentage, you are still a failure. keeping in mind of course that you had to "complete" the task in order to be "scored", so "completing" is not the same as "passing", nor "winning".
Well if you escape then that's 100% of the task. It's binary so there isn't any equivalent of "70%".
Bloodpoints aren't even a relevant metric.
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@chieftaco said:
if the killer kills you, he has to put in effort to do it. while he is putting in the effort, you are getting points and experience.
the more effort the killer has to put into killing you, the more points and experience you get.
if the killer never sees you, you get no points and no experience.
escaping a level with no points and no experience is equivalent to cheating on a very important exam.
that's really all i'm trying to say.. as it is, people are already cheating on the exam.. you want them to cheat even better/worse depending on actions of the killer, but the actions of the killer are already making them cheat better or worse.. i don't think skewing in either direction is better than just learning how to deal with a killer who is camping and becoming a better player.
No, the equivalent of cheating on an exam is using hacks to win.
This is the equivalent of easily answering all the of the questions on the exam correctly and then being told off for not studying for the exam that you already knew the answers to.
If you have a legit, low effort solution that is more effective than the high effort one, then if you are trying to maximize your winrate then you ought use that solution.
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@chieftaco said:
https://forum.deadbydaylight.com/en/discussion/comment/665603#Comment_665603
on a non potato survivor team, it is very easy for every survivor to get 28k-32k bp base.
add WGLF that doubles it, 56k-64k.. throw a cake or a bps, lets call it 75-90k.. if anyone else throws BPS or green envelope, easily over 100k per game, and the games are the proper length, about 10 minutes.. 5 per hour isn't asking a lot, so we're talking 250-500k per hour without even trying, depending on other survivors' gameplay.
i would say i average 60k bp as well per game, but my games are much shorter and i can be the first one dead to claim the 40-95k bp & move on to the next game.
If the Survivors aren't potato then the games won't last proper length.
Optimal play in this game just so happens to not be what the progression system is designed for. But that doesn't make it any less optimal.
If the optimal strategy for a game is unfun then that's the fault of the game and not the fault of the people using the strategy.
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@Locker_Monster said:
https://forum.deadbydaylight.com/en/discussion/comment/665471#Comment_665471
Trapper has area denial & map pressure, and his traps can incap people. Legion has none of this.
Wraith's power is not offensive in nature, but does give him increased movement, so it give shim map pressure WITHOUT the 5 seconds stun. Coming out of cloak can be the equivalent, but that can be reduced.
Leatherface can oneshot people with his power. Legion can't down anyone with his power. Ever. Mending is too easy to do, and the DW bar does not reduce in a chase, so Deep Wounds is basically useless.
Deep Wounds is like a Pig trap that you can remove anywhere, anytime. It's a joke of an effect at the moment. It does nothing and barely slows down the game for more than 5 seconds. 5 seconds Legion spends stunned anyways.
Trapper is great once set up, the issue is the set up time.
Wraith's increased movement speed is fine for traversing the map, however the uncloak time is too long for it to be practical for shortening chases which is where Killers need to be good.
Yes you can shorten it but you can also shorten the Legion's fatigue so yeah.
Leatherface has basically no Range on his power as I already showed.
Legions power has:
- Tracking
- Quick injures
- Stall
Yeah you can remove it anywhere. But it's 15 seconds and you have to do it eventually. It doesn't matter that much if they do half a gen and then mend or mend first before doing half a gen in terms of the amount of stall.
Applying DW is almost as much stall as a proc of PGTW, since each Survivor hit now has 15 extra charges worth of objective while a proc of PGTW is 20 charges. The difference being that you will proc DW far more often than PGTW so the stall while small in isolated cases adds up quickly. Not to mention that you are keeping them injured and thus vulnerable.
Point is that while you can't finish a chase with Legion's power, a free hit is worth something. If he had better Perk synergies and less restrictions on things like WHEN he could use his power then I'd put him in B tier for the same reason as the Plague.
But he doesn't so C tier.
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@Kilmeran said:
@NuclearBurrito Correct me if I'm wrong, but the scavs all have their own Perks and those perks are for that character only? If so, that's already a selling point. One of the things I hate about survivor in DBD is the teachable perks and the fact that survivors just become skins after a while.
That was one thing I liked about Friday the 13th. At least each counselor had their own stats, and therefore their own strengths and weaknesses. The way survivors ended up here in DBD just made me not want to play them.
Yes. All perks are character specific and in addition to that Scavanger's also can pick between 1 of 2 Vambraces which act as a special power.
There are 6 different Vambraces total:
Smoke
Camo
Clone
Shield
Heal
Speed
There may be more added in the future of course.
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but yeah if it's the ques you are worried about then there is nothing to worry about
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@Kilmeran said:
@NuclearBurrito I tried it during the free weekend back when it first launched again. What was that? June or July or something? Anyway, back then I liked Poacher. Soldier 76 was one of my DPS mains in Overwatch, and his gun felt very similar, so a lot of my muscle memory translated over.
And yeah, I heard about the new Hunter. Definitely sounds like it needs some incoming nerfs.
It's a matter of when and how she's nerfed. Not if.
The devs have had a pattern of listening to WHAT needs nerfs/buffs and then giving them changes that technically address the feedback but end up missing the point entirely when you think about it.
For example the scav Dash was OP because of his perks. But in response to us saying he was OP they nerfed his ability without touching his perks at all. They fixed it later so in the long run it's all good but it can be annoying.
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Que times are instant for scavanger. They've been higher for Hunter lately due to a new Hunter coming out that is super good, but even then it's only a few minutes tops, much better than the Killer que times in DBD.
Game is really fun. I will warn you that the new Hunter they added (vet) is really OP, but we are expecting nerfs soon so you shouldn't not get the game just because of that. Other than that the game is far more engaging than DBD.
The objective is more involved for Scavs and is far less tedious for Hunter since looping isn't really a thing.