NuclearBurrito
NuclearBurrito
About
- Username
- NuclearBurrito
- Joined
- Visits
- 5,343
- Last Active
Comments
-
@Might_Oakk said:
I forsee a surge in posts complaining about totem locations
I forsee Surge in general.
-
@Kingd423 said:
https://forum.deadbydaylight.com/en/discussion/comment/655802#Comment_655802
Does it instantly appear in the bloodweb?
No, randomly.
-
@NuclearBurrito said:
Legion build that's designed to down people using Deep wounds. Crazy I know. I've already tried this with incidious but it didn't really work out. Luckily for me, dark devotion was recently buffed, and now is usable for this strategy due to lasting 30 seconds now.
Addons:
- Stab Wound Study
- Franks Mixtape
Perks:
- Dark Devotion
- Ruin/PGTW
- Thanataphobia
- Infectious Fright
Here's the strategy:
Step 1 - Stab the obsession in Frenzy
Step 2 - Stab someone else in the same Frenzy
Step 3 - Chase the 2nd person. Because the obsession has the terror radius and not you, the Deep Wounds timer will continue going down.
Step 4 - Down them with FMT before Dark devotion can run out. This triggers infectious fright informing you of where the obsession ran off to.
Step 5 - Repeat
Thanataphobia encourages the obsession to go away to heal up. Thus increasing the odds of the 2nd survivor exiting their terror radius.
Ruin/PGTW cuz gen rush.
This one might actually work I hope.
Hence why I've made 2 whole versions of it.
-
@FireHazard said:
No Mither, Botany Knowledge, Self Care, and Pharmacy.
The best heal yourself build :D
Swap out Botany for Solidarity and swap out Pharmacy for Second Wind when it comes out.
-
@MongByeolBuddies said:
https://forum.deadbydaylight.com/en/discussion/comment/655184#Comment_655184
Thanks for the feedback.
I don't think it'd be too powerful even with an intelligent team; it might be. If so, the percentage of sabotage that needs to be done for the perk to activate could be increased from 50 percent.
Also, even though Deliverance is a good perk, it's nice to have options. For self-healing, we'll soon have Self Care, Second Wind and Inner Strength.
Don't forget about pharmacy!
-
Altruism is altruism because you don't have to do it.
The consequences for him not unhooking you is a lower Altruism score.
I'd suggest putting him on a Mori list and moving on until you see them again, at which point you Mori them if you are Killer.
Technically this game is not a team game since everyone has a similar but slightly different wincon (my wincon is for me to survive, your wincon is for you to survive, your wincon is not for me to survive), so he is under no obligation to be helpful to the other survivors.
Is he being a dick? Yes. Should you respect him as a person? No. Does this call for direct punishment beyond what I've already mentioned? No.
-
I don't see why not.
-
@PrayedFish said:
I like this idea a lot as I think being obsession should be a bigger threat. Especially with Dying Light. As I think Dying lights is sometimes useless by the time you get it as you couldn't find the obsession all game. But instead of looking up mabey there is an activation like clicking A on an Xbox controller. Mabey they make a new archetype of perks called activation perks and you can only use 1 at once. A little far out but you never know I guess.
While I'd love to have an easier activation method I am deliberately not having a button activation so it doesn't get in the way of a potential future power.
-
@Sziosis said:
Although I like your enthusiasm to make this killer work, I did not think half of this through .-. Values are changed alot and they don't always have time to change and test everything. BHVR doesn't always get things right and God knows I hate what they've done to Legion, but they at least try. Also, the Clown is fun n_n but please, tell me how exactly you would make The Drown work. All changes you would make.
That's what I'm here for <3. I'm all about thinking things through (not that I'm perfect at it but I try).
Anyways here is what I'd do:
- Make the haste from Water Affinity 20%
- Make M2 move at 135% but increase the fatigue to 2.5.
This would make the ability an average of 4.8 from when you start charging to when the move ends but 4.26 in total after factoring in the fatigue time.
It also means that if you are able to use the M2 at the same time as Water Affinity that you can combo the M2 with itself in order to get an effective instant down. Since these fast downs are making up for lost time when patrolling it remains balanced.
-
If I really wanted to just hate on your idea for the lols I would say something like:
"No. ######### idea k bye"
-
Values are why Clown is a mid tier Killer.
Values are why no one uses Fire up.
Values are why Pallets are so effective even when the Killer uses Brutal Strength
Nearly every mechanic in the game only is balanced with specific values in relation to the other relevant values. So when I see an idea I'm trying to make it as best as possible my fleshing out the exact details, and that means getting into the numbers and statistics.
For any idea that gets into the game all of it's actions will have these details fleshed out eventually, and I don't trust BHVR to get these things right. Thus here I am doing it myself so a cool core concept isn't bogged down by ######### numbers.
-
@Sziosis said:
https://forum.deadbydaylight.com/en/discussion/comment/655115#Comment_655115
Is this constructive criticism or is it trash talk? ._. I spent more time on the bio than the stats. I throw out concepts for fun. Do you try to ruin concepts for fun or am I missing something?
I'm proposing values and statistics in order to resolve the issues. I'm not bringing up any problems without also proposing solutions to those problems and stating exactly why the solution is required.
Like I said these values are critical to the execution of an idea.
-
And even with just 10%. If the Survivor loops you then you are 110% for the first loop and then 120% for the second loop, meaning your power isn't giving you a speed advantage until the 3rd loop at which point most Killers would have already gotten the pallet down anyways and the viable Killers would either have the means of getting the hit anyways unless the Survivor plays the next few seconds very smart (Nurse, Spirit, Huntress, Hag) or would be able to get it down even faster (Billy, Myers, Freddy, Clown).
A 20% increase in MS means that over 2 loops you would move at an average of 1.225% MS or 4.9 M/S.
By comparison the Spirit moves at an average of 4.7 M/S, but can use that MS while patrolling and is invisible for that time.
This Killer can't use the haste effect to patrol. So it NEEDS to be far FAR better in a chase than every other Killer in order to be good.
-
@Sziosis said:
https://forum.deadbydaylight.com/en/discussion/comment/655096#Comment_655096
Billy, Wraith, and Pig have slow downs before their attack. Clown and Freddy can slow survivors if you have some skill. And Legion has been nerfed to a terrible cooldown before you can even down someone. At least this isn't as simple as press the button. You get the speed boost yourself and survivors have to adapt to that coupled with your charge attack. It's not all numbers. There's mind games in this, too.
No, they don't have to adapt to ######### because Survivors have been looping 115% Killers for years now.
This is a 110% Killer that becomes a 115% Killer in a loop. If this was added into the game with your numbers right now it would be the worst Killer in the game by far.
-
@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
Not exclusively hidden offerings but a bunch of them are hidden, including a map offering variant
-
@sluc16 said:
https://forum.deadbydaylight.com/en/discussion/comment/655023#Comment_655023
The killer is not even aiming in my direction
Judging by her red stain she is aiming precisely in your direction
-
Also Pig has a temporary Dash button
-
@Sziosis said:
You might be right, but 115% base speed seem too much. I would rather buff Water Affinity to 10% haste minimum. Having a killer at 115% movement speed that can get a quick speed buff doesn't seem fair.
you mean Legion, Billy, Wraith and effectively Clown and Freddy?
-
Even a 20% haste still resolves as a worse clown.
-
Remember, this Killer is going to be terrible at patrolling. So she needs to be able to utterly shut down looping attempts and have massive payoffs from her power.
-
@Sziosis said:
I made this with balance in mind. I didn't want her insanely OP. Water Affinity was to be mostly for loops and sneaky survivors. I agree that the haste bonus of Water Affinity is low, but 120% can force a pallet fairly quickly and a survivor would have to judge the speed boost from Water Affinity after the first loop when you have your puddles down. Bloodlust 1 wouldn't even need to break a pallet in most of those situations.
With a 5% haste after the first loop she's the speed of every other Killer in the game. Why not just play any other character and immediately be that speed without having to wait a loop?
There is no point in having the mechanic if it doesn't provide a benefit over other Killers.
-
@Jack11803 said:
https://forum.deadbydaylight.com/en/discussion/comment/654257#Comment_654257
its a 5% boost for 35 seconds. Doesn’t stack. But I understand
5% MS is a big deal for something guaranteed.
In any case the perks are mostly great and these buffs are a bit hasty for most of them.
Also Mindbreaker doesn't work like that. It inflicts exhaustion which doesn't recover while running, so they'd need to be standing still for those 3 seconds for it to count.
Think an exhaustion addon that triggers when they touch a gen but the time is 3 seconds instead of like 15 or something.
-
Actually not as bad but still terrible.
-
@Awakey said:
Nice explanation @NuclearBurrito.
Also, Dedicated Servers should help greatly with any latency or ping issues you have, so long as you're remotely close to a server.
Honestly now I'm just happy to have an easy to compare reference point for the length of an in game meter.
The spot right in front of the Killer is where he was on frame 1 and he moved 0.5 meters so I can use that to get an easy to see reference for how long that is.
-
@PrayedFish said:
I like the idea but there would have to be a cooldown of sorts. It would also definitely have too be the last hook you 50 percented. If 4 people ran it then you could pick 4 hooks close to eachother so if someone is in a chase then you could make sure you die by them. So when you get downed you are close.
Actually even if all 4 people ran it the payoff isn't large enough to be problematic and doesn't stack. That is to say if someone is hooked and kobies via this than all the other people who also ran the Perk may as well have not done so.
Remember, you can only get off the hook on your first hook and doing so isn't THAT much better than someone else unhooking you to the point of being a problematic perk (it's a strong effect but it's fine considering the required effort).
-
When I say massively I mean like, Water affinity is +0.8 M/S haste (aka 20% speed boost).
-
@Sziosis said:
Gasping Desperation lasts 5 seconds and can't be canceled. Charge time is 3 seconds at 95% movement speed. The cooldown is meant as a fatigue timer. You move 80% movement speed for 2 seconds and addons can lower the time. You will move at 115% movement speed during the attack. You can hit the same survivor, but the will have a speed boost from getting hurt. And you can attack multiple survivors during one instance of Gasping Desperation
Water Affinity grants 5% movement speed at base. Addons can increase it to 9.5% max with the best addons. And the notification for walking in the water would be similar to a loud noise notification, but would need to be more transparent. Also crouching will still activate this effect.
Did I cover everything?
Got it.
Looks insanely weak. Like it's:
I can charge an attack that lets me move at normal MS and if I go where I've already been 10 seconds ago I move at normal MS. Otherwise I'm slowed.
Either make her 115% and have both abilities boost her to 120% or 125% if used simultaneously. Or massively increase the haste effect on both abilities to make them rewarding compared to being a standard 115% Killer.
-
In otherwords you scream 5 frames after you've been hit. Since the speedboost is on frame 1 that means you have traveled exactly 0.5 meters since you were hit by the time you FELT like you were hit.
-
An important thing to note here is that a lot of the reason it looks weird is because you were injured at the START of the animation rather than the middle or end of it. Meaning that by the time she had her arm stretched out all the way you were already injured and had moved a few meters due to the speed boost as shown in your first picture.
Try going into KYF and have the Killer swing at the distance in my screenshot and record it while you are standing still. I imagine it would look far less awkward.
-
This is the distance between you and the Killer the frame you became injured. Looks like a fair distance to me.
-
I know this might sound a bit pedantic, but Killers live and die on their fine details. So the exact numbers on these things will make or break a Killer like this and completely change what kind of Killer this is supposed to be in terms of play style and counterplay.
-
I'd need more numbers in order to evaluate this. What's the speed boost over water? How long is Gasping Desperation?
Does it have a charge time? If so is there a slow down, how much and how long is the charge time?
How long is the cooldown?
Is the a speed boost during it?
Can it hit the same Survivor multiple times in one go?
Can it be canceled early?
Is there a fatigue time after and if so how long and how fast does she move during it?
What form is the notification from water affinity in?
-
Preferably something seemingly simple like with gen regression.
-
#usedynamicsolutions
The way to stop rank 20 Survivors from suffering due to a change is to make it something the Killer has to actively do and is hard enough to execute that a rank 20 Killer won't make use out of it (while a rank 1 Killer will).
-
actually he wants the ABCDEFGHIJKLMNOPQRSTUVWXYZ in the upside down as you can tell by all the lights being on.
-
I'd like to remind everyone that he get's stealth when leaving the portal. Meaning that you can quickly teleport to a gen and get a gen grab with no terror radius.
-
Also. Killers right now are only slightly faster than Survivor.
For every second of a chase the Killer will gain only 0.6 meters for most Killers. And you know the Killer is coming at 32 meters away. So in theory if you run away at the terror radius the chase will take 41 seconds taking into account bloodlust before you are injured and then a remaining 13 seconds before you are downed. And that's if you run in a straight line with no attempts at juking, no pallets, no windows.
For every pallet they are forced to break (assuming they aren't stunned) you gain 17 seconds.
For every window you fast vault that they vault you gain 6 seconds.
Because of how hitboxes work they also go around loops slightly slower than if they went after you in a straight line but I can't calculate the timesave there.
By the way a stun is 13 seconds of distance on top of the 17 seconds for breaking the pallet.
So assuming you start running half way into their terror radius (16 meters away) you have 26 seconds to find a pallet or a window and get to it. 26 seconds is longer than you would think. Try counting out 26 seconds right now and take note of how long it feels. And once you get to the pallet you can gain up to a 30 second lead on the Killer in order to find the next pallet to drop.
Then compare all of this to the 80 seconds it takes to do a generator and realize that there are 3 people doing generators at once while the Killer is chasing you.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/654690#Comment_654690
Someone literally offered you a spreadsheet! Do you know how extra that is?
That's like 6/5 extra. So extra that it's extra extra.
-
@xnes_galax said:
Really good guide man. Simple and effective and i completely agree.
Actually, i think you should move (or ask a mod for move) it into gameplay guide. This is general discussion.
Anyways great work! I would only add a little thing.
"If the chase is going on for to long, or if there isn't any objective in the side of the map you are chasing, just drop it and go pressure someone else. The best survivor in the world has the same repair speed as a rank 20 claudette. Pick your targets
I'll need a mod to move it. Also technically the best survivor DOES repair faster than a rank 20 cuz skill checks, but whatev.
A chase going on to long isn't a reason to drop the chase, projecting that it will continue to do so can be a reason but you need to remember that chasing a survivor you can't catch is still a better GPR than not chasing a survivor.
I can't advocate switching targets as a general strategy because it relies on a weak link, and sometimes one just doesn't exist.
Switching targets is something you can do if you have:
A - Stealth
or
B - Lots of Speed
Because those 2 things let you get to someone on a gen before they would have the time to get to a loop. That means for:
- Doctor
- Clown
- Hag (unless you use the UR that lets you teleport to any trap)
- Huntress
- Leatherface
- Trapper
- Plague
You shouldn't be switching targets without an additional source of gen pressure or a regressing gen. For:
- Wraith
- Myers
- Ghostface
- Pig
You can switch targets in order to create confusion as to where you are and catch survivors off guard due to your stealth and prior chase hiding your approach
For:
- Nurse
- Spirit
- Billy
- Legion
They will hear you coming and get some distance, but not nearly as much as with most Killers and thus you may be able to get a quick down anyways
For:
- Freddy
- Demegorgon
You may do both at once due to possessing terror radius manipulation as well as teleportation.
And of course if you proc:
- Play with your food
- Dark Devotion
- Tinkerer
- Furtive chase (results may vary here)
- Monitor and Abuse
then using those perks to swap targets may also give you better results.
And if you happen to know for sure that a nearby survivor is out of position and the survivor you are chasing isn't then sure swap to them.
But trying to swap targets just because your current one is good at looping is a losing strategy. A good strategy should assume all 4 survivors are good at looping so whatever survivor you run into as a result of breaking chase is going to just also loop you like the last one did. Unless you have some method of stopping that (which I listed above) it's just not worth it by default.
A note to make is that breaking chase to place traps is a different matter and is fine. The important thing here is that you shouldn't break chase without a reason to think doing so would result in a different faster chase, which by default it doesn't.
-
@prayer_survivor said:
They're scared because survs use MoM :D
Which is weird considering they don't since it was nerfed into the ground
-
Billy has a slowdown while charging his saw.
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/654202#Comment_654202
Alternatively, instead of Pig, do it on Nurse and give people a heart attack when she just randomly starts charging at you like a bull.
But pig is just such a cutie!
-
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/651266#Comment_651266
Let me see how this factors in with Agitation...
*3.68 m/s carrying a Survivor + .6624 m/s bonus from Agitation + .92 m/s bonus from your Mori idea = Killers would be carrying Survivors at 5.26 m/s, which is 131% the running speed of a Survivor and 16% faster than a regular M1 Killer*
Conclusion: YES. DO IT. DO IIIIIIIIIIIIIIIIIT
Combine with Mad Grit and the Pig with the drill for a top tier gaming experience.
-
She's solid B tier.
Giving her base kit apple (the one that makes a corrupt fountain at the start) would make her A tier.
-
@Nonfunctional said:
https://forum.deadbydaylight.com/en/discussion/comment/649365#Comment_649365
SWF don't need a buff and you can't buff survivors without buffing SWF so (hold on, a little math here...) Nope, no Survivor buffs for you.
Actually you can!
There are just restrictions on what buffs you give.
For example faster repair speed is obviously a bad idea, same with anything that directly helps with looping. However things like ally tracking is fine and doesn't buff SWF.
Chase indicators, action icons, totem counters, base kit Kindred, ect ect ect.
-
Thank you. Every team needs it's small game user for doing bones.
-
It should be possible to do a LoS check from the 2 gates to ensure that there are no spots where LoS overlaps from both gates.
But I can imagine that would increase load times by a lot.
-
Was I not clear?
Win conditions are vital to a game. Just pretending the wincon is something it isn't just undermines all of balance, prediction, skill ect.
-
The people that say having fun is winning are flat out wrong.
-
@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/652334#Comment_652334
Show me one discussion where a Street Fighter or chess player ponders what might constitute the definition of winning or losing in their game of choice.
It's vague in practice, because the ranking system is not consistent with actions that a player would intuitively categorize as "win" or "loss." Overwatch may be an outlier as well, but that game definitively gives each team a "Victory" and "Defeat" screen at the end of every match. It isn't vague in the least.
You're getting semantic about what constitutes a game mechanic, or not. Call it bad UX, if we don't agree on the former terminology. Whatever it is, it's what creates the kind of subjective wiggle room that leads to threads like this.
Confusion means that the game doesn't present the wincon well. That doesn't mean the wincon is subjective.
