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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @Chocolate_Cosmos said:

    Hey, look. No Mither is "trash" perk because it's designed to have harder and challenging games, so please stop making this perk good.

    Also, speaking about buffs, there would be one buff that would make that better: Make it iron will 3 instead of iron will 1. You could also remove that music when you are injured.

    That's dumb.

    I don't need a perk to have a harder game, you can just play suboptimally in a specific pre-determined way.

    For example: After you are hit while healthy stop moving and don't heal yourself.

    Bam, I now have the challenge of no mither without actually equipping the perk. So why did I need it again?

  • Pro tip: Spam the snares in a small area mid chase.

    The slow from each snare stacks, so if a Survivor runs into 2 snares then that's a 30% slow down, and so on. Clown can't do that.

    You can just place a million traps at a loop very quickly and they either have to leave the loop or be slowed by upwards of 45% when trying to run through your traps. THAT'S enough to stop them from making the pallet. Not just placing a single trap.

  • That's why I think that Killer buffs should be focused around increasing the skill cap.

    Giving Killer's ways to use precision and skill to improve their odds is better than just making them straight up stronger overall.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/603245#Comment_603245

    Then how can people be varying degrees of good/effective at looping? Sure the actual action of running around a pallet is pretty mindless, but knowing how to run different tiles correctly, knowing mindgames, jukes, their counters and so on is something that only comes with experience from both the killer and survivor involved. It's not mechanical skill, but that's not the only type of skill.

    If it truly took no skill at all then only "knows how to loop" and "doesn't know how to loop" would exist.

    TBH this.

    I've made the claim that Survivors are OP.

    I do not make the claim that Survivor is easy against a good Killer (skilled, not high tier).

    Great survivors will beat a Great Wraith/Doc/LF/Whatever. But simply decent survivors will NOT.

  • To sum it up: Jack of all trades, master of none

  • Does anyone know how to mod this game?

    If so it should be possible to test out a bunch of this stuff in KYF (the hypothetical effects of things like grass moving ect)

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/601339#Comment_601339

    Except none of this is actually guaranteed or a dominant strategy. If the Spirit fakes phase walk and you walk away, then she follows she won't know your exact location unless you walked to a completely open area. If you walked to something that blocks her LOS then you can evade the hit out of phase walk. Heck even if you run to a LOS blocker then start to walk she can have a hard time finding you. It's a matter of understanding how fast you move when running VS walking, how quickly she reacts to what you did (which includes phase walk activation time), and how well you understand killer perspective (specifically Spirit in phase walk) so that you can leave as few clues to your position as possible.

    It's actually not that hard to beat the stand still mind game, but it depends on the loop. If it's a bad loop, then yea she's probably gonna win that, as all she would need to do is walk around either side once you walk away. If it's a good loop then she has to phase walk which means you have a chance to get away.

    The problem you see this as a "dominant" strategy when it's definitely not. It can be countered with clever movements. The success of her tactics depend entirely on how predictable you are as survivor. If you just do the same thing every time then you are predictable and yes, she will hit you. If you do something different every time then you are unpredictable, then there is a good chance she won't hit you.

    I'd actually say distance is more important than a good loop in this case.

    If the spirit is right next to you (aka: starting at 0 meters) and waits 4 seconds then she will not be able to hit you out of phase walk without addons.

    Since entering phase walk has an activation time, the actual time she can spend standing still is 2 seconds.

    And since she's only doing this if there is already distance between you and her it's actually even less time.

    And since she's most likely to do this when there is a pallet between you 2 (and thus an obstacle) thus further increasing the effective distance between you 2.

    Thus if she fakes a phase and you simply run in the opposite direction as her then you will avoid the hit.

  • @Voxxed said:

    https://forum.deadbydaylight.com/en/discussion/comment/601180#Comment_601180

    "Hey...I have Apples but I'm going to give you some Bananas to say something"-That is what your strawman response is.

    I'm talking about window vaulting not overall terror radius but please try and keep up with your GED reading comprehension.

    You said that being hit through a window while outside of the terror radius is a bug. So that means those Killers hitting you at point blank range (or at a distance for huntress with a hatchet) is a bug since you are in fact outside of their terror radius.

  • You want survivors to be in one place. Shoud of separation is negative utility

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/601289#Comment_601289

    No, I thought it was the other way around. You had it within TR not when you were out of it. Then I thought the grass was suppose to be your detection or that she started getting closer you had phase. I thought the phase sound was to let the survivor in the chase know you were in phase that way it is mind-gameable on both sides.

    Consult this thread for more information:

    https://forum.deadbydaylight.com/en/discussion/77351/mindgame-guessing-game/p1

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/601289#Comment_601289

    No, I thought it was the other way around. You had it within TR not when you were out of it. Then I thought the grass was suppose to be your detection or that she started getting closer you had phase. I thought the phase sound was to let the survivor in the chase know you were in phase that way it is mind-gameable on both sides.

    Na. Mindgames are about the lack of information. Giving more information makes less things mind-gamable, and if something is mind-gamable for one side then it is necessarily mind-gamable for the other, since not falling for a mindgame is itself technically a mindgame.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/601284#Comment_601284

    That is actually screwed up. I thought the point of the phasing sound is so that the situation was mind-gameable. Now I really don't feel bad for suggesting the killer at least gets a vault animation >.>

    No. The phasing sound is so that she can't gen grab you with no way to know she's anywhere close to you.

    Back in the PTB she always gave the noise and it made her weak AF.

  • @dannyfrog87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/601202#Comment_601202

    well considering im in the other world .... and they aint asleep ..... how the ######### can they see him? make sense now? lol. it counters his power .... same as ghostface even in stealth .... if he is still like that

    His power isn't being stealthy. So removing his non-existent stealth doesn't counter him.

    Knowing his exactly location does not stop his traps from slowing your vault. Knowing his location doesn't change the fact that he may or may not be able to teleport to your location in 2 seconds. Knowing his exact location doesn't even counter fake pallets since he walks by real pallets too.

  • Why does OoO matter against freddy in particular?

    Like as opposed to Killers like Billy and Hag

  • Bamboozle.

    As the plague you're kit should be about the most effective method of dealing with injured survivors possible.

    That means your #1 priority is dealing with good loopers.

    If you are taking out ruin then you don't have enough space for SF + Enduring. So instead run bamboozle so that you can stop some loops and catch them faster.

  • @Voxxed said:

    I understand you spend more time defending this game than actually playing it but simple yes or no, is it intended to be hit through a window when you're outside the terror radius?

    If not, it's a bug. List of current bugs that BHVR has failed to fix or acknowledge.

    • Dear Hard not moving the player
    • Healing going down and reducing for no reason
    • Totems that can't be removed
    • Unable to escape sometimes
    • Pallets not properly clipping or being activated

    Idk what does terror radius have to do with a Killers weapon hitbox?

    If being outside of the Killer's terror radius is supposed to give you immunity to the Killers attacks while vaulting then the Huntress, Stealth killers and anyone running one of the many stealth perks would be way worse than they appear to be.

  • I've made a thread about why I think that another 110% would actually be un-intuitively better in the long run.

  • @newavitar said:

    No no, he's got a point. It's pretty op.

    They should honestly just outright remove lunge. It's stupid and makes no sense. Same with Bloodlust. If I'm skilled enough to loop a killer around infinites it should let me.

    Also remove the window block. That also is stupid. I don't have enough places to go, there's only a window every like 80 feet, and pallets in-between. They should be every 10 feet minimum.

    Yes I'm kidding.

    I feel like something is wrong when everything you said isn't crazy enough in comparison to what people have genuinely stated that the last line is needed.

  • SWF is not comparable to the Nurse.

    The thing that makes SWF a problem isn't the mechanics.

    There is nothing that you could possibly tweak about SWF that would make SWF fair.

    You would either accomplish nothing anyways regarding that problem, or you would just end up with people bypassing the SWF button and using the Solo que to get the benefits anyways with some effort pre-game.

    Remember, the issue with SWF is voice coms. And since voice coms isn't actually a mechanic that is explicitly tied to SWF it simply isn't possible to use tweaks to the SWF button in order to fix it.

    What you need to do is make changes to ALL survivors which make VC sufficiently redundant that Solo's aren't at a significant relative disadvantage. At which point whichever problems SWF brings in will now apply to Solo's as well. And if it applies to everyone equally then we can balance around it, no matter what it is.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/600825#Comment_600825

    Oh yeah, sorry! We could have it take away a blink to compensate.

    Mhm. There are all sorts of possible downsides.

    Longer fatigue, shorter chain blink, shorter range, slower blink speed, ect ect ect.

    Compensating for the strong effect is 100% possible in one way or another.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/599776#Comment_599776

    If they are healthy, and you guessed perfectly with your first blink, that's an Insta-down. No need to blink again, and hope they don't have DH.

    You said that it would apply the status on hit.

    Which means that you hit them and then they become exposed. Which means if they were healthy that they are now injured and exposed (which is redundant)

    Now it sounds like you were TRYING to say that the first blink is an instant down (notice the different word choice), now in that case it is certainly a valid add-on, probably an ultra rare, but I don't see it being very balanced. Idk, I guess it might work.

  • Changed my ultra rare suggestions for those who still care about the specific suggestions I'm making

  • @Iceman said:

    @NuclearBurrito

    Lets say your first ultra add on change would happen, don’t you think her movement need would to be increase to either 110% or 115%?

    Other wise survivors can take advantage of areas that have walls and windows, then constante loop her

    Fair enough. Sounds reasonable.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/600618#Comment_600618

    From 102 to 96.25 wow such a dramatic change

    Edit: her ms before was no a problem, now the same, multiple blinks are

    @noneofyourbusiness 5.75 is indeed an extremely drastic change. Especially since it's crossing a thresh hold where chasing is mathematically impossible short of survivors running into you, or bloodlust.

    So yeah. That's a huge deal.

  • @xllxENIGMAxllx said:

    Quite simple to ask add-ons should look like these.

    Range add-ons : increase slightly/moderately/considerably range | reduce movement speed Slightly/moderately/considerably.

    Additional blinks : remove the 4/5 blinks combo and move the 3 blinks as an ultra rare one.

    Travel add-ons (MS with blinks) : i think they are balanced.

    Heavy panting : is not great the downside should be slightly increase fatigue.

    Torn bookmark/ dark cincture : Those one i have no idea.

    Purple add-ons : those all need a rework/update except plaid flannel that are changed into a brown one.

    1. Bad man's last breath : remove the 1 chain blink downside + change fatigue downside with a MS downside.
    2. Campbell's last breath : purple version of range with a tremendously positive and negative. Or he remove the nurse Sound/screams while blinking | range is reduced either Slightly/moderately/considerably.
    3. Jenner's last breath : remove the 1 blink downside
    4. Kavanagh's last breath : remove the 1 blink downside + increase considerably/tremendously the chain window.

    Purple add-ons are supposed to be the best with the red ones. Current purple have way too much downsides which make her brown add-ons , range , MS the best add-ons for her.

    As a second ultra rare we could add a generator aura intensity maybe?

    @xllxENIGMAxllx

    Why movement speed. Or did you mean blink speed?

    And what's wrong with it being charge speed? Is there a reason why you would think blink/movement speed would be better?

    I don't think a nerfed dark clincher is really good enough to justify an ultra rare slot. Those are usually reserved for things that truly shack up their playstyle rather than just a straight buff.

    Think tombstone, or mint rag. They give the Killer an entirely different experience. The bad Killers may get straight buffs like trapper, but Nurse deserves better than that.

    The Purples feel like a wasted opportunity right now. That's why I'm trying to mostly have cool and unique effects with then rather than just stat boosts like the lower tiers.

    And can we please not have yet another gen aura UR

  • Psh. The addon already gives you twice as much as normal.

    What do you mean you need blinks to trigger the scoring event?

  • @Camophlo said:

    Ultra rare where she is given better movement speed but loses one blink and gains slightly more fatigue time to compensate (more fatigue as people will naturally run extra blink add ons or less fatigue to fix it) as Ultra Rares should affect the powers drastically imo

    I literally have that as a very rare. Except without the fatigue thing (since it's still not fast enough to let you directly chase them)

  • @NMCKE said:

    I'd like to see add-ons that reward you landing your first blink, instead of using the second one to be safe.

    It could be exhaustion since DH counters Nurse pretty heavily.

    It could be Hindered since The Nurse is more accurate with her Blinks when she doesn't have to Blink far.

    It could be Exposed, through, the fagutie time should be drastically increased.

    It could reveal their auras for 5 seconds, making it easy for a follow up Blink.

    Just spitballing some ideas.

    Exposed would be useless lol. They are either injured or downed if you just hit them.

  • Also. Her current addons are OP extra blink addons, OP range addons and then a bunch of addons that are just straight up negative utility.

    Her purples are a great example of this.

  • @KaoMinerva said:

    You may as well not even use add on with these nerfs lol

    @KaoMinerva tbh. Considering this is Nurse we are talking about, that's not something too problematic.

    I mean her base kit is already amazing. She doesn't need to have super amazing addons on top of that. So I'm trying to put a focus more on addons being used to change up her playstyle rather than explicitly improve her kill potential in large ways.

    While I may have gone a bit too far with the ultra rares on that (perfectly open to suggestions), it's fine if the Addons are mostly sidegrades or minor buffs. In fact that's exactly what I'm going for.

    Ideally this would be the case for every killer and their base kit would be enough in terms of raw power, but oh well it's not the case.

  • @Freudentrauma said:

    Honestly, if Nurse would still have her very-short non-blink lunge, then I would have like to see one AddOn adressing it.

    Besides that most of this stuff sounds reasonable. Stuff, which I was also considering, might be effects like TR changes during the charge e.g. (Maybe an increase for range AddOns?) Or the opposite for a "stealthy" approach.

    @Freudentrauma her lunge is the same as every other Killer. Including while she is in a blink.

    The TR stuff sounds like it has potential though. I'd be totally happy if they made addons like that.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/599158#Comment_599158

    The English Wiki clearly uses five colors for the perks classification, for example:

    1) Slippery Meat: brown, yellow, green;

    2) Urban Evasion: yellow, green, purple;

    3) Spine Chill: green, purple, pink.

    In particular, every perk icon changes repeatedly its color to show the three tiers' rarity (before the 1.5.0 patch).

    I know what the wiki uses. But in game (Unless I'm derping which I very well could be) it was yellow, green, purple, red with no brown.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/599216#Comment_599216

    The first one seems like an overwhelming nerf which is brutal for an ultra rare. The second seems like a mediocre playstyle change which isn't worth ultra rare. The 3rd is about right. The 4th will be good for surprising survivors but might not be strong once they know what's happening. The 5th seems like it could be crazy strong.

    But one thing that is definitely right on is that Plaid Flannel needs to be common or uncommon at the most. The fact that her training wheels addon is very rare is a cruel joke.

    @Dehitay sounds about like what I was going for with the rares.

    Any ideas on how to buff the ultra rares? I'm going to have to insist on the 1st ones drawback but I'm sure we can make it work.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/599176#Comment_599176

    LMFAO. I'm seriously busting up laughing over this cause it's way too real considering other addons even though it's so ridiculous.

    @Dehitay thoughts on my completely serious addon ideas?

  • @Entità said:

    @NuclearBurrito Your questions are very good. My answer is that the design team will decide the appropriate point of balance, according to statistics.

    Oh please. You should know better than to trust a design team with this track record. If you want something done right do it yourself.

  • Just have him keep facing in the direction he was already facing.

  • You need to have this mechanic be it's own arbitrary stat, kinda like the terror radius, which isn't explicitly tied to anything else. And then just define every Killers regression speed one by one.

    If you are going to tie it to another stat then you need to accept the implications behind doing so. Movement speed refers to something specific and both Blink speed, and phase speed aren't it.

  • @doitagain_ said:

    I just hope the new nurse add-ons aren’t something like this:

    -Increases speed to 4.6ms. Removes the blink ability. Grants 200% bloodpoints in the deviousness category.

    Agreed. That just sounds silly.

  • And where do we put the Hag with her UR addon that increases MS? She moves at 112.5% MS with it.

  • And what about perks that increase MS? Does PWYF slow down gen regression? What about devour hope?

  • Actually no perk was ever common tier.

    So it was a 4 tier rarity system.

  • @Entità said:

    https://forum.deadbydaylight.com/en/discussion/comment/561442#Comment_561442

    Well, somewhere in the code those parameters must necessarily be present, otherwise the program would not allow these killers to sprint at high speeds...

    Sure but it is a different stat.

    Otherwise what stat do we use for Killers like leatherface?

    And what about Hag? She teleports but doesn't actually move faster ever.

    And with legion do we use 5.0 or 4.6? Does it regress less if he enters Frenzy first?

    And what about Myers? Does he get a larger bonus if he kicks the gen in tier 1?

    And doctor has 110% MS sometimes. What about him?

    And pig/ghostface move at reduces speeds while crouching. What about them?

  • I'm waiting until the next big patch before saying it won't happen.

  • 0/10 post does not contain a nutshell.

  • This is not the first time I've posted this idea, although it's not quite the same as the one I posted awhile back.

  • Regarding the gen speed one. While having it be just as is would be terrible. There is something like that which I have theory crafted before which while moreso designed to curb tunneling also works against camping.

    Basically:

    Whenever a survivor progresses a hook state all healthy survivors gain an urgency stack. For each stack of urgency they gain 5% bonus repair and gate opening speed.

    Every time a survivor is hooked they lose all urgency stack and gain a scar stack, which gives them a -20% action speed debuff for the rest of the trial. This effects everything tied to action speed besides vaulting.

    This means that camping a survivor, while completely fine and valid still in the endgame now also gives the remaining survivors a 10% repair speed buff, which means a total of 30% action speed bonus, meaning camping only reduces a survivors repair output by 70% (of a survivor) instead of 100%.

    However instead hooking multiple survivors, possibly at once, will drastically reduce their repair speed once they are unhooked, and players that haven't been hooked will reduce their repair speed by more and more when they eventually ARE hooked.

    Specifically if you were to for example, hook everyone once who is then rescued, assuming everyone else is healed up by the time the next person is hooked then you would have:

    1 survivor with 3 urgency

    1 survivor with 2 urgency

    1 survivor with 1 urgency

    and

    1 survivor with no urgency

    However, all 4 survivors would also have a -20% action speed debuff from scaring, for a 50% total repair debuff.

    If you manage to do it while keeping them injured, for example by downing more than one of them at once, then you would get a 80% repair speed debuff between the 4 survivors. Since they can't gain the buff while injured.

    Also, the scar stacks effect more than just repairs, giving furthur insensitive for you to go for quantity of hooks rather than faster kills.

    It also means that when they do think to camp, they will finish the gens a bit faster that way.

    Also also, Urgency gives gate opening speed so that if you are the last survivor and you were never found by the Killer then you will be much faster at opening the gate compared to if you were hooked earlier.

    Mori's should give Urgency too. I'm not sure if it should be a flat 2 stacks or just however many would be left from hooks. Probably should depend on the hooks.

    Btw, someone with maximum Urgency stacks (9) will open the gate in 13.7 seconds.

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