NuclearBurrito
NuclearBurrito
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- NuclearBurrito
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Tainted Meat is blatently OP and highly abusable.
Just always run the perk and never save anyone until they are at stage 2.
This reduces gen pressure from someone being hooked (since you are waiting anyways) but more importantly means that as a Killer you have to hook everyone 4 times.
You want to know what the counterplay to that is? Stopping anyone from unhooking a 2nd stage survivor. And to do that you need to camp.
Thus it's a busted perk that doesn't do what it is supposed to do.
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most Killers are only 15% faster than survivor.
That means for every meter of distance between a Killer and Survivor it takes 1.67 extra seconds for the Killer to catch you.
Every time you vault a window you gain up to 4.8 meters of distance which is 8 seconds.
Every time you drop a pallet you gain up to 10.4 meters of distance which is 17.3 seconds.
So using those tools it is plausible to extend chases for minutes at a time since most pallets have a window within the distance they buy you and vice versa.
Killers must take indirect routes in order to catch you in a reasonable amount of time and being unpredictable in your pathing can make that backfire.
The only Killers that are good thus are the Killers that can bypass or mitigate those tools, such as Huntress or Nurse. However these Killers always come with a drawback of some kind, including the Nurse.
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I was about to say something along the lines of Spirit > GF but then I realized what you were listing wasn't power.
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@Spaceman94 said:
https://forum.deadbydaylight.com/en/discussion/76741/idea-to-fix-issues-around-swf
How would that fix the issue? Communication between survivors IS the issue.
The issue isn't coms themselves.
It's that survivors sometimes have coms.
If survivors instead ALWAYS have coms then the problem goes away since now everyone is on the same level. This level of communication can then be balanced around and BAM problem solved.
For the flaws with this solution read the post above yours. But it's not an invalid solution on paper.
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The reason why Spirit can be mindgamed isn't entirely because she can't know where you are, but because she can't know where you are planning on running.
She can try and find out by waiting before phasing but if you predict this then there are often places you can run to with the extra time in order to be safe anyways such as some windows as people have mentioned.
In order to counter it she needs to already know you are heading there without stopping to let you do so and then cut you off.
However this opens up a mindgame since if she predicts you heading there, commits to it since she needs to go there before hand, and then you DON'T go there. Then you've wasted her power and she's now a 110% Killer for about 15 seconds. Even given her having perfect information of your current location (she won't, just an approximation) that doesn't negate the mindgame.
This means that she has a reason to NOT cut you off if she predicts you won't go for the potentially safe window.
Sometimes you actually do need to use her lack of perfect information to juke her, for example while if you are near the window you can just vault it if she isn't already heading for the other side (which she'd need to do before you preform the vault in the first place making knowledge of your current position meaningless). This also applies to a lot of pallets, in fact it does so more often than windows. Either way in these situations it is impossible for the Spirit to guarantee a hit.
In other situations this is not quite the case. For example if you are running to a safe window but she has just enough time to reach you as you are vaulting it.
You can do 1 of 2 practical options:
A - Run up to the window and vault
B - Run up to the window and walk away from it. After she phases start running again.
The spirit can either strike the window catching you on a vault (but otherwise giving you time to run) or not strike the window and catch someone walking away (but letting someone vaulting the window go). If she waits to phase then the window vault is guaranteed if attempted thus making this text book WIFOM.
However if the Survivor is injured and doesn't have Iron Will then the Spirit can hear the survivor walking and thus guarantee a hit no matter what on reaction.
A healthy Survivor or a Survivor with iron will can attempt the mindgame so long as she doesn't have fathers glasses.
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I think they are going to do something about it in the future.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/588729#Comment_588729
@NuclearBurrito Is not that easy, in the end you need all the killers have the same base collision and it will be hard because some survivors then can pass through you as a killer wich will make it harder for killers to hit you.
Just reduce ALL Killers base collision then. I didn't say we would just reduce one of them.
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Just reduce the Killers base collision. Ez
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Ok so I did the math and in order for the acceleration formula to roughly match the current one the formula would need to be about:
v = 0.29t^2+3.68 where t = time and v = velocity with respect to time
I fudged the numbers a bit so it's not exactly 125% over 15 meters but it's within 0.1 for both values so eh close enough.
@Yamaoka That enough for you to evaluate? Top speed would be 6.32 MS and it would reach 5 M/S in about 2.14 seconds.
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Simple. So that I can be bullied by rank 1 survivors at rank 15
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@NullSp3c said:
https://forum.deadbydaylight.com/en/discussion/comment/568965#Comment_568965
Nuclear Burrito can you give me your steam profile so we can talk about legion? I got some ideas that would make these changes shorter and clearer and have the same effect and i would like to discuss it with you.
Discord: NuclearBurrito#4437
Steam: Nuclearburrito
I'd prefer discord if you have it
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@ClogWench said:
Idk why people insist on making his power work through downing with deep wounds. It's the same as pig, you're intended to use it to extend the game, and it only has killing potential to make it actually something you need to deal with
Shush. A man can dream
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@Yamaoka said:
I'll be going through each aspect of this Bubba fix individually to make it as detailed as possible:
1) increasing his movement speed while revving the chainsaw is generally reasonable as his current chainsaw charge speed of 3.45m/s is one of the reasons people rarely manage to punish survivors with chainsaw-downs even if they successfully mindgame them in structures like jungle gyms. 86.25% combined with the fact Bubba slowly accelerates from there just doesn't cut it against skilled survivors who're quick to react.
Long story short: 3.68m/s (92%) is definitely a reasonable change in my book.
2) I'm not too sure about this one. Removing his tantrum completely while adding the ability to go through pallets without stopping to his basekit would obviously make him EXTREMELY strong (and going through pallets like without stopping would probably feel pretty satisfying also) but at the same time it would reduce the skill-ceiling to pretty much 0.
Keeping the lowest possible distance to walls and other objects while keeping an eye on the survivor (and possibly other survivors that may be near-by) during his chainsaw attack is one of the things that requires some sort of skill and experience (particularly on maps with many objects and narrow locations). If we were to remove the tantrum everybody could just pick him up and hug walls while going through pallets without stopping. I think it wouldn't be fun to go against a 0 hour-Bubba that can't be stopped by 1 out of 2 survivor defenses (pallets, windows).
I think however his tantrum speed and duration should be altered somewhat for one simple reason, though: Map design.
Bubba gets stunned when falling through small holes and other openings since his chainsaw collision seems to be bigger than some openings/holes.
Bubba will also get stunned by invisible walls at times "while" falling down on certain maps like Ormond or Ironworks of Misery.
Sometimes they'll JUST get away after falling because his tantrum speed of 11.5% which is 0.46m/s won't allow me to hit them after falling even if I land just next to them. The tantrum speed should at least allow minor corrections so 1m/s (25%) isn't too much to ask I think.
3) Bubba currently tops out at 126.5% (5.06m/s) so 125% would actually decrease his movement speed UNLESS you're removing acceleration. Is that what you meant?
125% "instantly" would be a major buff especially combined with the 92% ms while charging.
To give people an idea how much of a change this would be:
His chainsaw range would still be exactly 15 meters (default range) but everytime someone is downed by the 4th chainsaw hit right now they'd get hit by the 2nd chainsaw hit instead - allowing Bubba to basically use his chainsaw everytime a survivor makes a wrong read. He would be crazy strong with these changes.
4) Not a lot to say here. If he gets faster he should obviously have to charge slightly longer. Reasonable change.
5) I don't know if your change keeps the current acceleration mechanic so I can't say much about this one.
ABOUT THE ADDON CHANGES:
1] Your version of Chili and Award Winning Chili would increase his potential of getting a multidown which is what makes him unique in the first place. Therefore a neat change I can agree with. Will both chili addons stack?
A combined increase of his chainsaw duration of 25% would result in a total distance of 18.75 meters if your 125% speed is calculated "without" the acceleration mechanic.
Also what would his current "knife scratches" addon do? (it increases his max range slightly at the moment due to the increased total speed)
2] Tuning Guide: I agree.
3] Light Chassis: I like this idea. If you down someone and you can clearly tell there's nobody else around you can save some seconds after downing the survivor and the further increased ms of 95% while charging the chainsaw synergizes with the ability to cancel the rampage as it will often allow you to hit with the very first or second chainsaw hit.
@Yamaoka regarding the acceleration thing. I don't know enough about how it actually works to say the details, but it would be the AVERAGE speed that's definetly changing.
This ultimately would imply faster acceleration and top speed, but I do not know enough about the current acceleration curve to calculate the exact numbers on acceleration speed, top speed ect.
But whatever it is, I know that the average speed thought the rampage is currently 115% and with the Beasts Mark's addon is supposed to be 125%
The thing about going through pallets first of all doesn't actually remove them as a defense (your only cutting off 0.35 seconds) unless they drop the pallet when you are already charging, this is of course better than Billy who still stops dead even if he is charging, but Billy has a number of other important advantages.
Even with these changes he'd still lack significant map pressure that the top tiers have, however at the very least this would make him a usable Killer that is more than just an easier but weaker Billy.
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@FreddysMixTape said:
@NuclearBurrito Doesn't mending take 15 seconds and Legions power needs 20 to recharge? I suppose you can cheese it a bit by keeping them moving untill you get to a point where you can recharge it before they actually finish mending but at that point you might as well just try and go for M1 hits.
######### I'm still thinking old legion numbers.
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@FreddysMixTape that's what franks is for. If they try to mend smack them, you'll recharge Franks faster than they can mend.
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look man, I'm trying.
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@Awakey said:
Don't. Unless you don't want to get past rank 12, that is. You'll just get looped and looped and looped.
Bubba. Sucks.
To be fair, not wanting to get past rank 12 is understandable.
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Oh and they need to be DIFFERENT keys. So you need to check 2 boxes every time.
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Simple. Players need 2 keys and the addon's that change the number of boxs are changed to not do that. Besides amandas lettter, that one's fine.
Any 2 keys will work and they are reusable.
Bam, no RNG and no camping.
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I already went over how I'm insane and stuff after testing it in KYF
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ffs. Stop telling me
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@BrayneePotato said:
Did u consider Wraith w/ his Shadow Dance AddOns?
Oh #########. No I didn't! I'll get back to you on that.
Although it wouldn't be nearly as useful
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@TheGameZpro3 said:
my main question is why in the world was it removed if it was in the game, or if it wasn't in, not be in the game?
Probably to prevent ######### like this
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in all seriousness this is like. One of the main reasons why I think the new deathgarden is better. Say what you want about playercount, balance ect. The main objective is far more engaging than 160 seconds of gens are.
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@Kebek said:
Maybe go play civilization if you find DBD's gameplay boring. You just complain about what you don't like without giving any ideas on changes you would like to see. Just saying what you don't like won't help one bit.
And there is actually 1 thing to prevent spirit with prayer beads to grab you. It's called spine chill a perk you find on 99% boring.
But with civilization you don't even need to use WASD for a bit! It's just M1 the whole time! Such boring! Much unfun!
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ok I'm insane
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I'ma test it in KYF real quick. If I'm insane I'll find out soon
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I'm telling you I have. I'll try and find a video or something.
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@LordGlint said:
You cant have 3 ppl healing 1 person at the same time.
Sure you can. I've seen it.
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Also. Healing speed ups CAN exceed 100%. But well make it doesn't stack with itself if you unhook 2 or more people within the time frame.
This was proven the painreliever's video on healing speeds
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New freddy counters it with his addons btw
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What was your reasoning behind the block addons effects?
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@RaginRendon said:
Well let's just hope that these bloody devs will buff these killers sometime in the future.
Agreed
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@RaginRendon A Killer's power is just another game mechanic.
A Killers power (overall strength not the unique ability) is determined by the sum of all the game mechanics and the odds that gives the Killers, which unless you're one of the top tiers isn't very good odds.
As for the Killers unique power. You can only judge if it's good or not by how useful it is. There simply isn't another metric to use besides aesthetics or something very specific, but the only useful metric for determining a good power from a bad power is usefulness.
Usefulness is determined primarily as a factor of 2 things:
Your goal (and how the power helps achieve it directly)
and
The obstacles in the way of your goal (and how the power helps remove them)
since powers such as the Doctor's Leatherface's and Legion are not effective at those things their powers are bad.
If the obstetrical and goals were different that would be another story. But that's not the case so they're bad.
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@RaginRendon said:
https://forum.deadbydaylight.com/en/discussion/comment/583748#Comment_583748
Killers themselves are not weak, the in-game mechanics is what makes most killers struggle.
@RaginRendon Killers only exist as mechanics in game given a coat of paint. You're just saying that Killers are weak.
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@Clopotel said:
https://forum.deadbydaylight.com/en/discussion/comment/584719#Comment_584719
Then we should remove the pallets. What's the role for them ?
Literally a non-sequitur.
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@tehshadowman33 said:
https://forum.deadbydaylight.com/en/discussion/comment/584349#Comment_584349
YES!!!
Iron Will is vastly underrated.
Sure, it's useless against Doctor, but against Spirit/Nurse/Hillbilly it's AMAZING. <3
Yup. I only don't use it because I haven't finished techning stuff. I just finished meg and I'm doing david next cuz I need dead hard.
And THEN I'll work towards getting iron will and have my perfect anti-top tier build!
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Whatever. Faster than Survivors.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/584345#Comment_584345
Don't remind me of old Urban... I still have nightmares about how bad it was.
I didn't play back then. But OG Nurse sounds insane.
3 blinks and 115% like damn.
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Doesn't counter slugging though. So reeeeeeee no mither.
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I'm not all that serious about the no mither thing either. The rest of the build is fine though.
In all seriousness, Adrenaline/DS + Iron Will + DH + Spine chill is probably the best build against the top tier Killers
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@noneofyourbusiness said:
https://forum.deadbydaylight.com/en/discussion/comment/584336#Comment_584336
I don't understand something, i did not play survivor so why you tell this in this post?
Poe's Law
I'm not serious abut the Urban Evasion thing. The joke is that Urban Evasion was added specifically to "hard counter" the Nurse.
We all know how well that worked.
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Alternatively replace no mither with Urban Evasion and try to never get hit.
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No mither, Iron will, DH, Spine chill
The anti-slugging anti-nurse build
Can't slug me because No mither
Can't hear me because iron will
Can't surprise me because spine chill
Can't corner me because dead hard.
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Some of the survivors are just objectively better than Dwight since they lack a drawback. David king for example.
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Devour Hope on hag = win.
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@TAG said:
This + Bamboozle + Fire Up + Tier 3 Myers = Vavavoom
Fun fact: This build with 4 fire up stacks and 3 Momentum stacks lets you vault as fast as Survivors.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/583139#Comment_583139
@NuclearBurrito anyway I replied to you earlier do you have anymore changes or suggestions?
That's it for now.
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/583007#Comment_583007
Do you know medically that too much water intake can kill you? @Kaelum everything slowly kills you. Too much sun, too much exercise, too much food. This game shouldn't even be on the market as it is a killing game because we know those are bad too. He simply read it wrong and said he doesn't think removing struggle entirely is a fair play either. You don't need to insult him you could easily just put your discontent with the struggling as it stands. What are your thoughts about the actual suggestion of the thread?
Oh no! I knew it was a bad idea to eat things!