Avatar

NuclearBurrito

NuclearBurrito

About

Username
NuclearBurrito
Joined
Visits
5,343
Last Active

Comments

  • It's the role who's individual members are on average stronger than the other teams average individual members.

    In a game of werewolf the wolves are the power role for example.

    While it's not required, the numbers role is usually playing reactionary to the power role who predominantly determines the flow of the game. Dead by Daylight is an example of this not being the case, while Deathguarden, Evolve and most social deduction games are examples of this being true.

    Not all asymmetrical games have to have a power role, and it is actually possible for the team with more players to be the power role and still have more players, simply by giving the other team tools to avoid confrontation in the first place.

    The true misconception is that the Killers in this game is not the power role. They are, if you spawned a game with only 1 Survivor they would lose almost every time even without the EGC. The 1 survivor who is distracting the Killer is NOT 1v1ing the Killer, since the distraction only has value with the other 3 survivors keeping pressure.

    It's also not true that the power role is overall stronger than the other team. When taking as a whole both teams should still be of equal power, it should just be more spread out with the numbers role than the power role. If the power role is winning disproportionally to the other team then that's still a balance issue.

    I say average because if your game has 2 teams where 1 team is a team of 4 with 1 stronger and more important player with 3 less important players vs a team of 2 strong players (but less strong than the 1 player on the other team) then the team of 2 is still the power role inspite of the outlier.

    In that example it would also be valid to say that the 1 player is the power role of team 1. It just depends on your scope.

  • So long as they aren't ruining anyone elses gameplay experience there's no reason to be worried about it. Sometimes botting does ruin someone's experience, especially when it's a survivor bot. Which is why the rules are against it. But if a really good programmer were to make a sufficiently competent bot then I doubt anyone would report for it.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/577520#Comment_577520

    Why should we care if someone want's to use a bot to farm blood points? It's a purely QOL thing, You and the other survivors get blood points it doesn't provide an actual advantage in game. Simply a disciplinary stance. You shouldn't need external tools to play the game.

    I mean if someone want's to play terribly in order to farm then by all means do so.

  • @LordGlint said:

    @NuclearBurrito Id laugh my ass off if they implimented this TR idea and EVERYTIME i play Doc with my huge TR, survivors just assume im camping and let their teammates die on first hook.

    Also... this would show the leatherface in the basement using insidious while 2 ft away from a hooked survivor is definitely NOT camping.

    @LordGlint That would indeed be hilarious. But I mean it's up to them to have the game sense to use the information properly. It would help if this hypothetical mechanic could also show the intensity of the terror radius (Aka: How close they are) using the same mechanic, but that might be too much idk.

    And yeah this wouldn't do ######### about insidious camping specifically, that's a bit outside the scope of that suggestion (but only slightly)

    TBH insidious needs a rework anyways.

    But either way it would help at least a bit.

  • Why should we care if someone want's to use a crosshair? It's purely a QoL thing, so it doesn't provide an actual advantage.

  • @CJDatGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/577471#Comment_577471

    I'm not saying bring in something that nerfs killers, I'm saying there needs be something that stops killers camping every hook they get, most killers don't do this but there are ones do this and I think the game doesnt punish them enough, I personally do see the enjoyment of being a killer sitting there camping

    You can't STOP Killer's from camping. If you did then that would mean Survivors can guarantee an unhook. You need to remember that not every instance of camping is problematic.

    If you have reason to think a Survivor is about to run in for a save then you should cut them off by going to the Survivor they are about to save and grab them.

    Preventing you from doing stuff like that means that the hook mechanic suddenly becomes irrelevant removing a LOT of the pressure from the hooked survivor even when you aren't camping.

    That's why it breaks the game, because the possibility of failing to save someone is a part of what makes the game function. Especially in the endgame. And that's not even getting into potential edge cases where someone is flagged as camping when they aren't.

    Having a base kit carrot along the lines of what devour or bbq does would be better (but obviously not actually as good as those perks)

    Alternatively make it more clear that you SHOULD gen rush.

    For starters, when you see someone camping gen rush. If you aren't doing it then you shouldn't expect others to do so, thus you need to make sure you are gen rushing yourself.

    Second of all I still want a base mechanic that reveals to the other survivors when a Survivor is in the Killers terror radius. Thus you could see that this is the case for a hooked survivor and thus the Killer is camping so go do a gen.

    That alone would do wonders for this issue while also bridging the gap between SWF and Solo's

  • @SkeletalElite said:

    The main reason BT and adrenaline are meta is that there isn't anything else to run thats good. When you think of meta perks there's

    BT, Adren, Exhaustion perk lineup (can only take one), DS, and Unbreakable

    Then you have slightly off meta stuff that's super common but not as good like SC, urban, and Iron will.

    This.

    Survivors perks are either amazing, #########, or self care.

    Killers have more perks that are simply good with Ruin and now PGTW being the only perk that qualify as Amazing.

    This means Survivors have a few things that are a bit broken or are just amazing enough to always take if you can. While Killers don't have as much like that but have more viable perks overall.

  • No and they shouldn't. Camping needs to be possible or else the game breaks down from there.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/577227#Comment_577227

    The fact of the matter I was pointing out they are both base 115 and not even comparable in terms of map pressure and chase pressure. Since Huntress is mid-tier between them both a slight nerf and buff to 115% to compensate would keep her mid-tier. There is no need for drastic change. Therefore Base 115% for all killers being a balance line for speed does not break the game any. Therefore any above slight nerfs to a killer gaining 115% is uncalled for. Legion, is different his mechanic made downing quicker than nurse. Not only that if he couldn't land more hits they always bled out. It simply was two broken mechanics they made beyond too weak since the reasoning of their existence to begin with was foolish. There was no realistic way to balance old legion without letting these exploits exist.

    @Jdsgames I beg to differ with Legion being unfixable.

  • The Killer with a closed hatch is like a 4man team with powered gates.

    If you complete all 5 generators before anyone dies then you will almost always escape.

    Conversely if the Killer is able to Kill 3 Survivors and closes the hatch then you will almost always die.

  • @C3Tooth said:

    Deliverance: to achieve self unhook, a survivor must unhook someone else before he get hooked. Then its done, he can do whatever he wants until he get his 1st hook.

    As your idea for Veteran: it completly force survivors to keep healing survivors to get the effect (may be add Sympathy to make it works because it requires 7 times and still can be lose effect if in dying stage), Im sure survivor will ignore doing anything except healing. Healing 7 health stage for 7sec fade faster is truly deserved. But it completely change the game play for the survivor.

    There are perks build that force you to play a direct category (Borrowtime, We will make it force you to focus on unhooking / Ace in hole, Plunder instinct force you to find chests ect). I prefer to have a perk that giving you a mission like Deliverance, not changing a play style.

    That really just comes down to preference. Personally I prefer perks that either compliment or encourage a certain playstyle. If you don't that's fine.

  • @Mister_xD said:

    @NuclearBurrito i do agree that 7 heals without being downed is quite a lot, but still... if you heal one grounded survivor tats immediately 2 tokens for you - combined with lightweight thats minus 5 seconds of scratchmarks, which is a lot.

    now, since you mentioned DH, that perks also has 2 drawbacks. or better, one condition you need to fullfill and one drawback. the condition would be that you need to be 24m away from the hook, while the drawback would be that it can be destroyed, removing all of its current effects.

    imo your perk kinda lack said drawback, since -1 token for going down is really not much.

    if you were to change it to "only works outside of a chase", i would be 100% for it, its just that on maps like lerys, having literally no scratchmarks can be immensly strong and can immediately throw the killer off of your trail, allowing you to have quite a lot of easy escapes inside of jungle gyms or on said maps.

    so yeah, outside of chases as a stealth perk i would love it! but during chases it could be a little too strong...

    I mean that's 2 perk slots for an effect that a good Killer can use other means to mitigate (sounds, auras, crows ect). It's still strong even then but it's comparable in strength to other meta perks like dead hard.

    And yeah this has less drawbacks than devour, but the ultimate really good effect isn't quite as good as devours either.

    The thing about healing a slugged survivor is fair I didn't think about that. I'll fix that

  • @Mister_xD said:

    7 seconds is quite a lot, isnt it?

    i'd be okay with 4 or 5 (since you can combine it with lightweight), but 7 does seem a little bit too much...

    or make it outside chases. that would also work.

    @Mister_xD 7 heals without being downed is also quite a lot.

    This a bit like getting 5 tokens with devour hope. If you get enough tokens to use the OP effect then you've earned it.

  • @C3Tooth said:

    Complete a heal, it can be 3 survivors heal a survivor to complete and all of them gain a token.

    I think it should be after a safe unhooking make 2/3/4 sec fade faster. It reset if you get hooked. This combine with Lightweight is already great. Complete remove scratch is too much.

    @C3Tooth how often do you personally heal 7 survivors in a single game without being downed?

    Even if 3 Survivors are doing the heal every time it would still take awhile to get all 7 tokens.

  • You guys need to remember. At the end of the day Camping needs to work at getting a Kill. Otherwise an Unhook would be guaranteed and thus without risk, which is a far worse problem since it effects far more situations than face camping itself does.

  • OP is right. This isn't where insta-heal complaints would go. There are other items that are not insta-heals that can be buffed.

  • How about we add more iridescent tools?

    Like a toolbox that can insta-sabo at the cost of durability.

    Or a Medkit that grants enduring immediately after healing the Survivor but doesn't increase healing speed.

    Or how about an iridescent key addon that makes it so the aura's it shows are shown to other Survivors as well and that the Hatch aura is shown to Survivors when opened.

    Iridescent flashlight could cause a MS reduction during the blind. Or just have really good stats.

    Unlike other addons- Iridescent stuff tends to alter the mechanics of something rather than just buffing it. I think that style of addon for survivor items has a lot of potential

    For the map specifically I could imagine an iridescent that grants ulimited usage time. Given how the map works being able to use it forever isn't all that powerful but is still applicable to what a map does.

    Or if we want to keep it in line with other iridescent item addons we could have it consume the map to show all auras that map can track for like 10 seconds or something.

  • "Killer's" Don't represent a single unified voice.

    Some people will say one thing and others will disagree. And if that thing goes through then those that weren't advocating for it will obviously speak up. And if they are someone like me who joined after the change then they might not even know things used to be different. I only know because I'm obsessive about reading patch notes.

  • @[Deleted User] said:

    Scratch marks are such a crutch for killers I don;t imagine they will ever give survivors a way to completely remove them from the match. Unless they do something stupid like, 'get 7 protection hits to gain a token".

    @DeadByMoonlight Agreed. Scrachmarks are the root of all evil.

  • @Nobu Ash kills off the current legion in order to force their hand.

  • I want to test a 15% slow also reducing pallet vault speeds. Since that would also help with the new freddy.

  • @ZacKdbd said:

    https://forum.deadbydaylight.com/en/discussion/comment/575917#Comment_575917

    Yeah but like in those pictures I commented, (The 4 lane pallet). The temple pallet. The pallets in the middle of the map on the circus map with the horse Are useless. Everybody is expecting the best thing to happen “oh just run away when he’s stunned”. But most of the time the killer backs up or stops when you’re about to throw the pallet down and he doesn’t get stunned. then they just take 2 steps to the side and you’re dead lmao. Just saying. You can’t expect a rank 1 killer to take the stun when they can just walk 2 steps to the side. But I get the “unsafe pallets” and everything. Just was saying that these are really pointless unless you get a stun and the killer doesn’t hit you through the pallet which rarely happens

    So then don't drop the pallet and when they respect it you get slightly further...


    ...and get downed in 3 seconds instead of 1

    See! The pallet earns you 2 seconds! How useful.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/575944#Comment_575944

    Now that's a comment I can agree with. Leatherface needs some minor tweaks such as neutral movement speed while revving his chainsaw for mindgaming like Billy and a buff or rework of his (chilli) addons. Other than that he's totally fine, though. He does NOT need a full rework.

    @NuclearBurrito 3 more multi-instadowns just for you ✌️

    First video starts (and ends) with something I really like about Bubba. He can zone survivors and down them immediately unless they make the right read in a split second:

    https://youtu.be/GeQjd55nRYU

    Another multi-instadown granting me a quick win @ 5 gens:

    https://youtu.be/hDLID8Qz2MQ

    Aaaand another multi-instadown granting me a(nother) win @ 5 gens:

    https://youtu.be/4Q0QDauhv1E

    Long story short: Minor tweaks and buffs = YES PLEASE. Complete rework? HELL NO. Just my opinion as a true Bubba main.

    @Yamaoka Thx for the clips <3


    Personally I have non-balance reasons for wanting to change him. So these kinds of video's would be able to convince me he shouldn't be changed. Specifically he's too similar to Billy. Yeah I know he has differences, but I feel he needs more to distinguish himself.

    Luckily changed does not equal rework. No way I'd want to remove multi-saws and stuff. They're so satisfying

    One thing that might be cool for example would be having the saw just keep going through stuff, thus no tantrum you can hug corners all you like. That'd play up his agility compared to Billy. Plus if he kept going through pallets then that would give him a lot of extra power against pallet looping.

    I'll toy with some other idea's. I'll ping you when I'm done, wouldn't want to ruin what he already has in the process of trying to differentiate him of course ;)

  • @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/575600#Comment_575600

    Yeah, you could try all these strategies and justify it as much as you like.

    Or, you know, the Survivor could just run to other pallets and loops while the other 3 hold M1 on gens.

    That’s also a possibility.

    Other Killers have the exact same problem. Wraith isn't stopping them from dropping the pallet and leaving any more than Clown is.

    The difference is that Clown stops them from running around the pallet for like 10 seconds before doing so.

    Over the course of like 10 pallets the time save adds up. It can easily save a lot of time every chase.

    You can say his power doesn't guarantee a down all you want, but that doesn't explain how the other lower tier Killers are any better.

  • What do you mean by a counter perk?

    Something like distortion or calm spirit that hard counters them? Something else that's more of a soft counter?

    Whispers is not a counter, it's more like an equivalent.

  • @TheGameZpro3 said:

    As a Doctor Main, I say he's perfectly fine. I get 4ks with him all the time! (but I'm rank 15... sooooooo…)

    He just needs "moldy electrode" to be in his base kit, cause his shock alone with no add-ons goes as far as my puppy who ran into the street to get the ball...

    the funeral will be at 9:00 PM at [undisclosed location]

    @TheGameZpro3 That change is actually exactly what I was refering to when I said I wanted these Killers to be less addon-reliant.

    These Killers aren't so bad that they need full overhauls, but that's why I'm worried they won't get the small tweaks they do need like this one because people just forget about them.

  • OoO sure. But spine chill doesn't reveal your location, it just gives a hint about it kinda like premonition.

  • @Yamaoka said:

    Double-instadown without camping during a pallet loop:

    https://youtu.be/6-VWpwJaB0s

    Double-instadown by zoning survivors behind the gen right at the start of a game:

    https://youtu.be/lGKxqMhnqpg

    I could upload tons of multidown videos without camping - hell, I could upload a whole compilation but even then everyone would counter with "bUt tHoSe WeRE bAd SuRvIvOrS".

    My videos prove his multi-instadown works as intended period. I love Bubba and if he gets reworked just for rotation players who have no idea how to play him efficiently I'll be sad for weeks.

    Also I never said he was a top tier killer. He obviously is not with his average 115% mobility. But he is definitely decent - and decent is good enough for me. I don't want the devs to ruin his ability and make it an easy instadown without the ability to multi-down. That's what makes him unique afterall.

    Honestly please do upload a compilation. I'd be satisfying to watch at the very least.

  • @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/575478#Comment_575478

    If by “best” of the worst you mean “top of F tier” then you’d be correct. The fact that his power is so “good” at stopping loops is literally useless because of its inability to circumvent pallets in any capacity. If anything, it makes it worse, because Survivors DON’T want to loop him and just waste pallets—a tactic that, as utterly wasteful and inefficient as it is, is not sufficiently punishable if everyone else is on generators.

    The fact that Clown is still countered by pallets makes his “anti-loop” power worse at chases than a basic M1 Killer. His power literally counters itself. The fact that even a basic M1 Killer like Myers, Ghostface, Wraith, or Freddy is better than Clown is because Survivors try to loop them, because that is the most efficient strategy. When Survivors try to loop them, they get the opportunity to try and force the Survivors to make mistakes, thus landing them hits.

    The most efficient strategy against Clown is camping pallets. He doesn’t get that same opportunity to force out mistakes from Survivors that loopable Killers do. He just gets pallets. The simple fact that Clown is not able to circumvent pallets makes the fact that he is not loopable a hindrance.

    TL;DR: Camping pallets is an effective tactic against any M1 Killer in a chase; it’s just the only effective tactic against Clown in a chase and there is nothing he can do.

    Looping is more optimal than camping a pallet.

    If every Survivor camps the pallets instead of looping them against a clown then the clown will finish chases significantly faster than other M1 killers

    And with a good build even then you'll still get the Survivors faster than an M1 Killer would in the same situation, since you can throw a bottle over the pallet before breaking it, thus reducing the amount of distance they gain on you by 15%.

    Forcing them to use a suboptimal strategy to face you is powerful in of itself. Imagine if every survivor always immediately dropped the god pallet. That would make looping the Killer shack so much easier.

    And once they do drop the pallet that spot becomes unsafe, moreso than against most Killers (but not moreso than against the best Killers) meaning that both in the long run and in the short run your power is helping you significantly.

    Combine that with the fact that they need to be twice as close to a pallet than normal in order to make it and he's much better than any Killer who doesn't have a good chasing ability of their own.

    And that's ignoring the fact that good timing and some red glow mindgames can sometimes let you hit a Survivor camping a pallet anyways, as well as builds like SF + Enduring.

  • Regarding getting improved on, clown is in the worst possible position however.

    He's good enough to justify not buffing him, but bad enough that he needs buffs.

  • @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/575263#Comment_575263

    I’ll say to you what I said to someone else: Clown’s power being anti-loop is his ultimate downfall, because it doesn’t have the crucial ability that all other anti-loop powers have: the ability to counteract pallets.

    Let’s take a look at what most people believe to be the most powerful “anti-loop” Killers: Nurse, Huntress, and Spirit. What do all of three of these Killers have in common that makes their anti-loop ability good? The ability to prevent pallets from making Survivors impervious to damage.

    Spirit can make a Survivor uncertain if they should drop a pallet or not, and even if they do and stop her in her tracks, she’s so fast that she can walk around the other side of the loop—or make Survivors think she’s doing that and scare them into vaulting back over to her.

    Huntress has a ranged weapon that can go over pallets and through windows.

    Nurse teleports through pallets.

    Hell, even Killers whose anti-loop abilities aren’t regarded as strong (even if some of them really should be *cough* Hag *cough*) still have some semblance of pallet circumvention.

    Legion can jump over dropped pallets. Trapper can trap you in place. Hag can place a trap that yanks your camera away from your path to a pallet, or teleports her into a position where she isn’t blocked by the pallet. Pig can do an extended ambush that can easily catch up to a Survivor if she is at the pallet or mindgame the Survivor if they are at the pallet. Doctor can remove your ability to use pallets entirely.

    Clown has nothing in favor of that. His power does not allow him to become impervious to pallets in any way, and if a Survivor sits at a pallet instead of trying to loop him, there is nothing he can do. The only opportunity he has is if the pallet is unsafe enough to be mindgamed by normal M1 means—and at that point, there is no point to using his power.

    There’s no purpose to using it to catch up, because the Survivor can and will get to a pallet before then, and if the Survivor is already at a pallet, then there is no purpose to using his power as an anti-loop ability, because they won’t try to loop you if they know what you’re doing. His power effectively has no value if a pallet just exists.


    Yeah and other than the pig and trapper who have bigger weaknesses and Legion who can't use his power like that to down without an iridescent addon everyone you just listed I have acknowledged as being better than the Clown.

    Hag can deal with pallets and is better than the Clown. I regard her as A tier

    Spirit can go around pallets and is better than the Clown

    Nurse is Nurse

    The thing is that most Killers also can't deal with pallets. Even pig can only sort of deal with some pallets and even then it's a mindgame and I consider her to be competing for the clowns spot on the tier list because of it.

    Docs anti-loop is worse than clowns, legions is too restrictive, wraith doesn't have anything, trappers takes too long and is too easy to disable,

    Myers has the same weakness with Pallets but more advantages with all 3 of his tiers so he's a more solid B tier. Plague is like a Legion with more build synergy, a Plague with a good build is better than a clown with a good build. Ghostface is better than Clown since he can use his stealth+expose to end loops before they start (unlike wraith and pig who cannot).

    Yeah clown has weaknesses, and yes those weaknesses hold him back quite a bit. But that doesn't automatically make him ######### tier when you're comparison is mostly Killers who have the exact same problems but worse.

    Anyways I consider Clown to be the line you have to cross in order to qualify for being good. Clown himself doesn't cross the line, but he's close enough to be a decent point of reference. Killers that are worse than him are varying degrees of bad and Killers than are better than him are varying degrees of good.

    Clown himself is just the best of the worst.

  • I thought that I only started with the Huntress.

    I never bothered to scroll up on the Killer select screen and it showed it in such a way that Huntress was the only visible free character. I felt so stupid when I scrolled up finally.

  • @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/574778#Comment_574778

    ”It doubles his ability to catch up to Survivors”

    Doesn’t matter if they’re already at a loop, which they will be.

    ”forces early pallet drops”

    Doesn’t matter if the other 3 Survivors are doing gens, which they will be.

    It's even better if they are in a loop. Since they either have to leave the loop, or stay in the loop and be caught twice as fast compared to most M1 Killers.

    I'm not saying he's amazing, but most Killer's have even less going for them.

    When the Wraith is trying to chase someone in a loop they have to go through the entire loop at minimum speed. Doctor might be able to pull some shock tricks but any slowdown won't be as effective as the clowns would be and it's useless in simply catching up. Leatherface's chainsaw will almost never hit a Survivor due to how close you need to be in order to use it. Pig as the same problem as wraith. Legion is fine for the first hit but has no power for the second, and 4 seconds is plenty of time to get somewhere that the Legion can't hit him in a reasonable time frame. Trapper takes forever to setup anything and that's only if his traps aren't disarmed immediately.

    Everyone I didn't mention is better than clown though.

  • @Gardenia said:

    https://forum.deadbydaylight.com/en/discussion/comment/573368#Comment_573368

    Why would I do that when all you would do is criticize every bit of it, especially when you don't seem open to the possibility of a rework?

    So that we have something to work with to compare to the current Nurse.

    You say she has all of these problems. How do you fix them? If you or someone else can't think of anything then this discussion won't go anywhere. Note how 0 progress has been made in the entire rest of this thread.

    Comparing the pro's and cons of implementing a specific change or set of changes is far more productive than something more vague.

    For example:

    Blink's no longer travel through stuff besides survivors

    Nurse is now 110% and has 3 Blinks.

  • Clown's gas isn't terrible. It doubles his ability to catch up to the Survivors and forces early pallet drops.

    Freddy's power does a lot of this too but the relatively low limits of it make Freddy snares the worse power. What Freddy DOES have is his teleport, which has way more potential even with the 5 second thing.

    And yeah his pallets are 100% overrated. They don't really do anything.

  • Ok, I think having something more dynamic than just parts would be better for a variety of reasons:

    A: The more interaction it has with the Killer the more it raises the skill cap for Killers

    B: The more Killers have to do in order to get the most out of the stall the less it effects lower ranks. This means a dynamic system could be much better for @Johnny_XMan's point about best case scenario vs likely case scenario.

    C: Dynamic systems tend to be more satisfying in general

    Basically instead of asking "how do we make gens take longer" we should be asking "how do we give the Killer tools to delay gens"

    Regression is a great example of this. Good Killers will know when to regress gens and good survivors will know how to deal with it. Bad Survivors who don't know how to deal with it will be going against bad Killers who don't know how to use it. Thus it works sort of.

    Of course it's not sufficient. But something else along those lines, having objectives that both parties interact with to their advantage, is what we want. Especially if we can somehow make it more effective for the losing team.

  • Maximum of 8 snares actually

    The clown can throw the bottle ahead of himself, the 2 seconds is a minimum time, it's very likely to last much longer so having it last 4 or 5 seconds is very common, the bottles can be used on any survivor regardless of their status (freddy can only do asleep survivors) and bottles can be thrown much faster than a snare can be deployed.

    Also Clowns barely B tier.

  • Killers already do kick the pallet twice

  • Ok so first of all some math reguarding Hex: Ruin Every second you have an 8% chance of triggering a skill check while repairing a generator.


    This thread has more details regarding that. Hex Ruin really isn't THAT bad. It's an excellent stall perk. But it's only slowing the game down by just a little bit. The big stalls come from the psychological aspect

  • The number I gave goes way down if everyone is hitting greats btw. 100 was estimated from a 50% great skill check rate.

  • Working through Ruin while certainly more time consuming than without ruin is far FAR faster than looking for it if you don't find it right away.

    I did the math and it's like 100ish seconds delayed from ruin over the course of a game if everyone works through it semi-competently (sometimes hitting greats and never missing entirely)

    Not a meaningless amount in the slightest of course, that's over a generator of extra repair time. But it means that if you spend 2 minutes between all 4 survivors looking for ruin then you are wasting your time.

    You should never spend more than 25 seconds looking for ruin.

  • @MrsPiggyIsSoSneaky said:

    https://forum.deadbydaylight.com/en/discussion/comment/573846#Comment_573846

    More Proper translation: Yet we had plans to change(Nerf) him right when he went live with our "Information"

    Oh yeah you do take our feedbacks, its how you execute it is the problem and how you add and take things away that we didn't even ask for

    Meme translation: REEEEE NERF KILLERS!

  • look. The Killer getting the exit gates powered via the hatch is the equivalent of the Survivors getting the exit gates powered via the generators with all 4 alive.

    Your odds of Survival given powered gates and 4 living Survivors are pretty high.

    That should be your death rate if the hatch is closed.

    I'd estimate that to be about 70%ish. Since 1 Survivor will often die in that situation and sometimes a second gets greedy and dies too, but there are enough 4 man escapes to mostly balance that out.

    So I'd expect a roughly 30% escape rate given a closed hatch. And it seems like that's the case given that most of us have seen plenty of escapes during the EGC.

  • I still want it to be lowered based off # of people in dream.

    3 seconds always might be a bit too much for a crossmap teleport. If it requires everyone to be asleep for it to be like that then it's another story.

    I want it to be 5-(0.5*#ofsleepsurvivors)

  • I'd disagree that this is unintended or should be considered misuse.

    This is a valid use of the power

  • @Peanits said:

    There is no stream today, no.

    Have a stream anyways. Just continuously act like you're going to announce or discuss something important for the game but instead just end up doing small talk for an hour and getting sidetracked constantly.

  • @OMagic_ManO said:

    They have mobility, Legion is good too if you are good at M1, with the right perks, though you basically got to try to make Legion good as with Spirit you could play with no perks and add ons.

    Clown is good at chase pressure, ending chases, but he has no gen pressure besides throwing bottles, he is so busy in chases that it doesn't stop gens from being rushed through.

    @ShrekIsHot Not saying you are wrong. But saying clown has nothing besides his bottles is like saying nurse has nothing besides her blinks or that billy has nothing besides his chain saw.

    "Oh yeah this Killer has nothing besides his power". Is just a silly argument.

    A more accurate argument would be that Clown has no means of quickly getting to a far away generator.

1 … 77 78 79 80 81 … 115