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NuclearBurrito

NuclearBurrito

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NuclearBurrito
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  • @FTSA said:

    https://forum.deadbydaylight.com/en/discussion/comment/480840#Comment_480840

    Thats an extremely poor argument. So after the killer kicks 2 pallets, you prematurely drop EVERY pallet after that so that he doesn't get a BS hit on you? No, thats not called counter play, thats called being braindead and wasting all the pallets, and removing any sort of mind-games that pallet has. You are supposed to loop and mind-game pallets, not drop them as soon as you get to them. If you genuinely think dropping pallets prematurely is good counter play then you have extremely poor game sense. If i'm looping the killer, and get a stun as I drop the pallet, that means I timed the loop well and predicted how much the killer would catch up, thus, I should be rewarded not punished. As for dropping pallets prematurely, you are essentially wasting a bunch of pallets, not involving any sort of fun mind-games, and you are hurting your teammates since they will have no pallets to work with.

    @FTSA the idea is to drop pallets slightly early if they have enduring. If they don't have enduring then they almost never have spirit furry and if they do have enduring then they almost always have spirit furry.

    Since if they have enduring a stun won't get you very much value anyway you won't be missing out on much. And if they just have Spirit Furry then the 2 seconds is enough that you might be able to get somewhere safe in that time anyways depending on where you are.

  • @HURRI_KAIN

    All things being equal balanced games are better than unbalanced games with the more unbalanced a game is the less fun it is to play in the long run. The reason why games tend to be unbalanced in the first place is because:

    A: Balance is hard when the game is not perfectly symetric. No I'm not just talking about Killers vs Survivors. But also things like 2 different characters in smash or something.

    B: While Balance is important, there are other factors you need to make work first such as the core gameplay loop of any given element.

    However neither of those things invalidate the fact that a balanced game is a goal to strive for and that updates that improve balance help.

    You mention variety, however an unbalanced game means that even if the options are technically diverse, you will still see the same things used each and every time.

    Small game is good against trapper, but trapper sucks so no one runs small game for that. Instead people run perks like Dead hard and Sprint burst to deal with Killers like Hillbilly and Nurse. And all of the uniqueness behind the doctors kit is moot if he is unviable once you get good. remember the skill level of the average player in a game will go up over time, which is why it is more important for a game to be balanced as time goes on.

    Imagine if no balance changes had been made since D1 and the only additions were the new content. Everyone would run Sprint Burst, We'll make it, Mettle of Man and Decisive Strike and a medkit while all the Killers would run Ruin, BBQ, Unrelenting and Save the best for last.

    BTW that's 150% MS every 20 seconds mid chase for survivors, 6 second self heals after unhooks and when you finally down them they hop off, effectively instaheal (from MoM) and you have to chase them all over again.

    Meanwhile the Killer's would have almost no cooldown on hit with no build up required.

  • Oh cosmetics will come out right after they nerf him

  • @fluffybunny said:

    https://forum.deadbydaylight.com/en/discussion/comment/480531#Comment_480531

    It's isn't a 1 to 1 comparison and there are some in the killer community who regard DH as "unfair" or "cheating." What are they changing MoM to btw? EDIT: Just saw the change. MoM needs a change, I don't think protection hits is a good idea. Killers don't like people body blocking the hook and that will just encourage it.

    agreed. It's along the lines of what they should do (changing the condition rather than the effect) but that specific requirement doesn't sound good.

  • @HURRI_KAIN said:

    Check out my list, I could even see moving Clown to the list of not a good counter vs MoM, making it 5, but that's just because Using Pinky finger is like Using a Mori. Otherwise, you should reconsider your strategy, If you're M1 with Spirit, you're playing her wrong. If you don't think Myers can counter with multiple addons that counter, and his base power counters, I can't help you there. Nurse, can definitely counter MoM, easier than DH.

    I agree, MoM takes no skill, DH takes skill and timing, but DH is MUCH more versatile, has no prerequsites, no penalties, except 40 second exhaustion, and can save in more ways. I have very few perks unlocked on my killers, because I like to tier III survivors, but I should probably just be a killer main with all these advantages.

    Make that 6, I left off Wraith. But with his speed boost after uncloaking, he's debatable.

    @HURRI_KAIN Actually Spirit's only attack is her M1. Same with hag.

    The out of phase/teleport hits count as M1 for the purposes of MoM. Same with Nurse teleports. There was a bug that made these not work, but it's fixed now.

    So that makes this list:

    Counters (Can kill survivors in under 4 M1 hits without the use of specific perk/addons/ect):

    Huntress

    Hillbilly

    Leatherface

    Myers

    Legion

    Plague

    Trapper

    Does not counter (without addons, perks or a mori they have to deal with MoM):

    Hag

    Spirit

    Nurse

    Doc

    Pig

    Freddy

    Wraith

    Clown

  • Funny thing is if deliverance was first added without the hook requrement I would bet there would be tons of winning if it was added in later

  • @suffering23 in order to do that they need to make the perks unaffected by enduring or you get what happened with DS before they increased it up to 5 seconds.

    Now it's 5 seconds which is fine for dealing with Enduring but is insanely punishing for someone without Enduring.

  • They already said in the Stream why this is important to do.

    Having Enduring effect stun perks ######### over everyone who doesn't bring Enduring or it ######### over the perk.

  • Like I said it's a sidegrade. Better in some situations but worse in others

  • @TAG said:

    Do we currently know what the planned change to Enduring is?

    @TAG it will cut the total pallet stun time in half. And no longer effect any other stuns

  • Yeah ideally how long is the average chase?

  • Enduring was sidegraded.

  • If this cha ge goes through I feel like the number of required hits should go down to 2 or maybe even 1.

  • @Cardgrey def not tunneling. Since again you preform it due to it being fundamentally the best method of getting Kills quickly

  • @xmenfanatic said:

    I think camping and tunneling is the sign of someone who isn’t a good killer. I still think they are semi valid playstyles and DCing should NEVER BE OKAY.

    Ban anyone who DCs.

    @xmenfanatic camping is a sign of that since it is a poor strategy.

    Tunneling however is definitely NOT a sign of a bad killer. Since a Killer who is good at optimizing their ability to get Kills (the definition of a good Killer) ought tunnel as much as possible. This is because getting a kill early on is the most effective way to get gen pressure in order to snowball. And tunneling (NOT camping) is the most effective way to get a quick Kill. Once you have done that it is entirely possible to slow generator progress down to a crawl.

  • @TreemanXD the benefit of the perk is in how it slows healing compared to not running the perk.

    For both sloppy and bottony they still make healing faster or slower compared to if the perk isn't used even if the other perk IS used.

    I always found it silly that people considered the general healing nerf a nerf to self care for example. Because the benefit of self care has nothing to do with healing times at all. Instead the benefit is in a bunch of utility advantages such as not worrying about travel times and sometimes being able to use it mid chase. Since those are the advantages a slower heal does not effect those advantages and thus self care is not any worse off for the healing nerfs.

    Compare that with Adrenaline however. Which allows you to ignore heal times entirely. THAT perk counter's sloppy, since an instaheal is unaffected by slow heal times.

  • I think that neither of them counter each other and both of them apply their full effects even when both are used.

  • Or is it that Sloppy Butcher counters botany?

  • Also your unrelenting perk idea is both niche and wouldn't work as stated since hitting injured players does not injure them a second time.

    More importantly it makes the perk useful in literally only 2 situations. Even if both of those situations are to counter a perk it still isn't very helpful.

    I propose that unrelenting has the following effect:

    "Your successful attacks on injured survivor have a 40/50/60% reduced cooldown"

    You can't have the machine gun build since it doesn't work on healthy survivors. Instead it would be more for things like slug builds and anti-heal builds where you would be hitting other survivors immediately after downing the first one. This would make you more effective in situations where a lot of Survivors are in the same place such as with basement rescues.

    However note that if you hit a Survivor who has MoM or BT active on them this perk would activate. After all they were in fact injured when you hit them, the perk says nothing about downing them.

  • What would Corrupt Intervention's Tier 1 and 2 be?

  • I've always wanted to have beast of pray speed up the rate at which you get bloodlust significantly

  • @FrauZockinsky I actually have seen a difference, although it's a small one.

    When a Survivor opens the gate, sometimes I'll (as the Killer) be able to keep the other Survivors away from it in order to run out the timer.

    It doesn't come up very often, but sometimes it matters.

  • Pretty sure the Obsession isn't told where you are either.

    Either way the Perk is triggered by generator completion. Why would closing the hatch activate it?

  • @SlinkyJinky said:

    I just had a match where the Killer did absolutely nothing while we did all the gens. Once the last gen popped he then went straight to the exit gate, downed one of us with Noed and proceeded to face camp for the remainder of the match.

    In the end he got like 4k BP and more than likely de-pipped / de-ranked.

    EGC is just a terrible mechanic that rewards bad sportsmanship and no effort application. It's just bad. It needs to go.

    @SlinkyJinky ok so what does ANY of that have to do with the EGC?

    Using NOED, downing a survivor and then facecamping them is something that could be done long before EGC was a thing. The only difference now is that Survivors are less likely to kill themselves going for a save leaving that Killer with a 1k.

    Any strategy that leads to a 75% escape rate can't be that bad for the Survivors right?

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/478236#Comment_478236

    You can't some of these perks are killer unique perks, unless they want to change the entire perk and name it's not a possibility.

    Resilience, This is not happening and Monstrous Shrine just so happen to not be techables.

  • Again. With it's current effects folded onto Resilience

  • This is not happening could be reworked into:

    The Burst of speed when injured by the Killer is 50/75/100% longer (base time is 2 seconds of 150% MS. This makes it 4 seconds)

  • This is not happening: If you are injured the game freezes

  • Like. On ALL hooks, not just basement hooks.

    With it's current effects being put on Territorial Imperative like @ba_tetsuo suggested

  • Maybe Monstrous Shrine could reduce unhooking speeds by 100/150/200% and give the killer a noise notification when a survivor starts to unhook someone?

  • Yes but now you need to fix Stridor

  • Also you literally turned Predator into Stridor+

  • Maybe instead of changing their numbers, This is not happening and Resilience could be combined and one of them made into something else entirely?

  • All hail the Burger King Nurse!

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/477641#Comment_477641

    Nurse is just an image. I'm still a dude, last time I checked.

    @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/477357#Comment_477357

    My boyfriend said the same thing, but he said "We" instead of "You".

    Gayyyyy

  • Ok so basically. There are 5 essence orbs (the name is arbitrary) on the map, they glow btw and aren't that hard to find.

    Here is what that might look like

  • That's in comparison to games like Counter Strike or Rainbow 6 where the rounds are really fast.

    Even Rainbow 6 has fortification and scouting mechanics, which could be considered an example of gaining power over time.

  • I would like to point out that the method other games use to prevent rushing the main objective from being the only strategy is to make it possible to gain power over time by preforming other actions.

    EX: Farming in league or economy strategy's in games like Civ or starcraft.

    Maybe something along those lines could be used here?

  • @sam said:

    https://forum.deadbydaylight.com/en/discussion/comment/478004#Comment_478004

    killing legion had to be done, so don't even bring that up like it matters. sorry you were probably a legion main that swung in circles hoping for a hit.

    @sam appropriate changes are still changes (and it is hardly consensus that Legion's changes were the right ones). To say otherwise is a fallacy (no true Scotsman fallacy to be specific). You are hardly the only one to do this, people often say the same thing when exhaustion nerfs get brought up. It is invalid then and it is invalid now.

  • Left behind: You always spawn in as a solo survivor with 5 gens

  • @Orti I'd totally use that bamboozle as a psudo-bloodwarden.

    Also holy #########. SC letting you get full speed heals AND let's you farm altruism!?

    Anything can be useful if you are resourceful enough

  • Nooooooooooooooooooooooooooooooooo!

  • Wait actually does calm spirit work against rancor? You don't scream when it triggers

  • I would like to point this out.

    If the Killer is playing better than the Survivors then he will have to deal with the hatch endgame situation nearly every game.

    If the Survivors are playing better than the Killer however then they will almost never have to even think about the hatch barring Key plays.

    That means the Killer needs to have a fairly consistent method of dealing with the hatch (or in this case the egc after it is closed), or else 4king comes down to pure chance. While the Survivor's method of dealing with the Hatch EGC can be anywhere from unlikely to literally impossible, since a group of competent survivors never need to worry about it. Kinda like balancing the situation of 4 slugged survivors or an open gate with all 4 survivors right next to the exit or something.

    Not every situation needs to be balanced. You should always expect a team that is closer to winning to also be more likely to win. That's why any perk or mechanic designed to mitigate failure needs to also be less effective than the thing it is mitigating.

  • "Jokes on you! My key is reusable!"

  • @SlinkyJinky said:

    And here's me thinking this thread was going to be about the nature of reality and why conscious thought affects physical reality on a sub atomic level.

    I cant say I'm not disappointed.

    @SlinkyJinky well according to quantum mechanics: [insert meaningless pseudoscience here]

  • From what I have heard simply not running prayer beads gives you free gen pressure every time you phase.

    So yeah.

  • Dead hard: You die after using it

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