NuclearBurrito
NuclearBurrito
About
- Username
- NuclearBurrito
- Joined
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Comments
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Leatherface
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I blame video games. How dare they maximize their chances of winning.
Don't get mad at the players, get mad at the game.
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I very much care. Play to win.
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Bacon is bestest
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What would you expect the Kill rate of someone playing this Killer optimally to be if they are playing against optimal survivors?
1-3 = balanced (guaranteed 3 or 1 is not balanced. It must be a range)
0-2 = weak
3-4 = strong
Exactly 2 = stale (From survivor PoV its perfectly balanced but from Killer PoV they lose every game)
Assume perks but no items, offerings or addons. The games RNG is what produces the range.
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I support this change.
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What if we make it so the activation requirement really IS to heal?
For example:
After you are healed 4/3/2 times the perk activates
Once activated the next time you would be put into the dying state from the injured state is negated
or for a more versatile but less reliable perk:
Other survivors heal you 30/40/50% faster
After you are healed 3 times the perk activates
Once activated the next time you would be put into the dying state from the injured state is negated. This can only activate once per trial.
The first one would be essentially the same thing but it activates faster and doesn't have the aura reading downside BUT it requires you to actually win chases in order to activate it.
The second one is a counter to the anti-heal meta with a need secondary effect if it's used enough. Again requiring you to win chases, but since healing 3 times in a single game is rare you would be taking it mostly for the speed increase aspect of it.
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@fluffybunny personally I think the 3rd one has the most potential due to it being the only one which requires an active effort on the part of the Survivor (and has a counterplay requiring an active effort from the Killer)
But yeah the point is that even if right now it's too Killer sided that doesn't mean we should just start reverting things. We have alternative solutions that are less drastic/more interesting
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Look. If this is really such an issue then there are other solutions that make it easier but still Killer sided. Mostly involving making the gates easier to open. The important thing of course being to make sure that it doesn't end up effecting the 4v1 situation too much. Some examples are:
- Base gate opening time is now 25 seconds but each dead survivor reduces the time by 5 seconds. Pros: Has a gradual rather than sudden effect, allows for more pressure in the 4v1 situation Cons: Punishes survivors for doing well and rewards survivors for sacrificing each other.
- The gate takes 15 seconds for the last survivor only to open. Pros: Mitigates the gate issue without effecting non 1v1 situations. Cons: Is a sudden and arbitrary feeling solution, these types of solutions have a poor effect on the learning curve. Increasing the EGC timer in this situation has the same pros and cons
- Having a special basement chest that always contains a Special Key that can open the hatch but can't exit the trial (in addition to the normal basement chest, they can be color coded). Pros: Adds a secondary objective (but not in the game solvey way people need unfortunately), allows for preparation to solve the EGC, makes the basement more interesting. Cons: Effects non-EGC situations (Unless we make it only work during the EGC), can screw over the last survivor if someone else gets the key first and then dies, doesn't work if they are carrying an item already (unless you consider that a pro)
- Have the Hatch reopen during the last 20 seconds of the EGC. Pros: Prevent's the Killer from blocking the exit gate (like in your video) in most situations (not all though). Cons: Can screw the Killer out of a Kill in some situations, is very RNG based and not reliable at all.
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1:47 is when the 2nd survivor DCed. It is not reasonable for 2 survivors to complete the 5 gens thus this is where you should have stopped doing the gen
At 2:07 the 3rd survivor was downed. Again you shouldn't be going for gens at this point so you should already be heading for the gate/hatch/whatever your plan is
2:17 is when the 3rd survivor DCed. The endgame starts NOW why are you still on a gen?
2:22 is where you finally gen off the gen.
In the end you were only a second away from opening the gate. If you hadn't wasted so much time doing gens that would never actually accomplish anything you would have escaped
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@No_Mither_No_Problem said:
https://forum.deadbydaylight.com/en/discussion/comment/472395#Comment_472395
Everyone saying that No Mither counters X or No Mither counters Y is actually stupid.
”No Mither counters Bloodhound” You know what else counters Bloodhound? Being uninjured.
”No Mither counters Exposed Perks” by making you Exposed all the time? That definitely makes human sense.
“No Mither and Iron Will is stealthy” It’s only just as stealthy as being uninjured—except when you run No Mither, you’re on a 1-hit down.
”No Mither is good for gen builds” WOW, Resilience and This Is Not Happening make gens go SO much faster! I can definitely see myself benefitting from a 9% increase in repair speed and hitting those great skill checks I probably would have hit anyway! That’s definitely worth the trade-off of being on a 1-hit down all game!
Face the facts: The only justifiable reason to equip No Mither is to make the game harder for yourself. All benefits that you could possibly reap from being Broken all game are outweighed by, well, being Broken all game. It’s a challenge Perk, through and through. A badly-designed one.
I mean it somewhat counters Legion. Since he just uses Frenzy to make you a 1 hit down anyways, this lets you be stealthy even after he gets the free hit on you.
But I mean, if that's your greatest and really only strength then you're a ######### perk.
The only other benefit is in a sabo build. Since you can break the hooks and when the Killer goes to down you he can't slug you, but since you broke the hooks he can't hook you either. Pain-reliever made a video which includes using this strategy to keep the Killer force to repeatedly down him for 2 minutes before he could hook him.
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Also a game where 3 Survivors DC is a terrible game to use as a reference.
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Hell you also lingered on the gen for a few seconds even after the 3rd DC. Notice how you were only a second off from getting the gate open. Every second you lingered was a second that would have let you win.
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@liquidlight said:
I have a video to share when I can figure out how to do it.
@liquidlight by getting off the gen faster. If you had started heading for the gate after the 3rd down or even immediately after the 2nd DC then you would have gotten the gate open in time.
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I would like to point out that if a Killer is playing better than the survivors he will almost ALWAYS have to deal with the hatch in one way or another.
However if the Survivors are playing better than the Killer then they will almost NEVER have to deal with the hatch (barring Key plays).
What that means is that in order to be fair the Killer needs to have a consistent method of dealing with the hatch. Sitting on it for 2 minutes for the EGC to kill the Survivor simply isn't consistent enough and Patrolling the gates with an open hatch is even less consistent. The only time a Survivor should be escaping in a 1v1 is either A: It was already endgame or B: The Survivor is an outlier on the team.
In case A the gates were opened while there was 2 players. Now there are 1 and he's probably about to escape so whatever.
In case B however we don't want a Survivor to just get lucky and win. THAT'S why the Killer has an advantage in the 1v1, otherwise a Killer would need to be better than the individual survivors rather than just the collective. While the Survivors aren't exactly a team per say (since they win individually) the Killer is still facing all 4 of them at once.
The solution is to make it really hard for the last survivor outside of endgame situations. If they win anyways then they have earned it. If not then they weren't an outlier after all oh well. Meanwhile the Killer already had to prove himself by not letting it get to endgame before the hatch became relevant.
Being the last survivor is not enough to deserve an escape. There will always be a last survivor. I'd argue finding the hatch isn't enough either since that's basically just RNG. Getting the doors open on your own however is not an impossible task, yet it also isn't a random or mindless one. And again the Killer has already put a lot of work in to get to this moment, if he doesn't have a massive advantage that would make Kills meaningless in regards to preventing a survivor from winning.
Winning with the hatch scenario as a Survivor should ALWAYS be harder than winning normally. Otherwise it would be in your best interest to get the other Survivors killed in order to make it spawn. No one want's that. Just imagine someone with diversion and bond going around throwing pebbles at the other Survivors to give them away.
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I want to see a Killer NOT check out a noise notification because they think it's a pebble when it isn't.
That will be the day I can die happily
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@Theluckyboi said:
https://forum.deadbydaylight.com/en/discussion/comment/470036#Comment_470036
- Less Movement speed
- Longer stun and stun add-ons nerfed
- Vault speed horribly reduced
- You get stun when missing a hit (horrible specially for console players)
- Speed add-ons reworked
- Even more add-on reliant than before
Buffs
- Feral frenzy lasts more
- Ultra rare add-on is now better
- Legion pins do something now
- No more dead brain exploiters to ruin legions reputation
why is it a rework again?
@Theluckyboi his movement speed was increased actually. It was his FRENZY speed that was decreased.
Also his terror radius was increased. But that's a sidegrade for him so whatever.
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Calling me a tunneler when I spent most of the game chasing each person one at a time in sequence. And then he called me an idiot and bad at the game despite 4king, double pipping and getting max blood points.
Obviously when I asked what a "smart person" would have done differently he just kept insulting me without actually saying anything productive.
It's always satisfying to see people like that
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You know. This is why I feel like No Mither = Hard mode is silly.
If you really want to make yourself a 1 hit down then after you get hit throw yourself at the Killer so he can down you for free.
The only reason to run no mither is to get some benefit out of it, since otherwise you could just not run it and get the challenge anyways that you enforce yourself.
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I mean it COULD be but it's not and there isn't really much reason to.
Don't forget that keys are a thing and thus EGC through the hatch does not ALWAYS mean it's only 1 survivor.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/470020#Comment_470020
@NuclearBurrito what big one? If you’re talking about the cracking when phasing, that’s still there, it’s just quieter.
There is supposed to be a crack sound. The bug was that it was playing multiple times at once and could be heard by survivors.
So the sound being quieter means the bug was fixed and it's now just an audio que for the Spirit's ears only like it's supposed to be.
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I've had issues with that. But I'm pretty sure it's more of a learning curve thing as it's stopped happening as I've played more survivor.
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And that's bad play for the Killer how exactly?
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Maybe it was because sound works differently on the metal areas?
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@Kaelum said:
https://forum.deadbydaylight.com/en/discussion/62670/are-sounds-even-more-messed-up
There are actually no footstep sounds at all now, other than your own.
@Kaelum I was able to hear footsteps earlier. Specifically it was in the building in Macmillan estate. I could hear the footsteps echo on the upper portion which helped me track someone with iron will and calm spirit.
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@[Deleted User] said:
I was told the sound bugs were fixed on her. You lied to me, @NuclearBurrito !
@thatguyinktown There are a lot of sound bugs with the Spirit. The big one was fixed, that does not mean the others are all gone.
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Honestly just equip spinechill. It works wonders for most of the top tiers besides hag.
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@SlinkyJinky said:
Remember folks buyer beware. MoM is useless if:
- You don't escape, then mend each time your hit
- You don't find someone to mend you
- You don't find a med kit to mend yourself with
- You didn't bring a med kit with you to mend yourself with
- You didn't take Self Care as a perk
- Your up against a Killer with Nurses Calling
- You don't get rescued / de-hook yourself
- Your up against a Killer who face camps
- Your up against a Killer who tunnels
- Your up against an M2 Killer
- Your up against an M1 Killer abusing the Surprise attack MoM exemption bug
- Your up against a Killer who uses Noed.
- Your Claudette
Now armed with the correct knowledge about your purchase, enjoy MoM!
Almost none of that is actually true.
If you never heal for the entire game you will need 4 hits to Kill minimum without the use of powers, exposed effects or grabs. That means that you should get at least 1 use out of the perk every game where you get chased multiple times.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/468969#Comment_468969
It's hard, you know, because of certain people in this forum that complain about vanities.
Not long ago, a person in this forum complained about being bullied as killer. As proof, that person uploaded a video to youtube and posted it here. Looking at the video, It was clear that nobody bullied him. He was playing against noobs that didn't play strategically and made careless moves. But he insisted, and stated that they hook rushied (which of course was toxic to him) and that they were doing this and that, and they were SWF so they deserved all what he did anyway. Well, he's not with us anymore, so to cut a long story short:
This forum. Strange people. Hence, you never know. gg for your "hatch standoff"
Poe's law in action
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Run NOED, Dearstalker, Bloodwarden and BBQ. Open the gates immediately after your first chase and hook the survivor. Use NOED to slug everyone. If you can't find someone then hook a slugged survivor.
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They fixed the sound bug when she enters phase at least.
@thatguyinktown you can. I had to use that to counter iron will at one point.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/469500#Comment_469500
Most of these posts are 55% point out how the survivor made a bad play 40% Point out that this is bait and 5% Confused about why people hate him for using NOED.
And 0% actually mad at him for using NOED
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Actually the stealth is better than you think. It doesn't have a timer until a survivor looks at you. Meaning you can use the ability while out of a survivor's LoS and use crouching to sneak up to them for the Kill and using stalk to make them a 1 shot.
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Looks like someone forgot what the problem actually was. Because if that's what we call a hatch standoff now then hatch standoffs aren't so bad after all
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Sure. What if we removed scratchmarks too?
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And what if I need to put a number in there somewhere?
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/466508#Comment_466508
It's not about bumping. Some threads just require short answers. For example, threads asking for Legacy just require two letters: N and O, in that order.
Hold on now. Can I include special characters? What about punctuation?
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@Mikeadatrix said:
https://forum.deadbydaylight.com/en/discussion/comment/467868#Comment_467868
You're right! This is from Paulie's video.
https://youtu.be/1WFlMkkpBOo?t=587
Not gonna lie, I'm thinking we have quite the powerful killer on our hands now... Definitely gonna put the fear back into this game. CAN'T WAIT!!!!
YES!!! :D
Very excited about this now! He looks awesome!
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(I really hope I'm right about how the stealth works...)
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He might have some mindgame potential at some loops with the crouch. Not to the level of the top tiers or anything but his current state seems to be high tier potential depending on the details.
Then again this is behavior we are talking about. There is no reason to think he will be as good when he actually comes out.
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@Pennywise the addons seem to imply that the stealth ability he has doesn't start to drain until a Survivor sees him (specifically the one's referring to spotters). I'd want to try and check other gameplay clips to see if that's really true, but if it is then he could be a really good stealth Killer.
Remember his crouch seems to still be at 115, and he can give you exposed very quickly AND potentially near-permastealth.
Unlike Pig or Wraith he would be able to attack immediately out of stealth (Pig and Wraith need to do a loud channel first) and unlike Myers he would have full movement speed while in stealth (T1 Myers is 105%)
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@T0xicTyler said:
https://forum.deadbydaylight.com/en/discussion/comment/465628#Comment_465628
What's the counterplay?
@T0xicTyler running in a straight line
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@davidthyrat said:
https://forum.deadbydaylight.com/en/discussion/comment/464643#Comment_464643
no i just find it annoying and ruins the game for me but i did suggest how it could be change so it still does whatsvit does just less annoying
I mean. It's literally in the name.
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Throne of Lies
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Sorry. I only answer fake questions.
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@Iceman that's on an M1.
Frenzy hits aren't supposed to drain the bar at all. It's like if you just canceled it manually.
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@Plu yeah it's like they have quick and quiet if they vault while I'm close enough. I know it wasn't the perk since it happened multiple times in a row. Luckily prediction saved me where the sound system failed ;)
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I can hear injured people just fine. But the vaulting sounds are very inconsistent.
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As someone who is clueless in regards to horror and is also under 18. I recognized Ghostface on sight (didn't know the name though). So I'd say that's sufficiently well known to be in a game like this.