NuclearBurrito
NuclearBurrito
About
- Username
- NuclearBurrito
- Joined
- Visits
- 5,343
- Last Active
Comments
-
I mean cold dirt by itself wasn't OP.
It's combination with Franks is what it was used for
-
Actually they haven't confirmed any changes to cold dirt
-
Define camping in terms that can be mathematically proven
-
Someone is excited for this? Who?
-
Sweet! Time to bring Saboteur, Unbreakable, Head on and Urban evasion!
None of those are any of the things you just listed as unfair.
-
Clickbait title. I want my money back
-
meh. I say we test this out in the PTB before establishing that it needs a numbers change. This is the kind of thing that is just adjusting based on raw data in order to get it right.
-
Just making sure. You noticed he had stake out right?
-
@Mandy said:
Just to ask you to please try to stay on topic and not let this thread get totally sidetracked with personal arguments.
I prefer getting sidetracked by IMpersonal arguments
-
/support for both effects
-
I've said it before and I will say it again. I don't care if the perk is OP or not because it is the only perk that actively encourages failure rather than simply mitigating it.
-
@Master_Bad_Guy That is why this game is:
SWF > Killer > Solo
Thus solo's and Killers need buffs.
No not SWF nerfs because you can't nerf SWF without also nerfing solo's. But you can do the other way around and buff solo's and not SWF
Thus buff Solos and Killers until
Killer = Solo ≈ SWF
-
@DarkWo1f997 said:
This is a good old fashion case of “list of things I can’t adapt to and want them deleted as a result.”
BTW, all credibility you had went out the window when you said “Thanks to BHVR for deleting Legion BTW.”
Just goes to show that these are opinions and not non-counterables really.
The only things in this game that aren’t counterable, are metal of man, and gen rushing. That’s it. Legion would count if he wasn’t being nerfed to the ground.
@DarkWo1f997 eh. Even genrush has SOME counterplay even if it isn't quite enough.
I guess that's really what it comes down to, most things have counterplay that is simply impractical to execute or requires specific Killers/Perks.
The specific example of using Franklin's demise to counter items is fine since you would know about the items while you are choosing your perks. But otherwise it isn't practical to use perks to fix problematic strategy's. I'm talking about things like Spirit Furry or Bamboozle and Unbreakable or No Mither. Or hangmans trick, distortion ect.
-
idk about you. But no mither + MoM is 100% the best perk combo.
It's right above no mither + self care
-
What if we just make the infinite mending bug base kit ;)
-
Honestly I'm not bothered by the raw power of the perk. Yes it is a chase extender so it is going to be meta, but it can't extend chases for as long as balanced landing for example. And the speed boost + killer slow is less than with DS. However both of those perks I just listed are fine despite being arguably far more powerful than MoM.
This is because of 2 things:
A: Rewarding for faliure
and
B: Lack of action behind it's use
Let me explain.
When I say it rewards for punishment I do NOT mean that "her der its a second chance perk". No, when I say it rewards for faliure I mean that if I have MoM then I would PREFER to have it activate.
Basically. When I compare MoM when active to having not needed it to activate in the first place I would prefer having it active. Since at best without MoM I have:
2/1 health states -> 2 health states with instant down immunity or 3 health states
Comparing this to other second chance perks:
Adrenaline - 2 health states -> still 2 health states
DS - 1 health state -> 1 health state
BT - 1 health state -> 1 health state and on a bleed out timer
Instant heal - 2 health states and with a med kit -> 2 health states and no item
Deliverance -> 2/1 health states and having never been hooked -> 1 health state, broken and on 2nd hook
DH - 1 health state -> 1 health state and exhausted
Spirit Furry - Hitting a survivor -> Chasing a survivor who has a 2.1 second lead
NOED - At least 1 generator is up -> exit gates are powered but you are faster and with an instant down
See the pattern? With the exception of MoM you always either prefer the perk is wasted or at least are indifferent.
Sure being able to hop off the hook is nice, but it is better to not get hooked. Being able to dodge an attack is cool, but now I can't use balanced landing. Being able to break the pallet that stunned you is great, but the alternative is getting the hit immediately. MoM however? Get hit and now you can tank a chainsaw.
As for lack of action:
DS? You need to be unhooked, sure it isn't you but someone has to do something to actively make it happen. Not to mention it has the skill check.
DH has a button.
Deliverance has the unhook requirement
insta-heals require actively consuming the medkit before the 2nd hit
Spirit furry requires you to take the time to break the pallets
BT requires an unhook
NOED requires defending your totems.
MoM however is automatic, and thus kinda borring. Not that all of the perks I listed have the BEST of interactive elements, but they all have SOMETHING.
-
I'd like to point out that if we remove tiers then we can have perks with a single non-numerical effect.
For example when suggesting a perk to allow for position swapping (which would prevent body blocking among other things) I had to add a cooldown for the sole purpose of giving it a difference at tiers 1 and 2.
Not to mention it is just easier to balance with only 1 tier.
-
I hate you all
-
Since tunneling isn't a mechanic there is no way to directly check for it. DS instead checks for something commonly associated with tunneling. Specifically repeated downs off the hook. Not every situation where this happens is an example of tunneling. But since not tunneling does reduce the odds of the perk triggering it still works at being an anti-tunnel perk.
-
It should take about 6
-
He would be a standard Killer who's power gives him the OG ebony mori.
IF he uses an actual mori then he kills them TWICE.
-
Now that I think about it.
Adrenaline + MoM + Deliverance could combo well enough to get a solo escape off of.
-
Even with decisive you would just be slugged every time. The Killer doesn't exactly have anything better to do. In fact now with the end game collapse you won't even have the hatch since the Killer will have closed it if it was right next to the hook.
-
Genius plan. Make it turn off your monitor.
-
Actually maybe blindness could also remove the ability to hear the Killers terror radius or see his red stain. It would make it far more threatening.
-
Legion frenzy speed is somewhere between 120% and 131%
-
Also this would be so good on legion
-
Swap 2 and 4
-
@Caz2018 said:
https://forum.deadbydaylight.com/en/discussion/comment/431412#Comment_431412
My understanding is that if the killer closes the hatch, it automatically powers the generators and opens the exit doors, so the survivors do have the chance to leave.
@Caz2018 just powers. We have no reason to believe they become open
-
@RakimSockem Since those are meta perks you with the possible exception of NOED just assume they have it and do the counter in every game you play to the extent that you can without giving up too many advantages. So one at a time:
Ruin - You will find out if the Killer has this before it really matters too much. Just work on it like normal until you get a skill check
BBQ - If you are working on a generator then walk behind the generator. Otherwise hop in a locker for 4 seconds. Again always do this even if you know specifically know they have BBQ
Nurses Calling - Don't heal in the Killers terror radius. You probably shouldn't do that anyway.
Whispers - Not impactful enough to require a dedicated counter. Just avoid them like normal.
Spirit Furry - Try and stun the Killer early in your chase before SF would have been built up. If the Killer has enduring continue stunning them like normal. Otherwise drop your pallets early since even if he doesn't the stun isn't worth it.
Make your chose - You are told if the Killer has this in time. Go immersed when it procs.
M&A - Use your eyes. You can see them before you get in their terror radius when it is small enough.
NOED: Cleanse any totems you come across. If you identify 4 Killer perks that are not NOED then you can stop.
-
@thrawn3054 said:
I wish they'd give him a good speed boost while using his chainsaw. Maybe a chainsaw dash.
@thrawn3054 yeah but to compensate make him turn slower while dashing and have it cancel after downing a single survivor
-
I do however think it would be more interesting if the timer started at the last generator completed. However we shall see. Overall the change is definitely an improvement
-
I still think we would need to see how often the timer gets close to running out before saying what the timer should be.
For example if the timer is often reaching the final quarter then 3 minutes is a good time. But if it's rarely even reaching 45 seconds then clearly it is too much time. I don't know what the average is so it is hard to say if less time would be good or not.
It might even be not enough time.
-
Survivors can now close the hatch
-
Killers can escape the trial
-
Scratchmarks OP
-
coincidence. They might ready up and then get interrupted for out of game reasons, or even just get impatient. Kinda like why survivors sometimes randomly leave the lobby they obviously aren't dodging the Killer they haven't seen yet.
Also connection.
-
sandbagging. Let the Killer kill you to derank, or even just DC.
-
oh ok
-
@Aven_Fallen don't forget about Spirit, Freddy and Huntress
-
The balance of Mettle of Man doesn't impact the balance of Spirit Furry. So nerfing Mettle of Man is not a reason in favor of nerfing Spirit Furry even if Spirit Furry did need to be nerfed.
As another example, nerfing DS does not imply nerfing NOED because they don't have any special interaction, however nerfing adrenaline might mean nerfing NOED because NOED is a direct counter to adrenalines healing effect. Same for the DS rework requiring a Dying Light buff.
Changing one perk only implies changing another when the 2 perks have a direct interaction with each other. Otherwise they should be looked at on their own merits
-
Note to self: Sarcasm doesn't transfer well over text
-
@Slayer r/woosh
-
@Bbbrian2013 ...while using urban evasion to travel the map, not doing any gens.
-
lithe > BL totally
-
"But what if there isn't a drop!?"
-
Pacman intensifies
-
btw. Tunneling a survivor to death with these changes would take 39 seconds of nothing but either being in a stun or being in the process of recharging your power. Plus however many seconds it takes to catch up to the survivor and to initially find them and apply the DW for the first time on them. Thus trying to let the bar drain on it's own is more time efficient so long as you can keep an eye on the survivor so they can't mend. Doing the moonwalking strategy to accomplish this would be redundant however since it is proximity based, instead you would have to give them some distance (not the full TR distance the official legion rework has. But 32 meters would be the fastest if you did it anyway) which they might then use to escape from you.
-
I would like to point out that this situation is about when bodyblocking in a chase. Not while bodyblocking while carrying a survivor.