Orion
Orion
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- Username
- Orion
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Comments
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@GrootDude said:
@Orion quote where I said I couldn’t. I gathered some complaints from both sides I got called biased, I realize I have more things for survivors here, but that’s because the main complaints killers have is gen rush. But with your logic I can hit survivors and kill them, they are balanced. Why can’t you kill them?
Well, people who think the Nurse is OP usually can't, so...
Survivors have complained about literally every single killer on the roster at some point. If you were to gather survivor complaints and base your balancing decisions/suggestions on that, you'd nerf every killer until they had foam swords for weapons.
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@GrootDude said:
@Orion reworking legion could make him more viable, adding a secondary objective that if forced could make low tier killers more viable and as for nurse/billy they would be more balanced if they got some nerfs.
They are balanced. I'm not a good survivor and I can still juke good Nurses, so why can't you?
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@The_Crusader said:
https://forum.deadbydaylight.com/en/discussion/comment/369262#Comment_369262
Like I care? Doesn't change what I said.
Doesn't change, no, but puts it into perspective. Namely, that solo survivors are a minority. Are you saying balancing should only take into account a minority of the playerbase?
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Well, Phillip's boss was in the car business for some time, if you know what I mean.
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Crows, along with everything else except killers, survivors, and Maurice, are actually the Entity.
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@GrootDude said:
@Orion they did earn the 4K, but I’m saying that it would cause killer to be in balance favor of nurse or billy did not receive minor nerfs. The whole point of this is to make lower tier killers viable and change some things that cause complaints.
You don't make low-tier killers viable by nerfing top-tier killers. As for complaints, look at the Nightmare to understand why you shouldn't make knee-jerk decisions based on complaints.
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@The_Crusader said:
Its true but killer mains will never admit it. Only THEY get to use crutches.
"But bua da gens go 2 fast 😢"
Give me a break. Killer is way easier than solo survivor these days.
70% of all lobbies are not just solo survivors.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/369213#Comment_369213
Unrelated. Totems are not a secondary objective because they are not an objective at all. Cleaning totems does not bring you any closer to winning (even if it does reduce potential failure points)
If forum threads are to be believed, NOED is a major issue. I'd say that alone makes them objectives.
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@GrootDude said:
@Wolf74 I said if they had the skill for said killer. If they added these secondary objective. Please try to see it from both sides POV.
If they have the skill, doesn't that mean they've earned their 4k?
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@Eninya said:
https://forum.deadbydaylight.com/en/discussion/comment/368697#Comment_368697
You could spend the money you'd pay for a console on some PC upgrades instead. lol
I used to do crazy config edits for Vindictus (I think there's an archive of my O.G. post floating on the net, still), and the game would look like Motocross Madness.
Indeed, but I'm guessing they're from a country where PC parts are expensive and consoles are not, hence the "make your eyes bleed" graphics.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/369103#Comment_369103
Also @Orion totems just don’t take enough time to be considered a true secondary objective.
Then they should take longer. Doesn't mean a secondary objective doesn't already exist.
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@GrootDude said:
@RSB if pallet looping was an exploit then they’d be reworking it, or at least addressing it.
They addressed it by literally calling it an exploit, but survivors complained so much they went back on their word.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/369129#Comment_369129
@altruistic do you know the numbers for 1.0.0 noed?
The numbers were exactly what the wiki says they were.
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@altruistic said:
https://us.v-cdn.net/6030815/uploads/328/MAAWXD938O5I.jpeg
Take it with a grain of salt, as the Wiki isn’t always accurate.
The wiki is accurate, that's what the perk said, but that's not how the perk worked. NOED was bugged when the game released.
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@altruistic said:
https://forum.deadbydaylight.com/en/discussion/comment/369118#Comment_369118
I mean good for you.. I’ve played since beta?
I could be wrong, but I thought in 1.0 it was only when one gate had been opened. It’s been almost 3 years.
No need to be salty, everyone makes mistakes.
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@PureHostility said:
https://forum.deadbydaylight.com/en/discussion/comment/369111#Comment_369111
That's incorrect. Been there since release, it always worked as soon as gens were powered, then they changed description to "once gates become powered" instead of "open", then they added 2 mins timer on it, etc.
^This. The perk was bugged since release, so they changed the text rather than adjust the perk because back then, survivors knew to open the gates and GTFO.
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Totems are the secondary objective. Nobody does them. That's why NOED is activated.
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NOED has never worked in the manner you describe in the OP. I'm not surprised you believe that, since you clearly never encountered OG NOED.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/369031#Comment_369031
elaborate. I dont wanna misunderstand you. when I read that I'm getting mixed answers
Moonwalking is an exploit. Therefore, it is not relevant to the balance of the Legion.
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@artist said:
https://forum.deadbydaylight.com/en/discussion/comment/369015#Comment_369015
I know for a fact you've heard of moonwalking aka not actually chasing people. yes he can be stunned, very unlikely tho because he can respect pallets as hard as he wants because his power lets him. and that juke people do to run behind the legion, it happens maybe twice and then the legion produces 2 more brain cells to understand to do a quick 180 when vaulting
Exploits are not relevant to game balance.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/368916#Comment_368916
I did read it and it changed nothing. Please explain to me how a killer could possibly be balanced if they cannot get kills (their sole objective). Those two things are mutually exclusive. You said something about the Clown's power being good at what it does but having a counter. That's your idea of balance. But how would any killer's power be balanced if it could not help them get kills?
The devs already said they don't design every killer to be able to kill. I'm looking at it from their perspective.
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I camped a traitor in the basement (he led me to one of his injured teammates after he unhooked her). I was forced to camp another one because she came into the basement and they'd failed to counter NOED. Both were pissed, with the traitor even lying about having betrayed his teammate. The betrayed was silent, but the fourth survivor agreed with me.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/368901#Comment_368901
OK. So you don't disagree that you think the Clown can't get kills but you also think he's balanced. Got it.
Let me know when you read the thread so you can start making sense.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/368897#Comment_368897
Yeah but here you're saying only two killers can get kills if they play perfectly. If Clown can't get kills how is he balanced?
That's where the thread comes in.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/368460#Comment_368460
Didn't you say Clown was balanced a few days ago?
I opened up a thread explaining what I mean by "balanced". Read it if you'd like to understand more.
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It was not sarcasm, nor a joke, nor bait. I genuinely feel that if survivors knew their DCs would massively benefit the killer, they'd do it less. The achievement was a bad way to go about it, but I don't think the idea is without merit.
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Apparently, I was "camping from a distance" as the Doctor by checking all the remaining generators. The survivors claimed that I was just going to shock them, then quickly switch between treatment and punishment (from some 40 meters away, because everyone knows the Doctor can shock people from that distance).
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That's actually a good point I hadn't considered.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/368745#Comment_368745
The difference
One reward you for suck the entire game and other reward you for being chased by 5 gens or do your objective
Totems are objectives as well. They're secondary objectives, which most survivors claim to want.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/368738#Comment_368738
Actually being chased by the killer is dangerous for solo player and omg have you been chased by a 6 hatchets huntress?
If the Huntress needs six hatchets, odds are she's not very good at hitting them. I'd say that falls under "mild inconvenience" at best.
Being chased is not dangerous if you know how to loop.
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@Master said:
Its quite easy to achieve, just like rank 1. Survivors wouldnt give a damn and assume that the killer already got the achievment
I doubt it. If everyone DCing was beneficial to the killer (as opposed to the waste of time, add-ons, and offerings that it is now), they'd probably just let the killer hook them.
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So we've gone from "the game is balanced" to "the game". Thank you for acknowledging you have no argument whatsoever.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/368711#Comment_368711
So you mean, killer should win every chase and get the 4k every game?
No, I mean getting into a chase should be perceived as a drawback, as opposed to something one actively seeks out.
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@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/368696#Comment_368696
Baiting a killer into strong loop supposed to be dangerous for survivor? No
Being chased by the killer is supposed to be dangerous for the survivor. The killer is supposed to be a threat. Survivors should never be able to get into a situation where the least ######### move for the killer is to just ignore them.
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@artist said:
with a few file edits, you can have your game looking like mine and boost your fps :)
I think I just threw up in my mouth a little. I normally never say this, but please, for the love of your eyeballs, get a console.
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@Slayer said:
https://forum.deadbydaylight.com/en/discussion/comment/368689#Comment_368689
Killer is not supposed to follow looping survivor as braindead
In other words, individual survivors have the power to make chasing them (something that's supposed to be dangerous for the survivor) a losing action for the killer. Thanks for proving his point.
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@limierr said:
https://forum.deadbydaylight.com/en/discussion/comment/368325#Comment_368325
As it is nothing i don't see why it get remove from the original perk and it shouldn't came back ^^.
Because it's useless. 8% faster recovery means instead of a 3-second cooldown after a succesful hit, you have roughly 2,8 seconds of cooldown. I mean, if you really pay attention you might notice it, but it won't make a difference.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/368467#Comment_368467
I just checked the general discussion and there's actually 2...
I see one that talks about Adrenaline waking up survivors, but is actually a complaint about the Nightmare having too many counters. The other one is titled "something something Adrenawin", which is the one I was referring to. Regardless, if two threads constitute an attack, then NOED has been under siege with nuclear weapons for years.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/368574#Comment_368574
Pop Goes The Weasel.
Alright. Thank you for the tips, once I get bored of Adiris I'll give it a shot. Right now I'm just getting as much BP as possible for her release.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/368531#Comment_368531
My build is designed to make Devour Hope succeed.
But i also make sure the build isn't super weak if Devour Hope gets disabled.
Barbecue & Chili, because it synergises WAY too well with Devour Hope to not equip it.
Enduring + Spirit Fury (currently), to shorten chases and counter Decisive Strikes. (Wraith's weakness is obviously chases.)
Then for Add-ons, i mainly run the Windstorm series.
Blood + White is naturally the best combination, but even just Mud gives a massive boost.
I run these the most for 2 reasons.
1: To be able to apply some pressure. Yes, it's an actual thing on him now and i love it.
2: To be more defensive of my Hex Totem.
If i run out of those, i go after Swift Hunt.
They're not as great anymore as Wraith doesn't need them as much anymore, but they still do well what they need to do.
It can be nice to reach them before a nearby pallet, and unlike Windstorm, you keep your uncloak speed boost.
If i run out of THOSE...then i should start earning more BP. 🤣
Say you didn't have BBQ. What would you use then?
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@Karl_Childers said:
It’s going to be Adrenaline. What they are going to do is make it so you don’t instantly heal, but instead heal slowly for a period of time. They alluded to something like this for instaheals in the Q&A and I have no doubt it will be applied to Adrenaline if they go through with it.
After that? I’m going to say Borrowed Time. I think the usage of BT will go up after the DS nerf, and with that, the complaints as well. Killers are going to complain in droves how it’s unfair to them in the end game. It will be nerfed back to one use per game only...making it useless.
The only thing BT needs is to have some delay after the survivor is hooked before it activates, so that it can't be used by hook farmers.
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She exploited. At that point, her feelings are irrelevant.
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@Poweas said:
LOL. If that's the case, then NOED will have to go. Let them target that ######### and I'll return to survivor again. But also add a secondary objective to make it fun or even without NOED, there's almost no point of returning. <3
It's not the case. There's one thread discussing Adrenaline and one thread opened by the OP asking for opinions from people who already think Adrenaline is OP.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/368519#Comment_368519
Frankly, i don't think i'm one to give advice on Bone Clapper builds.
I really dislike it, it takes away what i've been practicing on Wraith, which is the more sneaky approaches.
I'm not saying it's bad (cause i just don't know), all i know is that it's not my style.
I imagine this doesn't differ much whether they're SWF or not, but there would be exceptions.
For example, if one's already dead, some people will have 4 eyes.
Or there's a chance someone sees you uncloak from an other Generator they're at, and warn their buddies that you're behind a wall.
I can see it's a fun plan, but you'll get hit back to being an M1 Killer without Powers if you fail.
I just want to know what your build is and why you use the things (add-ons and perks) you do. Mine has worked so far, but that doesn't mean there isn't room for improvement.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/368503#Comment_368503
From rank 15 to 6 last month, other months i don't remember.
If i play more defensively of my Hex Totem, i can often bring it to 5 Tokens.
That sometimes works while playing more aggresively too, but naturally i'm not defending it then so it's vulnerable.
It's when it's at 5 Tokens that it's the most vulnerable: Ya' gotta go through a long-ass Mori animation and then make it back to DH in time, which is what the smarter Survivors take advantage of.
Wraith profits a lot from mindgames and it's no different when he runs Hex Perks.
I've caught dozens of Survivors off-guard at my Hex Totems just for faking to walk away. At which point i just do the same as usual: Uncloak, get speed boost and then (1-)hit.
What about add-ons? I've been running the bone clapper and ringing the bell at the start to advertise that I have it, alongside the Ghost add-on (the one that hides your TR and stain for a few seconds after uncloaking). The idea is that survivors will realize they can't trust the bell, get overconfident when they don't see the red stain nor hear the TR, then get grabbed off of generators (or just hit).
Does this work against SWF? I've had more 3-man and 4-man SWF in my trials this past week than I'd care to remember.
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Potato killers stomp potato survivors, we all know this. However, I'd say that if the killer got zero kills until the end-game, then they were not facing potato survivors. And if the killer got a 4k from that point on, then the survivors played like crap at the end-game, for whatever reason.
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On PC, this is the reverse of what I get, outside lobby bugs. It's quite interesting.
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/368500#Comment_368500
About once every 2 matches.
I can remember many times where they were cleansed instantly, but i just remember those cause they suck, there's way more times where i did actually get multiple Tokens.
Interesting. At what rank, and for how long does it stand after you get the 3 tokens?
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@Boss said:
The first hit is VERY important on Wraith, his Daily doesn't encourage Surprise Attacks for nothing.
If you don't get that in, then yes, it gets worse to play as him.
But i find it VERY easy to pull off the first hit, no matter if they're aware of me or not.
There's counters of course: People using Sprint Burst and who saw me are usually the ones who do make me fail.
But idk, i guess i've just gotten better at my literal approach.
He's also one of many reasons why i just love running Devour Hope on him.
Setting the Hex Totem weakness aside, being able to literally ignore chases because you 1-hit out of cloak is devastatingly powerful.
How often does the totem even stand long enough to get the tokens?
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If survivors don't cleanse totems, that's on them. They have their secondary objective right there, but they'd rather not do it. And if a killer gets a 4k because of NOED, then the survivors played poorly.