ProfSinful
ProfSinful
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- ProfSinful
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@Oicimau said:
For no reason, Myers addons are the OP of the OP of the OP... i ask myself if there is something in the copyrights contract about making him that strong, cause no other killer gets near to addons of Myer. They are just ridiculously overhelming!!!
Eternal instadown with no counter? Yes.
Insta Mori without even having to down? Yes.
Aura reading for all match all the time? Yes.
So... point made.
funny because he's still the worst killer in the game
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I'd make it so it:
- wasn't an exhaustion perk
- was able to be used while healthy
- had a 50/40/30 second cooldown that you got back while running
- had no invincibility frames
That would do 2 things.
- It would create a stronger perk that would also allow you to also run an exhaustion perk
- Removes the negative impact that validation had on the perk (that being that the hit validation EATS killer powers while a normal DH does not).
While DH is one of the only perks that you can use to counter nurse, it's also creating multiple interactions that just aren't fair for multiple killers that never had an issue with DH pre validation (Blight rush, victor pounce <- this is a major issue on an already terrible to play killer, huntress hatchets, nemesis tentacle <- this one can be crippling, billy chainsaw, killer lunges with Coup de Grace, Oni demon dash, etc). It was always a feelsbad to be exhausted on the ground, my friends and I dealt with it constantly. But at the same time, there's no reason that killers should be punished in more detrimental ways at all, especially when it affects killers or perks that are already struggling to see use.
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okay the gearhead idea is really cool, maybe tuning the numbers down on the aura reading would make sure that it isn't over the top but overall is just sounds like it could a be a fun alternative info perk
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2622499#Comment_2622499
A 6,000 or 7,000 BP item just to possibly use as the last person all the time is rather pitiful. Not to mention the expensive add-ons that go with it. No, it’s really not that powerful in that scenario. It just means killer went to patrol gates while you snuck back to hatch. Whoopie.
Posted prematurely. Yes, I am in the minority I’m sure but I do think it was. Killers don’t need to 4K every game.
survivors don't deserve a reward after playing poorly either
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2621895#Comment_2621895
Because it’s a lot more fun to be hostage to a three gen on either side. /s
If you complain about getting 3 genned then the issue isn't on the killer's side, but your own. You and your teammates decided to do all the gens on the same side of the map while lacking any thought of macroplay/late game map manipulation. If you were better at the game you wouldn't have to EVER worry about a 3 gen because you and your team played smart instead of trying to rush through all 5 gens. Or maybe you should just bring a boon like every other swf and stop caring about the 3 gen. Then you just force killer into a lose lose situation where he either is forced to commit to a chase and lose the 3 gen, or stay in the 3 gen and let your team constantly reset every 8 seconds or so. You have options to play around it
@DarkbeastPaarl said:
https://forum.deadbydaylight.com/en/discussion/comment/2622557#Comment_2622557
First of all: It ain't a get outta jail free card.
Second of all: What does 3 genning even mean?
Third of all: Even if the Survivors do find the Hatch, more often than not, they don't have a key.
If you think that keys and the hatch need to go back to their previously unhealthy state then you're mistaken. Under no circumstance should any amount of additional objective time be nullified by in game mechanics, survivor perks/toolbox addons, etc because it leads to an unhealthy environment. Prove thyself is already an obnoxious perk that in itself can potentially save 30 seconds worth of gen progress while active and while coupled with toolboxes and brand new parts, quickly can add up to the equivalent to an entire gen worth of progress. Getting a 3 man out despite your teammates screwing you and popping 4 gens on the same side of the map and causing a 3 gen should not be rewarded with a hatch escape, period. So in other words, yes it is a get out of jail free card. A delusional player would say otherwise. Keys and the hatch in their previous state were not healthy for the game in any meaning of the word and led to matches that had no business being anything less than a 3k ending prematurely. I'm sorry but a survivor main who only plays survivor is the only person who could ever suggest such a silly idea because anyone who only plays a single role has 0 grasp over the concept of game balance.
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You're playing bubba without bamboozle and willingly taking chase in slums on what looks like suffocation pit. Give the perk a try, stop taking chase in a strong section of the map and learn how to direct a chase to a dead zone and you'll have better results
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Bullies are the only players that complain about lightborn, and even then, half the time they’re just upset they can’t spend a game tormenting killers 🤷🏽♂️
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@Seraphor said:
Calm Spirit completely negates The Doctors power.
Because survivors don't scream when shocked, they don't suffer from the 2.5s stun that would stop them from vaulting/dropping pallets.
This only negates the scream, it does not negate the additional action penalty of the m2
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@hiken said:
dead hard is fine, solo q exists still.
As long as it keeps eating killer powers (which it was never supposed to do), it is not fine. DH validation caused a huge bug that inadvertently serves as an additional and unnecessary buff to the perk overall.
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I played bubba and snowmen went brrr
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Seriously, killer adept feels like what it should be if they ever added mastery challenges to the game. Double pipping requires you to play some killers completely outside of their effective playstyle which is silly. Why should I be forced to maintain a chase as plague in order to get her adept? Why should I avoid marking survivors as ghostface and play him like a worse wratih? It's hilarious how easy it is to escape the trial with your 3 survivor perks while getting adept on any killer is a chore, and an incredibly difficult challenge on others.
I started realizing that going for adept killer wasn't worth it after my 7th adept and just decided to postpone it because it wasn't fun trying to go for adept at a high mmr when survivors still get to sweat. Why is there not a second game mode that forces you to play using only your killer/survivor's base perks?
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@dugman said:
Bitter Murmur, Bloodhound, Claustrophobia (Cruel Limits?), Coup de Grace, Dark Devotion, Dead Man's Switch, Deathbound, Fire Up, Furtive Chase, Gearhead, Hangman's Trick, Hex: Huntress Lullaby, Hex: Plaything, Hex: Retribution, Hex: Thrill of the Hunt, Hoarder, Iron Grasp, Knock Out, Monstrous Shrine, Overcharge, Overwhelming Presence, Predator, Remember Me, Scourge Hook: Gift of Pain, Spies from the Shadows, Stridor, Territorial Imperative, and Unrelenting. 28 useless killer perks, that would not change the game in the slightest if they were to be deleted.
A bunch of those perks you listed are fine either on their own or are fine in specific builds
- Perks needing a serious buff or revamp: Hangman’s Trick, Monstrous Shrine. Maybe Coup de Grace too. Also, you didn’t include Beast of Prey in the list for some reasons which is a terrible perk as well. These are basically totally useless, even in combination with other perks.
- Perks that aren’t great on their own but work ok in certain builds: Knock Out, Hex Huntress Lullaby, Hex Retribution, Hex Plaything, Hex Thrill of the Hunt, Overcharge, Overwhelming Presence, Remember Me, Scourge Hook Gift of Pain, Furtive Chase, Dead Man’s Switch, Dark Devotion. These perks all see use in combo builds. For instance, Furtive Chase and Dead Man’s Switch and Scourge Hook Pain Resonance is a combo where when you hook the obsession on a Scourge Hook it explodes the most advanced generator, takes off 15% from it, forces the survivors off it and then blocks the generator for 45 seconds before they can get back on. And when the obsession is rescued you can often hook trade the new obsession back onto the Scourge Hook and do it again.
I think the rest of the perks are a bit underrated. Bloodhound for instance is a pretty solid tracking perk, especially if you’re running into Shadowstep boons in your games since it’s not impacted by that Boon. Same with Stridor, it’s a solid perk for finding hiding nearby survivors and keeping track of them in chases unless they’re running Iron Will 3 (which is itself maybe in need of a slight nerf in my opinion but that’s another thread). Unrelenting’s value depends greatly on how often you as a player miss an opponent who is juking - an average killer player who whiffs multiple times per match at jukes loses a lot less ground in a chase with this perk, while a higher skill player misses less so gets less value, making it good for newer players than veterans.
It's hilarious that some of those perks are even called useless because they have value on either specific killers or specific builds.
-Dead man's switch WAS a bad perk, but the new scourge hook gave it a home.
-Bitter murmur trash? Someone doesn't play any huntress because that is a solid info perk that a lot of huntress mains will run.
-Plaything has just been released and combos amazing with Thrill of the hunt to counter boons, and combos even further with pentimento due to the nature of the build forcing survivors to cleanse rather than bless.
-haunted + retribution nurse?
-No other killer gets more value from hoarder than pinhead, in other words hoarder is to pinhead what iron maiden is to huntress and trickster
-Huntress Lullaby combos with unnerving presence on doctor (the impossible skill check build), you can include overcharge to add further impossible skill checks
-Dark devotion is fine as is and functions well on specific killers
-I hate to say it but iron grasp is fine too. You get value when you pair it with agitation and need to put a survivor on a specific hook, say a scourge hook? It also works when survivors try to take hits.
There's really nothing wrong with a lot of those perks on the list. It just sounds like OP wants them to be the same as ruin/pop/tinkerer/bbq and probably runs that build every killer game and probably runs DS/UB/BT/DH every game of survivor too
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@shootaman777 said:
https://forum.deadbydaylight.com/en/discussion/comment/2693057#Comment_2693057
That is nowhere near the truth. About 30 perks on each side could be considered meta, about 30 perks on each side could be considered useful/usable, and the remaining about 30 perks on each side are functionally worthless. The ones I've listed belong to the 'functionally useless' category, where they self-handicap/are as useful as an empty perk slot/the same effect can be achieved by not being blind.
As a matter of fact, those perks are exactly as bad as I make them out to be. I've used them all many times, in many ways. I'm not the meta slave you seem to think that I am, but if you want to slap a label on me, go ahead. Whatever floats your boat.
I'm asking what the plan should be for the about 30 functionally worthless perks. Judging by your response of 'run some meme builds for a change', I'd say that your response to the question in the OP is that you want those perks left as-is for meme value. Thanks for the answer.
Ah yes, I should definitely take your anecdotal evidence as a strong argument. You'll get a reasonable counterargument when you provide a reasonable initial argument
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2693244#Comment_2693244
Nope. You pretty much made it very clear you don't know what the hell you're talking about. Pallets are just about the only thing casual survivor mains have to buy them mere seconds. Most survivors aren't pro loopers who can run killers forever and are just trying to have fun in a scary game. What sucks is the scariest part of the game now are toxic killers.
Balancing the game for bad players makes the game unfun for people who can actually play the game. Get better and learn to run your tiles more efficiently because I'm sick of high mmr killers quitting and making my queues take even longer only to get matched against the killers you play against (the ones that can't even run shack).
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A lot of those perks aren't even as bad as you make them out to be, they're just hilariously outclassed by meta perks. That being said, stop being a meta slave and run some meme builds for a change
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Almost EVERY killer feels bad on the new map
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facing you? no, out of reach? no
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@TeabaggingGhostface said:
Honestly, shards and bp would be nice
Right? Even if they didn't do AC, everyone would love an additional way to get bp and shards. Literally no player would be unhappy with a change like that.
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Sounds like you're just bugged because I run this perk regularly and have 0 issues getting stacks
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675920#Comment_2675920
While I'll admit that's a new one, that utilizes the Hug Tech to pull off. You can see at the 2 sec mark he still does a sharp 180 despite not bumping into anything.
If you're talking about the clip then yeah I can see your argument, but as far as moonrushing in general? Furthest thing from an exploit considering the legitimate variation requires you to usually hug tech which is as much of an exploit as nurse short blinking is
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The issue isn't the 100% healing bonus, it's the fact that those healing bonuses stack with other healing bonuses and allow you to be healed in 4 seconds by 2 survivors or by one survivor with we'll make it. If the healing speed was capped so that you could never be healed in less than 8 seconds then CoH would be fine. But as it stands, I could currently (and do actually) run CoH with We'll Make It and have a teammate unhooked and fully reset in the time that it would take to get a teammate halfway healed under normal circumstances.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2669206#Comment_2669206
I prefer to say it was an "anti-momentum" perk.
I prefer to call it the "I have 60 seconds of doing whatever I want" perk.
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https://www.youtube.com/watch?v=TZ9S50jgSyY&ab_channel=Kav@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2674405#Comment_2674405
Dpi and timing don't matter.
Blight's turning has a hard cap on how much you can turn per frame. Now, it's possible to get 180 flicks through legitimate means, but at the 2 second mark, you see him do a sudden sharp 180 degree turn without any pre-turning or anything, something you're not supposed to be able to do since the removal of J-flicks.
it doesn't take third party, it's all flicks and abusing the momentum of the initial rush
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672161#Comment_2672161
Care to explain how?
It's a matter of DPI and timing your flick at the beginning of a hug tech, I don't know the exact way but I'm sure someone will drop a vid how to do it, though I've always known that as a moon rush, not a "lag flick". They're harder to do now as opposed to when J flicking was possible
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@GrimReaperJr1232 said:
https://forum.deadbydaylight.com/en/discussion/comment/2659594#Comment_2659594
I rewatched the clip a thousand times at half speed.
At around 2 seconds in, if you look closely, you see Blight's red light only for him to do an immediate 180 despite not even bumping or swinging. This falla under the umbrella term of an Lag Flick.
You're not supposed to do this normally, and can only be done by inducing lag with a 3rd party software. It's... literally cheating. You're using something *outside the game* to gain an advantage.
you actually don't need third party software to do this, there are blight players that do this without it
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2658084#Comment_2658084
Ok so assuming that was a hacker and not just something Blight can do (which I'd have no idea, I don't play enough of him), what would killswitching him accomplish?
this is called "moon rushing" and any blight player can learn how to do it with enough practice
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I think it's fine as is. If you're running a perk that forces a gen to be blocked, you or your teammates should coordinate the best times to use it, and as a killer you should be able to make a split second decision whether you should use your gen blocker or not and when.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2667285#Comment_2667285
Are you defending lag flicking or
Because that's mainly what my post was making fun of ppl for using, although it is kind of funny how it's always blight mains who find some way to exploit
I am defending them because they're not a problem in the first place. They're actually fun to play against once you learn the counterplay. It's just that the average player is stupid and doesn't care about improving while preferring easy or instant value
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there's 2 strong windows in it already and the map is huge. It doesn't need any more help
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I don't think mangled needs a buff, I think that there needs to be a maximum healing speed. I've been running CoH + We'll make it and with that combo you're able to heal survivors in 4 seconds. Four. Seconds. Personally I believe that numbers like that are absurd and have no place in the game, and this is with a reasonable requirement of 2 perks, which a lot of people are willing to dedicate for a specific role in soloQ/swfs.
I think that under no circumstances should a survivor be able to be healed an entire health state in any time less than 8 seconds (which is currently how fast you can heal a survivor while using We'll Make It). Denial of pressure almost immediately off hook is, to say the least, insane and there's no argument you can make to justify 2 survivors taking FOUR SECONDS to reset someone (even less time if you have a second person healing with you). I'm all for perks like We'll Make It or even CoH existing in their current state, however I am also strongly against the idea that healing speed should ever be uncapped. Health states are the most valuable thing in the game, and being able to spend those freely and be reset in less seconds than I have fingers on one hand is ridiculous. Mangled is fine as it is when you're not worrying about 2 people healing someone in CoH or in my case, one person using CoH and WMI for equal results. Pre-boon totems it was good for slowing down the game in a different sense and if not slowing it down, it at least generated pressure in the form of injured survivors.
TLDR; Healing speeds are the problem, mangled is fine. Healing speeds need to be capped at 100% bonus healing speed MAXIMUM (capping the maximum healing speed at 8 seconds)
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@Brokenbones said:
Blight mains play the game normally challenge (IMPOSSIBLE)
In all seriousness, I imagine it'll be fixed in idk - another chapter's time? If we're lucky
Blight playing the game without "exploits" is actually stronger than playing with exploits as going for flicks is generally riskier than using solid bump logic. I never had an issue playing against the flicks because they had reliable counterplay and pulling it off was much more punishing than making him just whiff a standard rush.
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@jesterkind said:
Don't revert it, improve it. Most of what they did was necessary (excluding the TR increase, that one feels suspect to me), but it wasn't handled particularly well.
Make him ADS slightly quicker (without it being the same speed as the old quickscope, I think there's a middle ground that can be found there), make him 115%, and possibly replace the TR increase with a lullaby radius? If not, maybe some more reliable TR addons. After that, Slinger would be in a much better spot.
Agree entirely
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@[Deleted User] said:
It's an issue with the power animation overriding the stun. It's happened to me a few times when playing the nemesis.
That would make more sense if it was just with the power, but this happened off a basic m1 too
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2653169#Comment_2653169
And then they also nerf pinhead who also had a high kill rate thanks to survivors disconnecting.
I think it's really silly that disconnecting counts as a kill for the sake of kill rates.
Also I could understand people DCing against a mother-daughter ring + purple duration addon spirit or old iri head huntress, but pinhead? pffft the worst he has is Fang + Aura addon or Double solve time + hoarder, neither of which are problematic. When you and your teammates have half a brain...
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I think it's a fine perk that punishes players for being greedy on gens, specifically those that don't play DH, Head On or Smash Hit
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@Tekno_Badger said:
Or, hear me out, learn how to loop her. The only issue Nurse has is range add-ons and instadown perks. Just nerf the add-ons and make blink attacks Special Attacks.
I wouldn't make the blink attacks special attacks strictly because it just forces them to run the same 4 boring perks at that point. I do however agree that range addons are in need of some nerfs. Then again, nurse loses hard to "break LoS and hold W" without range addons and can barely keep up with them. I would say that the best way to nerf those addons would be to cap the maximum range at whatever Kavanaugh's Last Breath gives so that you can't run omega blink anymore
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@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2652346#Comment_2652346
These are the most imbalanced killers
They just need a nerf so that there would be more variety in the games and not the same killers
https://forum.deadbydaylight.com/en/discussion/comment/2652418#Comment_2652418
Try to play against her and you will change your mind
https://forum.deadbydaylight.com/en/discussion/comment/2652757#Comment_2652757
This is really the worst attrition perk so far
The fact that there are only 2 playable killers in high tiers indicates that the other killers are too weak, not that nurse and blight are too strong. Nerfing them to create variety for the sake of creating variety instead of balancing the game is such a shallow line of thinking and is inherently unhealthy for the game overall.
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He's just annoying af and benefits from camping like a couple of other killers do. Still has a terrible 4v1 and is definitely a weak killer overall, so overall he's just a double negative as far as killers go. Annoying to play against and weak just leads to awful gameplay for both sides imo. Give him some map pressure, tone back his 1v1 accordingly and he'd already be on his way to being a great killer. The downside is there isn't really a way to do that without a ground up rework. So till he gets any sorts of changes, we're just gonna have to live with an uninteresting and annoying killer.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653530#Comment_2653530
So you lose when you're already losing, but you have the possibility to win if you were winning with CoH.
While with Noed in the situation I mentioned you just lose, even if you were winning.
Except noed doesn't win when you have even the slightest bit of coordination. Hell, I have yet to lose a game because of noed and it's been a few months now. It has a chance to get some value if it isn't handled correctly and it gives an opportunity for the killer to make a comeback.
CoH both makes a losing game winnable and makes a game you're already sorta winning unlosable.
-Picture a 3 gen situation, which a lot of killers can use to turn a game around. CoH allows you to force the game into a stalemate at minimum by creating a zone that the killer WANTS to go to, but can't unless they want to risk losing their gen pressure. If they get a hit, they can't commit unless they risk a long chase that costs them the last gen. It feels awful to be the killer on that side of it, and playing as the survivor who actively abuses that knowledge feels incredibly unfair.
-Pressure on health states is a way that many killers are able to turn a losing game into a winning game (keeping survivors injured). CoH actively removes that pressure all game while penalizing survivors with 14 seconds of potential gen time in a game where getting the gens done within a certain time never mattered. (No, it does not matter how long the matches take. What matters is escaping by any means, and CoH is the best means in the game).
Now the problem with the value you get from CoH is that as the survivors, you can get value without coms or being in a swf at all. It is very easy to do and value is guaranteed against every killer except plague (who doesn't see enough play) and instadown killer or more specifically mikey (who is pretty bad imo). Generally speaking, all the CoH value you can get is in your hands as the survivor. You decide what gens to finish, which totems to bless, which ones to cleanse, how you want to manipulate the map (i.e which pallets you drop, where you create dead zones for the killer to chase in, etc.), and the best that the killer can do is try to herd a single survivor to a different part of the map, or defend a specific part of map to force a 3 gen (which as stated above, isn't even a winning playstyle anymore).
With noed, you don't just win on the spot. You have to get your downs on the remaining surviviors, decide between slugging or hooking on the spot, hope they don't flashy save, hope that your totem isn't cleansed the second you get the down, hope that the totem isn't already cleansed, etc. In other words as the killer, the value you get from noed lies strictly in the hands of the survivors and not with the killer.
But this whole argument has nothing to do with gen speeds and everything to do with the unhealthy gameplay that boons currently create as well as the amount of power survivor players actually have (and usually don't realize). Gen speeds are fine, there's other issues with the game balance that should be discussed in another thread.
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Going along with the general thing I've been seeing in the thread early on, I would definitely say that NOED is an incredibly hit or miss perk. I play in swfs only or I play killer when I'm solo (have never used noed in the 780 hours I've been playing this game), and honestly I have never had an issue with noed because when it does proc we've already called that it was gonna proc and have preemptively started searching (you can tell if a killer might bring noed, they're usually dog) or we've postponed finishing the last gen by leaving it 99'd while we start cleansing the remaining totems that aren't blessed.
That being said, soloq does not have that power at all. The best you can do if you're afraid of noed is to bring perks to help cleanse/bless totems or bring a map with addons/rainbow map to find the hex when it's active. So it definitely does need to be nerfed, but in a way that only benefits soloq (i.e. giving the notification as the last gen pops or something similar to that). Nerfing anything about the perk itself would make the perk even more useless against coordinated teammates (unless you're playing a cracked nurse or spirit) and the last thing I want is more nerfs for killers when playing killer has already become unappealing for so many players as of late.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653107#Comment_2653107
NOED has always only punished lazy survivors that only push gens. Survivors are somehow allergic to do bones. Even when the killer isn´t pressuring and has like 2 hooks by the time the gates are powered.
When they then get hit by NOED, it es entirely their own fault. You can´t tell me that survivors can´t take 14 seconds to cleanse a dull totem when they are not being chased. Small Game really helps with that. It has a totem counter and people should really consider changing their loadout, if they keep having problems with NOED.
I remember a particular match, when old Undying was still a thing, where i cleansed 5 hex totems alone. While my teammates took turn on the hook (they farmed each other). Then after the match, they complained how OP Undying Ruin is, when they didn´t even touch a gen.
In resumen: do bones and ask your teammates before the match, to also do them.
but how will I run DS/UB/BT/DH every game??? I can't bring small game if it means I can't bring the same 4 perks every game, that's absurd!
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Swf -> killer -> SoloQ
It's way more fun to bully a killer all game and guarantee the win whenever we feel like leaving than it is to play killer and have to worry about micromanaging every little detail all game. That being said, it's more fun to play killer and only have to worry about your own performance than it is to play your absolute best only to lose because your Meg is an absolute 4head and urban evades around the outside of the map all game while leaving you to die on first hook.