Sandt21
Sandt21
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/3107746#Comment_3107746
Lets leave PR out of that, since it's not interacting with the killers powers here, thats DMS alone.
For me, it's not so clear to decide who utilizes it better:
Doc:
- + Blast hits multiple gens
- - but "only" in TR
- + Blast always interrupts
- - Blast has a lengthy cooldown
Artist:
- / Crows hit all generators in a line (normaly no more then two)
- + Crows have unlimited range
- - Crows struggle with elevated gens / uneven terrain
- - Crows do not interrupt, so a nearly finished gen can still be finished
- + Crows can injure if a survivor risks to power through a gen instead of dissolving crows, activating DMS after the hit
- + Crows have a very short cooldown
I would say it depends on the map / layout. If you have a compact map or nice 3-gen scenario, doctors blast is prob. stronger. But on a large, even map with spread out gens, artist can proc DMS from great distance, where Doc might not be able to blast multiple gens at all.
You make fair points, but for your two negatives for doctor, I have counter arguments
1) "But only in his Terror Radius". True, but doctor has the potential for the undisputed biggest terror radius in the game with add ons and perks. And if your not using those add ons and/or perks while also using DMS, then he shouldn't be using DMS
2) "Blast has a lengthy cool down" True but so does DMS. and while the two cooldowns aren't equal enough that its more then possible to get multiple DMS activations on the same gen.
I understand your opinion that DMS is better on Artist. I just disagree
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@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3107689#Comment_3107689
eh spinechill shouldnt work with stealth killers at all and no i dont have an issue im just confused
Spine Chill now informs the survivor whenever the killer is within 36 meters, regardless to whether or not said killer has a terror radius
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@CaulDrohn said:
It will be after next hotfix, yes.
But it will be nerfed. Since PR does not give you a notification anymore, the killer does not know which gen got affected, when the survivors play it smart (aka letting go of gen before the hooking). So apart from artist, that can just send crows, the killer has to guess if / where a gen may be worked on right now (artist can faciliate DMS alone with her crows as well, so thats not an issue with the combo, imo). And DMS will only hold for 30s.
Personally I think thats fair. I really liked the counterplay from the survivor side, and I'm glad thats back. The combo will be less oppressive now, which is also good.
While the Artist used PR+DMS well, I believe Doctor uses it best
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Why would be a legendary cosmetic? Legendary cosmetics are meant to change the character into a completely different character. Jill's battlesuit shoule be a purple, at most
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Legit question: DO people still run pop after the nerf? I took it off nearly all of my builds. Not a fan of a perk that doesn't have a flat rate to it. Much happier with call of brine
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Best Designed for Balance: Huntress
Best Designed for fun-to-play as/against: Demogorgon.
Best Designed Licensed Killer whos power is the most lore accurate: No one will EVER take this crown from Meyers
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If you want to get reid of those add ons, meyers would need a complete add on pass and major buffs in his base kit. But buffing meyers is a tricky buisness, as his three tiers of his base kit perfectly match how he acts and is portrayed in his films. Go to far in one direction, and meyers loses that identity completely, which is all of his appeal to begin with.
To buff meyers, I'd suggest focusing on all three of his tiers and make them so vastly different that it gives meyers three distinct ways to play ingame. One could argue that he already does this, but not enough to make him viable in mid tier games and top tier games. Each tier would have to be distinct and unique, but also mesh well together so strategies in game can be changed on the fly should the situation and need arise.
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EH, Dredge's biggest downside is that he's a map dependent killer. Some maps have phenomenal locker spawn. Others have locker spawns so bad its downright laughable
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Nemesis. They actually gave him RE Boss Fight music as his chase music. That's Behavior going the extra mile for authenticity!
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Survivors have always hated secondary objectives. Pinhead is living proof of that.
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The fact that spine chill, a perk that completely negates the power of any stealth killer, was left untouched for so long was problematic to say the least. It needed to get curbed
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@Object said:
As an active Spine Chill user, I find this perk to be the most effective counter to the most oppressive killers, such as Nurse, Spirit, Hag or even The Artist. These killers tend to be the best, or at least that's what the community says. Is it truly necessary to nerf the whole point of the perk?
Vault changes - I'm sure, that this does not do much harm. While yes, vault speed build is indeed truly strong, but it's not the core of the perk, it's just another utility of the perk people found. I feel like this change would generally contribute to the well-being of this perk and would lower the pickrate.
Direction changes - This makes it absolutely useless in closed maps, or when you are repairing generators in jungle gyms, shack or any closed area. I generally feel like, that Spine Chill is a stealthy perk, commonly used by beginning survivors for better awareness. I like using Spine Chill, because then I know when the killer approximately is and when to hide. If Nurse approaches, I have plenty of time to react, as well as Spirit in phase walk or from which area Hag might go from. It's speculative whether it's as good on Hag, but my point is, it's just a perk that didn't cause ANY harm and to people like me, who uses stable perk build consisting of Spine Chill, BT, Balanced Landing and Bond it truly makes me switch to another build and completely change my playstyle.
This change silently buffed Nurse, Spirit and most S-Tiers killers and I genuinely think, that it's one of the worst changes in the patch, mostly for Spine Chill and stealthy players, who enjoy doing generators.
This change was completely needed. No single perk should completely destroy stealth killers with no negative cost whatsoever for the spine chill user
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I had to doublecheck to see if this is a Sluzzy post. To my surprise, it wasn't
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Words cant describe my love the the new addition to Lethal Pursuer. I've wanted an aura extending perk for years, and its attached to one of my favorite perks!
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/329396/jason-voorhees
You my friend have lit a fire.
Prepare for the “Trapper is Jason! No!” responses.
Tapper is basicly Jasan when Jason was still human. But not a single soul wants Jason when he was still human. We want the slow moving unstoppable undead colossus Jason.
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@AnchorTea said:
https://forum.deadbydaylight.com/en/discussion/comment/2996137#Comment_2996137
Your brother is smart. The Outlaw would be fitting for Deathslinger but Deathslinger sounds more iconic. Same goes for Trickster.
I still think the Trickster should have been called The Idol
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@Marc_123 said:
Dwight has a Head that reminds me of Puppers.
https://us.v-cdn.net/6030815/uploads/ODXE5P5QQ8VY/pu-jpg.jpg
I can't unsee this
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Has any one experienced Nightfall on Lerys? What was it like?
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Wouldn't it be better to wait until the prestige update to prestige all of your characters so you don't lose any perks or add-ons?
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Two changes I'd make to Nemesis.
1) Whenever Nemesis gets a hook, he gains the ability to sprint for a brief period. The fact that Nemesis made it to the game without the ability to run strikes me as odd, as it's what makes him so different from other Tyrants
2) When all gens are completed, Nemesis gains a rocket launcher with a single shell that can hit across the map with a fast missle. Blast radius is 3 meters. Anyone caught in the blast radius is placed in the dying state.
That's it. That's all he needs
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Remove the ability to avoid Nemesis' tentacle by crouching and he'd be perfect
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Either Super Speed Wesker or Oroboros Wesker. Hopefully the former
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What needs to be looked at first? Pyramid Head's entire Add-on list. I WILL DIE ON THIS HILL!
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Springtrap. Pure and simple
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@Zeidoktor said:
Random Question: Does Blindness affect a Playthinged Survivor's ability to see their Totem's aura?
It occurs to me Pig has an addon that inflicts Blindness on trpped Survivors, so now I'm thinking combine that with Ruleset no. 2 (Survivors can't see Jigsaw Boxes until trap is active) and that seems just evil
Yep. You see the totems aura, so that aura can be blocked by blindness.
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This really does feel like a make-or-break anniversary for DBD. The player experience is not enjoyable and the player count is falling every day. DBD doesn't just need a great anniversary. They need to knock it out of the park in one shot.
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@torrigarnet said:
With the exception of the nurse there is no need for killers to be as fast as they are. EVERY survivor is 4.0 m/s, but you have like three different base speeds for killers? Then they get Bloodlust on top of that? How does that make that fair? Explain to me how a killer can have a 4.4 or 4.6 m/s speed, but survivors just get 4.0? Oh, add .2 m/s for every level of Bloodlust. That makes no sense. Make all killers base speed 4.2 with the adjusted .2 for every level of Bloodlust. That's a max of 4.6 m/s. Whoever said this game is survivor sided is out of their mind. Especially with the buffs to Ghost Face & Legion increasing their speed. So you have them at 4.6 m/s base then add on their special ability speed boosts ON TOP of Bloodlust? Explain to me how survivors can escape that?
Not all survivors are looping gods. Newer players are having issues just trying to get away and they don't understand the looping/running mechanics like seasoned players. Let's not forget the lag and ping issues when connecting to players on other platforms that cause issues in chases. Make all killer's base speed 4.2 m/s with their adjustments for Bloodlust as well as other perks or special abilities they have.
"Not all survivors are looping gods." And what about those who are looping gods? Wouldn't this be a outright buff to them?
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If it's an original chapter like rumored, I'll be pretty disappointed to say the least. I actually love original chapters a great deal, but not for the yearly anniversary. It's not gonna bring back old players who left due to issues with the game itself, and it's certainly not gonna bring in new players at all. Bringing in new players is where big licenses succeed. Original chapters, not so much
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There is only one time I slug survivors and force them to bleed out: WHen I know that I wouldn't be able to get them to a hook if I picked them up. If that happes, you're bleeding out
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Devs be like "But its hiding behind the grass! See?!? It's hidden!!!"
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What if revealing ghostface gave him fifteen seconds of 10% extra movement speed, and gave him the spirt fury/enduring combo effect? LIke he becomes enraged that hes been spotted so he goes full beastmode? Make revealing him high risk/high reward
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you don't feel represented by David. But, by definition, can't you admit that there will be some gay people who feel represented by David? Otherwise, your saying that you only want gay characters represented in a certain way.
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@Marc_123 said:
:-)
Saw a video where they took this Twitter kitchen picture with the differences.
There were Five differences.
If now a teaser with something - Night - comes...
Link?
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@Mandy said:
Just want to manage some players expectations here, there's currently no plans to customise killer powers. This is the artist expressing their own opinion on their social media, not something that's planned to happen.
Behavior against Victor's tiny hat, CONFIRMED!!!
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Step one: Play as the Plague
Step two: Use Dying Light and Thanatophobia
Step three: Profit!
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Anyone who doesn't put Twins at the absolute top of the "needs changes list" is absolutely wrong
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Oh, Sluzzy, what would we do without your "truth telling"?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877196#Comment_2877196
Leave iron will alone.
Iron will will not be left alone until it has a counter
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@Pulsar said:
Now that we know Legion will get a 5% movement speed bonus in the PTB, how much faster will Legion be able to catch up to fleeing Survivors?
This change is obviously meant to increase Legion's potential of chaining hits in Feral Frenzy. The issue is that most Survivors run as soon as they hear Legion coming and there's little chance of catching up, even with Duration add-ons. On maps like The Game, it doesn't make much difference but on maps like Aazarov's or Swamp, running instantly often puts Survivors out of reach.
Considering all that, I'm wondering how much of a difference 5% will make.
So if I'm understanding it correctly, its a 5 percent movement speed increase for every survivor you hit with feral frensy?
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@Peanits said:
Generally speaking, I wouldn't expect any changes to the most recent chapter in the next mid-chapter. Typically there's 3-4 weeks between a major release and the next PTB; there's simply not enough time for everything to settle, analyze all the new content, and implement the changes before the PTB comes out (and this isn't considering the lead time we have on updates; the things in this PTB were locked in several weeks ago). If something is super pressing, we can sometimes squeeze one or two changes into the mid-chapter, but we prefer not to if it can be avoided.
We're still keeping an eye on her, but we've learned from the past not to make impulse decisions when it comes to balance.
Wasn't it once said that mid-chapters were where the devs would look at the killer released two chapters ago. SO this mid-chapter should have seen the Artist get looked at. Since she wasn't, does that mean the the Devs are happy with how the Artist is currently preforming?
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@humanbeing1704 said:
Breakable walls being removed
Breakable walls don't need to be removed. Rather, there should be two new items for survivors. A green sledgehammer, and a purple sledgehammer. The former can break one breakable wall, the latter and break two.
I'm even open to the idea of there being a new type of tool box that could repair breakable walls. Again, the green would fix one, the purple would fix two
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AT this point, the people who don't want FNAF in DBD are in the minority by a mile. Springtrap, according to most polls, is the single most requested killer in DBD history, beating even the likes of Jason Voorhees
I want FNAF so badly, but now, the biggest reason I want it is to see the FNAF haters complain even more
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Its probably my favorite gen regression perk at the moment. We finally have a reason to kick gens again, plus its even a decent tracking perk.
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It's easily my favorite map.
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@Sluzzy said:
Out of the matches played this morning, a whopping 80% of those the killer tunneled people out of the match. This is a very serious problem and has put the game's health in serious jeopardy. My last match was against a bad Huntress abusing broken hitboxes for an unfair advantage so as soon as I was unhooked, here comes an undodgeable hatchet and I'm back on the floor again.
I used DS but it didn't matter. She continued to chase me and because I got locked in an animation I had to suffer an uncounterable hatchet again. Why is this a thing?
For a game that is about 6 years old, this is a shame. Survivor is seriously lacking in ways to deal with tunneling. In every single patch ever released, killer gets a very powerful slowdown perk to deal with things they do not like. (Scourge Pain, Deadlock to name a couple of recent ones).
All of these perks that have given killers power creep but survivor can still be tunneled out of the match instantly. This makes playing killer a lack of any challenge because you can pick all of these extremely powerful perks for an advantage but still do things that was still possible all the way back in 2016.
Survivors need better perks for survival. The game shouldn't be so disadvantageous for one side. The player counts are dropping fast due to very unfair matches.
And how would you address tunneling without giving an unhooked survivor a free escape and guaranteed time where there is absolutely no chance whatsoever of the killer bothering them in any way shape or form? Because that amounts to free gen time with no chance of it being interrupted.
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@Mr_K said:
Its odd they nerf Pig? Since when?
Pig's TR used to be 28 meters. It was the most unique TR of all time
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His addons are complete butt. he needs more then just "some" attention
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I'm a killer main who has effectively left recently. I used to play killer games for a few hours every day since early 2017. Now, I play 1-3 games a week if that. Playing as a killer has become such a miserable stressful experience against survivors who were remotely competent and work together. But for me, 'Circle of Healing' was the straw that broke the camels back. If effective stole pressure from half of the killer cast by giving survivors access to easy healing in potentially several places in the map at once. Playing killer just isn't worth the stress anymore
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@FriendlyBubba said:
https://forum.deadbydaylight.com/en/discussion/comment/2756218#Comment_2756218
Which add-ons? Honey Locust Thorn and Rusted Spike?
I believe so. One gives the survivor mangled when shot, and the other gives them mangled when the survivor breaks free from the chain.................which can only be done if they've been shot. The green addon should be changed to a new effect