Shaddoll_Serpent
Shaddoll_Serpent
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- Shaddoll_Serpent
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If you're familiar with the Animal Crossing games, it's the animal that "Tom Nook" the shopkeeper is based off of, a tanuki.
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No.
After the recent killer tweaks that were rolled out with the release of The Unknown and Sable, I can tell you that Doctor is in fact in a good state, and the only he could ever need is some new addons, since a majority of his are too weak and redundant. Your proposed changes would just make him overpowered and remove any of the counter play that exists to his kit.
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How can you avoid tunneling them if they're deliberately body blocking for the survivor you're trying to down?
I haven't actually had issues with aggressive DS plays (yet), but just saying that getting stabbed by DS doesn't necessarily mean that the killer tunneled.
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Current Iron Will's genuinely still a good option. The difference between 75% and 100% is practically negligible on practically any survivor, so the current version still works as well as the old version for stealth and chases.
That being said though, I wouldn't mind it going back to 100% just for consistency especially when BHVR doesn't seem to have any plans on equalizing survivors' audio atm, but just saying that the current version's not terrible despite what a majority of the community says.
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Technically, it did. Just not the nerf people wanted reverted.
It's okay though, perk's genuinely a decent choice now that you can use it in a 3v1, just have to play really well to make good use out of it.
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@Skillfulstone said:
Funnily enough, those kinds of buffs (necessary to break the horribly stale meta created by almost every update since 7.5.0) would be unnecesarry if they just adjusted the Anti-3-gen to do what it's supposed to do without making many perks irrelevant after a certain threshold of experience, especially for weaker/M1 Killers.
You say this almost every discussion regarding slowdown ngl, and no offense, but are you sure you're not exaggerating the effects of that system just a tad? I've played probably hundreds of killer games since they dropped that system, and have never actually lost a game due to it. By the time I actually get a gen blocked off, it doesn't even matter. The game's already over cause I've gotten enough hooks in the match to have won. 8 kicks per gen is more than what any killer would ever need for gen defense, unless your just deliberately playing for a 3 gen stalemate game which is exactly what the system's intended to combat.
@Blueberry said:
Just revert them both to the last version. Now that we have the 3 gen feature limiting their strength those nerfs are no longer necessary.
Disagree. Free regression that requires nothing, but kicking a gen is not good design.
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You succeeded in making the map less frustrating and annoying for killer, great job, but this new version suffers from the OG Borgo rework in the sense that it's just way too dead, and I'm sorry, but those edge pallets are absolutely terrible. Please not only up the pallet count on this map, but rework some of the tiles to be playable for both sides, and not just either absolutely terrible, or too strong. The car loops on Badham for example that are around the preschool, or those vans in the middle of the street I think are perfect tiles that are reasonable strength.
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100% agreed.
I've only played against Huntress with this skin once, but me and my friends immediately picked up on how quiet this killer was. Definitely needs to be fixed.
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I like that Ultimate Weapon 3.0 addresses the issue it had of providing too much value on killers with mobility, but the upcoming version's gonna be a little lacking. Please consider lowering its cooldown back to 30, or no more than 40 seconds at the highest.
Adrenaline changes are…fine, I guess. Removal of waking up from Freddy's dream world is definitely a W, lower speed duration is fine, but the no more healing off hook I think was rather unnecessary. No reason survivors should be denied their perk when they survived long enough to make it to the end game. I would reinstate that part of the perk personally.
DS is……very mixed….. On one hand, it's really nice that it's a more effective counter to tunneling as the 3 second stun was rather lacking, but I'm sorry, I think this new version is too much. Speaking from the times I've used it as survivor, I just feel so safe and practically invincible while this perk is active, so much that it makes me want to run into the killer's face to force its activation, since the 5 second stun alone is very strong no matter what you do afterwards. Buys me time to pick up slugs, blind the killer with CoL, or even lose them entirely. Pretty disappointing that the devs had over 5 months to come up with something to avoid aggressive, body blocking plays with it, and they failed to address this issue. I know this is probably a controversial take, but I think its stun should go down to 4 seconds as I'd feel that'd be the sweet middle ground between a good counter for tunneling while not being so terrible for the killer to have to deal with.
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It's really not that good. Its 32m radius, and the fact that it only triggers on basic attacks is what holds it back. Only good if survivors play badly and give you multiple downs in the same area. Not to mention Surge was pretty negatively affected by the generator changes.
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Absolute garbage. But remember, survivors are the ones getting all the bad perks.
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@YuffieGreatestWaifu said:
Then buff the weak killers right. We need a balanced set of killers.
Impossible to do.
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I wouldn't mind this since it'd make the perk less auto pilot. WoO doesn't really need a nerf though in my eyes.
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Absolutely not. Perk is still so good. Every killer counts to 10, but no one counts to 20, so if they actually want to tunnel off hook, this perk will make it much harder for them. (And even if they do get hit instantly off hook, they still get 20 seconds of running at 110 movement speed.)
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Depends what your definition of good is.
In terms of wasting time and extending the chase, yeah, it's still pretty good, but in turns of an anti tunnel perk that deters tunneling or makes it less desirable, not so much.
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Maybe they'll just make it something like "Reduce any generator(s) charges by 10 while using the perk 'Invocation: Weaving Spiders'". That way you can just complete it with a BNP without actually having to use the perk.
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@Snowbawlzzz said:
That is a one-in-a-million occurrence that you will probably never experience again
Indeed. Just really surprised me because I had no idea this was a thing.
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It's basically The Game in the sense that literally every pallet and tile on that map is a god pallet. It needs the Borgo treatment.
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Brutal Strength does not need a buff. Even the slight boost from that perk can provide a significant advantage under the right hands.
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@Devil_hit11 said:
Doesn't do anything for bodyblocking.
Well, I don't think there's any perfect solution to address that without making the perk completely useless for survivors.
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@Firellius said:
It's still a bad design, but at least it's not as bad as it used to be.
Always will be without a complete rework.
I don't personally have much issue with it, but I can't blame people for disliking perks that reward bad gameplay.
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@FreeKnives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670398#Comment_3670398
Timing is everything with him, survivor prediction in combination with aiming, so shooting around tiles before you even see a survivor and still hitting when they turn the corner, conserving knives so that you dont reload every chase or every other chase, knowing when to pop main event, not missing blades or spamming, knowing how to pocket main event with m1, knowing where you can shoot knives and when, at each tile of each loop of each map, moonwalking with main event and other special techniques of mindgaming that can be extremely risky but high reward, how to build map pressure and knowing which targets to go after because you know how long it would take to down that person at that specific loop, based on your accuracy, how to shoot long shots, and hole shots without missing, showing knife discipline.....these are just some off the top off my head. You know...easy stuff cause Trickster just throws knives...no skill. Right....
None of those are Trickster exclusive, that's all general killer game sense and skills you should have developed playing anyone.
@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3670398#Comment_3670398
I used to have this mindset that Trickster didn't have much to master because of the little amount of dedicated Trickster mains, but the amount of maps that have holes and the existence of ricochet gives him a lot to master.
Trick Blades probably has the highest skill floor of any killer add-on because of how janky bounce logic is in DBD (even more evident with Unknown) and while there are some good Trick Bladers, I don't think even a single Trickster player has been able to master the Trick Blades because of the amount of maps and different potential ricochet spots. You have to learn so much in order to even utilize the basics of ricochet Trickster.
He can also do trick shots just like Deathslinger, his projectiles are fast and capable of damaging survivors in areas that Huntress wouldn't be able to do, and even if it's limited by an add-on, ricochet is a unique aspect of him that allows him to get hits like no other ranged killer. While he does have one of the lowest skill floors in the game (just backrev a survivor and take out 2 health states immediately in a dead zone, 115% allows for easy M1's), there's a lot to master in his kit that not many have dedicated themselves to doing which is completely justified because of how stressful he is when it comes to experimental plays compared to Deathslinger for instance (Deathslinger can reload at any time, Trickster has to go to a locker to reload and has to hit a survivor 8 times to get rid of a health state).
To not enjoy Trickster's playstyle is fair, but to say he has little skill expression is a stretch.
That's still little skill expression or floor compared to a majority of other killers. I don't think trick blades has much mastering solely because like you said, janky bounce logic. Only so much you could reliably do with an ability like that.
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@jesterkind said:
You don't even need Desperate Measures, just Botany does the trick.
I don't know what the exact numbers are now, but on the PTB this perk + Botany Knowledge was a 17 second heal. That's damn close to just being as fast as someone else healing you, which is very strong.
When it comes to self-heal perks, I think it genuinely might be the strongest. That's not a field with especially stiff competition, though, and something like Inner Strength would carry less risk so some might still prefer that.
Should be about 15 seconds. (0.7 * 1.5 = 1.05 ; 16 / 1.05 = 15.23809523809524)
I would honestly say it is stronger than every other healing perk, but not stronger than the strongest way to self heal (medkits).
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It's good, didn't really need a buff tbh, but as scary as it may sound in theory, I don't think it'll be too crazy in practice.
DETAILED EXPLANATION:
So it's commonly compared to CoH since it's the same style of "Run to a certain side of the map to be able to heal yourself", but aside from the obvious that only the user of the perk gets that ability, let me also just point out:
-Basement's a way smaller zone and area than CoH, so it's a little more of a time commitment to get to use this ability.
-It's way more RNG since with CoH survivor's had complete control over where it could go and could put the Boon in spots killers would never go to while you cannot choose your healing zone with SiS, meaning in some scenarios you may be unable to actually go over to the basement in heal. (Imagine if the killer has a 3 gen with the basement on that side of the map as well, or they're playing a basement build.)
-It's not a jack-of-all-trades deal, since it doesn't boost medkit healing speeds or allow people who group up in the area to heal each other faster.
-It's a little high risk high reward; even though it's pretty unlikely the killer will ever just happen to walk down to the basement and find you healing there, aura reading perks do exist which not only tell the killer that you're down there in the current moment, but will let them know that you have the perk, and allow them to play with it in mind accordingly. General game sense can also help counter this perk. If I see one survivor constantly healing throughout the match in a reasonable amount of time with no medkit, I might assume that they have this perk equipped, especially if I last saw them near whatever building has basement in it, and might investigate near basement before or after they complete another heal. There's also certain killer powers that will help against potential SiS healers. Imagine sneaking down there with GF or Wraith or leaving a Hag trap or Singularity pod to punish those users.
Last point I'll make as well is that I still think a medkit would probably be better than this perk since you can heal anywhere anytime with it, and they have really good addons to help you with both heals and in chase. So I feel like most players will probably just stick to medkits since there's not really any items that are much better than those, and not using SiS allows you to devote your perk slot to something that'd be more impactful for survival.
So like I said before, Strength in Shadows is a great perk and easily Sable's best one, and while I did feel somewhat concerned about it when they first revealed it a couple weeks ago and again after I saw the buff, I don't think it'll actually be that bad due to the reasons I stated above.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3669455#Comment_3669455
@FreeKnives I am personally not a fan of his power but to each their own, however I am gonna stop you right there. “Little Skill Expression?”
That is so far from the truth it’s not even funny. I disagree completely.
What do you think is skillful about him? Huntress has the orbitals, Slinger has trick shots, Trickster doesn't really have anything skill expressive about his kit as it's just a machine gun with little range so there's nothing really that hard to master with him especially after the changes.
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Boring power with little skill expression.
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Looks like more of an issue with Surge and Eruption than the system. Easiest way to fix that would be just to buff those two perks to be a little more impactful cause 8% and 10% is just not good enough to be wasting tokens on.
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Buckle Up be chilling next to the likes of Overcharge and Off The Record on the "zero to hero" boat.
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@Venusa said:
Tbh they should rework DMS at this point. It always causes issues with other perks. It's problematic by nature and it doesn't even have any type of cooldown.
It's very dumb with Pain Res. ever since they messed up when hook-related perks trigger with the changes they made to hook screams. You can't even react to it because it's so random and inconsistent.
It's dumb with Ultimate Weapon cause you can just force it.
If I recall correctly there was a problem with Merciless Storm + DMS where they made some changes to fix it but then reintroduced the same problem back again.
It can be aggravating with Deadlock too since there's no limit to how much a gen can get blocked and the same gen keeps getting blocked and regressed and you just end up giving up.
There's also the problem where gens blocked by the entity cannot be regressed by design but they keep breaking that design every few patches and take a couple of weeks to fix it.
And now it is being problematic when combined with Grim Embrace but Grim Embrace isn't that problematic by itself.
It's also a very dumb perk to try and explain to a new player. Expecting newer players to understand why the gens keep getting blocked and grasp the needless minigame of when to "let go" off the gen so pain res. etc. doesn't trigger DMS bla bla is a very dumb conversation.
It's almost as if the same perk keeps causing issues and DMS should be looked at instead of other perks that are fine by themselves.
Agreed tbh. You also forgot to mention that it even works with Friends Till The End.
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Unless your teammate is looping (and goes down) around the basement in the moment that you're self healing or the killer has an aura reading perk, it's not really much of a place to avoid. The basement Self Care is good. People be sleeping on it heavily.
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Pain Res for sure should be toned down a little bit.
I think Pop is fine.
Dead Man's Switch is....weird.. It's not even that good by itself, but there's always other perks out there that it synergizes really well with and allows the killer to take advantage of the full duration or almost that much at the very least. (Pain Res, Ultimate Weapon, Friends Till The End, Grim Embrace.) Maybe it should be reworked.
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@VomitMommy said:
If it stops being scourge perk, then sure. But the fact that RNG can easily stop your cycle would feel so bad.
This perk far outclasses every other slowdown perk
Could be simply fixed by buffing other slowdown perks, because most of them are just trash now, which I see as a bigger issue.
Problem with buffing other slowdowns is that it doesn't create more variety. It just makes the meta builds even stronger since people will just stack all the Pain Res level slowdown together in one package resulting in very oppressive builds that will make gens almost impossible to complete. Doesn't mean I don't think other options shouldn't be introduced, but I think there needs to a bit of both (nerfs to the best perks, buffs to the weaker ones) in order to try to create variety. (But in all honesty, I don't think there'll ever be true variety in this game as long as slowdown perks continue to outclass every other perk available.)
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@i_dont_care223 said:
So in the last 24 hours i played 48 surv matches with friends and i documented all the killers i faced here is the list:
Wesker: 34 times
Blight: 10 times
Wraith: 1 Time
Billy: 2 Times
Bubba: 1 Time
if u dont see a serious problem here then idk what to tell you im tired of wesker and his stupid music it gives me a headache
There's a reason you've been seeing these two killers so often. Because they're actually good and some of the only killers released in recent time with a high skill ceiling with plenty of potential for skill expression. A majority of the killers released through 2021-2023 have very low skill floors and ceilings and are just not as good as these two.
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I'd just get it anyway. I don't think it'll be dead after its nerf.
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About the same as it's always been.
Great with SWF, miserable in solo que.
It can vary sometimes though.
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What was your build? Were you using Pop or Pain Res and actually going for chases, or were you using Overcharge and Eruption and strictly guarding the gens without committing to chases much?
8 regression events is indeed a lot for a single gen to suffer in one match, so if you were actually going for hooks while keeping the cluster, then yeah, the system shouldn't affect you at all.
I believe the devs' intentions with the generator changes weren't supposed to stop 3 gens from being defended at all, but rather, put an end to excessively long matches brought by the killer fiercely guarding their 3 gen without ever committing to much chases or hooks at all which this system does indeed accomplish.
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I'm pretty sure the cooldown is reduced further when in Overdrive which should probably be removed altogether if I'm being completely honest.
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@Huge_Bush said:
But it’s a weak and useless perk! Didn’t you know, survivors never get anything good!
Boggles my mind people say Alan Wake didn't introduce anything good when he brought us Champion of Light.
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It's not overpowered, but incredibly unhealthy in my opinion and should just be completely reworked.
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We don't even know what the Adrenaline nerf is gonna look like so hold your horses. I personally doubt it'll be anything that huge.
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Not my least favorite, but definitely not one I get excited to see.
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It's possible, but I'd hope not.
Never really chased survivors and felt like "Damn, I can't catch this guy. Must be cause he has Windows."
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Some of these may be more popular than others, but here's a list of a lot of perks I've used frequently that I feel others don't appreciate as much. (I upload my matches to nightlight so taken from there.)
Decisive Strike - Even a few seconds of a stun when getting tunneled can be very helpful especially against a lower tier killer.
Hope - You can be practically impossible to catch with this perk equipped, even just raw holding W is heavily boosted with this perk.
Iron Will - 75% is still a sizable reduction in volume that'll do just as good as the old one on almost every survivor.
Borrowed Time - Every killer counts to 10, but nobody counts to 20. Even more useful in endgame.
No One Left Behind - Helps immensely with end game saves, and can easily max out your points in the altruism category.
Sole Survivor - Keep struggling to escape in solo cause of those lame teammates that keep dying? This perk basically guarantees an escape.
Agitation - Edgar covered this one well, but very versatile perk that grants more freedom of where you can hook which can be huge in some games.
Overcharge - Regression boost may not be much anymore, but can still help if survivors stay off the gen for long enough, also skill check failure is always instant value no matter what which even good survivors may fail from time to time.
Brutal Strength - Great perk for zoning, even the smallest boost for kicking can make the difference between the survivor making the next pallet/window or getting hit. Works especially good on killers like Wesker or Clown.
Hex: Ruin - Recent buff to this actually did improve this a little bit, the ability to regress gens without having to kick them really can come in handy even though the base regression may be low. Especially useful on killers that can force a secondary objective or keep the survivors busy in some other sort of way. (Wesker, Singularity, Twins, Pinhead.)
Remember Me - Its buff may have been small, but was still a nice boost to make this perk quite useful in end game builds with No Way Out. Only flaw this perk has is the fact that the obsession can open the gates without being affected by this perk's penalty.
Thrilling Tremors - Fantastic information perk that can counter Distortion.
Gearhead - Not as good as other aura reading perks, but still surprisingly decent especially on someone hit and run like Wraith or Sadako.
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It's definitely not necessary. It's on the same boat as basement. Outdated, unhealthy design, but won't go away because the game's progressed too far with multiple perks and offerings created with it in mind. So they're both here to stay as annoying as they are.
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I've SWF'd with people in EU before. (I'm NA East.)
You can do it, but ping will be very high.
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Exactly what I was hoping for when they announced tweaks to Doctor and I'm glad I got them.
Thanks BHVR.
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No, not BHVR nerfing my burger king Blight strategy.
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Nerf Buckle Up.
I don't like perks that outright powercreep every other perk in its category, and I'd personally like to keep FTP WGLF/Soul Guard as a combo.
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@sizzlingmario4 said:
The issue is Hemorrhage, not Mangled.
I think it's the status effects combined in one package that's the problem, not either individually. And what sucks is it seems like Sloppy's not getting nerfed in that regard, and rather, being reworked to account for the reworked status effect with each tier likely applying a longer duration of Mangled.
I don't actually mind the Mangled rework though since it seems like it'll remain useful for hit n run killers while no longer being as good as just generic slowdown for killers who commit more to chases like Spirit and Slinger. Of course though I'll have to see what the actual duration is like on all of these perks and addons before I really decide if I like it or not. I'm also not sure if I agree with it counting down while hooked which is how I assume it's going to work.
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Very nice, I was really hoping for 115% ms though, but these are all good.