ShamelessPigMain
ShamelessPigMain
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/2230567#Comment_2230567
Lucky Break is the complete opposite of that. Get hit, run behind LoS, even the best killers in the world can lose you. It allows even inexperienced survivors to not only delay chases, but win them entirely, which is nearly impossible to do vs a good killer. Without any weak links, you lose.
That's to assume that you can reliably break line of sight in an unpredictable manner, without giving the killer any indication to where you went. Even when breaking pallets, the killer can often see your feet scuttling in one direction, especially on those very open maps. So breaking that line of sight while still managing to not get smacked isn't exactly easy. Moreso than being based on a survivor's skill, it's dependent on the killer's ability to guess and analyze overlooked environmental cues (like crows) to predict where the survivor is headed.
Plus, 45 seconds is not a long time. With 16 seconds to heal, you're immediately cut down to 29 seconds, meaning you have to escape chase and find a healer in 29 seconds, not to mention that you only get the scraps of that process left for when it procs again.
And greater than that, you have to dedicate two perk slots to iron will and lucky break, where one is on what's essentially a 29 second timer from the moment you get smacked before it's dead forever, assuming you can get consistent value out of it. With limited space for perks, you could be running something like dead hard or sprintburst instead.
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I used to just spill the beans on my perk build in the pre-game chat. Of course, nobody listened so I just stopped. Plus, it's pretty easy to forget perks just stated in the lobby.
However, I do think that having perk reveals specific to each perk may be a bit complicated. For instance, letting your team know that you have deliverance by highlighting the aura of the hook would ensure that you get value out of it, but then what would happen for second wind? Would people remember that?
What I think should happen is that perks should be visible in the little in-trial settings menu, right next to the survivor's name and character. It may come off a bit clunky and doesn't have the greatest accessibility, but it's something.
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@ScottJund said:
This is probably the happiest I've ever been that a community does not understand how strong something is ever.
Aren't you forgetting about monstrous shrine
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/253626/so-what-happened-to-lucky-break
I remember there being scares of any means necessary being op but it's extremely mediocre
People just love to mock Yui don't they
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@Brokenbones said:
It's been shadow buffed on PTB
It's 60 seconds on PTB rn, wasn't in the patch notes
Ugh. I wish they would be a little more thorough with the minute details when they do releases.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2227125#Comment_2227125
So yes.
Y'now, you can't control other people, but you can control you-- so just don't.
Just don't!
It's not hard, I do it all the time! "Could be a deathsquad or a bunch of babies trying to have an honest game, so i'll just play it like normal because who actually cares it's a game?"
Or if it is just too damn hard, don't try and find a roundabout way to explain how being a garbage baby is actually helping the community eventually maybe some time in the future and it's not just pure gross indulgence.
Just own it. Wear the trash crown with pride.
Think again about that first part. Humans are emotional, social creatures, and so just as they can affect how I feel, I can do the same. And eventually, when the toxicity reaches boiling point, they complain and the issue comes to prominence so it is addressed.
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If it's a David then I'll spare them. If it's a Nea I offer 20 Moris and go to town. I really don't care about charms (nor can I even see them.)
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@Grandpa_Crack_Pipe said:
Is it really that hard to just not be a garbage baby?
Ask the 20-man SWF of Neas who decide to boot up the game whenever I have free time.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2226563#Comment_2226563
Correct me if I'm wrong, but this thread is about justifying face-camping, kebabing, slugging till death in general to make the community toxic enough to warrant the devs intervention. (which I am against).
Not about playing competitively.
In essence, yes.
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@Beaburd said:
I'm just gonna pop this in again:
https://www.youtube.com/watch?v=jZ6nF6JKtRc
Seriously, is there a clip more comically relevant to these forums?
I should have posted this instead of typing all of that
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They actually did change things, Remember when the double main-building windows were all open?
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I actually just noticed that the forum's logos changed. I hope to god that DBD isn't getting the Discord treatment. I don't know who started this trend of minimalism (RIP Doritos and Warner Bros) but somebody needs to have a long, hard, unpleasant talk with them.
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@Chilli_man2400 said:
This is my tier list of survivors based on there perks I could not find pictures of Jill and Leon Kennedy so I would put
Leon top of C tier and Jill-Top of B tier
https://us.v-cdn.net/6030815/uploads/2HJAD5CLSEJ6/bd54efc1-33ee-4ada-ae3f-50491ac0446b.jpeg
Here is my list comment your thoughts on this.
Where would you rank the survivors based on there perks
I wouldn't put Claudette that high, none of her perks are that great, relative to those around her.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2226454#Comment_2226454
Except you're not countering it. You're just spreading the disease. You're not fighting those who wronged you first. You're just trying to wrong someone else.
Right, but just like a disease, when it gets to the point that it pretty much kills the game, it starts to die off. Once toxicity hits its peak, people will eventually get tired of being angry and bitter all the time and seek reconciliation. If you just stand by, you're just giving toxicity a green card.
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@[Deleted User] said:
Shouldn't you always play NOED-stridor, if you can slaughter the survivors? Not trying to be funny, I'm just basing it on the roles. Killers kill, survivors survive. Play the way you prefer, of course. I'm just saying, your not wrong for putting the squad on meathooks, it's the killers j.o.b.
The thing about NOED/Stridor is that it gets boring quick. So you eventually get faced with playing a fun game with a relatively weak build or playing a boring game with the same repetitive powerful build.
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@[Deleted User] said:
As bad as it is, sometimes it's fun to be cruel. But it should never be condoned, lest it become accepted. At most a guilty pleasure.
I'm not saying to condone it, but the only way to counter foul play is with foul play.
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I think it might be a chapter-specific thing. It kind of fits the RE aesthetic.
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Because that's how Dead by Daylight's sub-optimal ranking system works. Enjoy your stay, don't drink the tap water.
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The biggest issue is that you're dedicating two perk slots to this when those perk slots could be pop and BBQ.
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She's technically supposed to be pronounced "Fung," but since we're speaking English, not Mandarin, we might as well pronounce it "Feng." Plus, if we're going for linguistic accuracy, you have to accentuate it correctly, and since Mandarin is a tonal language, you have to use the correct contour of tone.
(Forgive the misclick I meant to vote for "Feng.")
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If they're going to introduce a gay survivor, they're going to introduce a new character. Jake's lore is already provided, so just slapping on the sexual diversity label is going to make it seem forced and affected. To justify letting people know that your character is gay, their sexuality has to be an innate part of their lore, a defining characteristic that has more effect on their characterization than just "Hey guys, it's just normal me, but gay!"
We don't want a generic Netflix teenager, do we?
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You need three people injured before desperate measures can overshadow Botany Knowledge. An increase to 16% per injured survivor, having it on-par with botany at two injured survivors and even better when everybody's injured, would really bring it into the healing meta. The only time healing needs to become a priority is to reset, and that usually happens when a lot of people are injured.
If I had the choice, I'd give it a secondary modifier; for every survivor on the hook or on the ground, gain a 5/6/7% increase to healing/unhooking speeds, in addition to the regular base 16% increase. It gives you healing at the time when you most need it.
And of course, an 85% increase to healing speeds (16x4+7x3) may seem mind-boggling, especially when used in conjunction with perks like botany, WGLF, or even resurgence, but that only happens in situations where you're already injured and everybody else is either slugged or hooked. It only steps up to these incredibly high values when it is most necessary. When you're desperate, you could say.
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Certainly. her addons are pretty not-great and her base power should be put under the magnifying glass as well. If demogorgon can't put a portal near a hook, hag shouldn't be able to place a trap near a hook.
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Welcome to video games, it's not going to be your first time at the virtual rodeo. The online community is filled with edgelords and Ben Shapiro wannabes, you'll get used to it eventually.
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No, Fast Track can be decent in a SWF (although you'll rarely see the effects), Smash Hit is the only exhaustion perk that gives you 4 seconds of sprint, which can turn unsafe pallets into escapes, and Self-Preservation can be situationally decent. They're not the best but they're not the worst.
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It's meant to cause a definite end for the game. If there's a glitch where somebody's stuck or the survivors just refuse to leave because they're either really good or hacking, the endgame collapse is meant to put a definite end to the game to save some time, especially since the DC penalty was put into effect.
Of course, it's really stupid and doesn't even do anything because survivors can 99 exit gates. What I think should happen is that the timer should be doubled (because 2 minutes is unnecessarily forgiving), and whenever the killer is in chase, the progression speed should be halved. That way, if the killer does nothing, meaning they want the game to be over, it'll be over. If they do something, meaning the endgame collapse is not really necessary, the onus is lifted and the survivors can play somewhat normally.
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Well that's why I don't slug for the 4k. What usually happens in my games is if there's a really good survivor, I want them to escape through the hatch because they 100% earned it, or if everybody just sucks, I can usually find them with BBQ before the hatch becomes an issue.
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Not really, it only prevents escape when latched on.
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Yes, they're vulnerable to zombies and nemesis' tentacles. That's the whole point of infection.
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2220517#Comment_2220517
They also announced mmr and ranks giving blood points rewards so I am not holding my breath🤣
They also announced a mori rework and delivered so I am holding my breath *obnoxious emoji to demonstrate my smugness*
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@AngryKiller said:
This thread has to be a joke. Soul guard gives you, for the entire reast of the game, free Endurance when you get picked up. AND if they have an hex perk you can get up on your own. It's a perk that has 2 op things in it and you want it buffed because a nancy left the killer with just 3 perks and now your super OP perk is less OP?
This comment has to be a joke. That free endurance lasts for literally 8 seconds on the rare occasions that you get slugged AND serves to counter slugging situations in return for something like devour hope, which is probably going to hurt you more than soul guard will help you. It's a perk that has 2 very situational things in it and you want it neglected because you think that slugging happens every game and now your super underwhelming perk is less underwhelming?
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@latinfla4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2219532#Comment_2219532
Yeah and look what took priority...I am abusing keys right now because developers cant be bothered
They were bothered enough to announce a change Karen.
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@AVoiceOfReason said:
https://forum.deadbydaylight.com/en/discussion/252735/maybe-consider-buffing-soul-guard
Its a cost for having infinite revives with 8 seconds of protection. Its a cost/reward just like hexes. You leave theirs up, you get a big reward, you take theirs away, and both get punished.
That's literally exactly what I'm saying. But the issue is that the reward you get is completely overshadowed by the cost, especially for hexes like devour hope and ruin. Maybe you can live with blood favor, but then you'd still have to rely on getting slugged to get any value.
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I'd have to disagree with Lithe's placement. There are a lot of windows a pallets around so it's pretty much an on-demand sprintburst, with some map RNG thrown in.
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Know when to use your knives. At tall loops where they have a fair bit of distance on you, don't use them. At mid-range but not at a loop, use them. At loops where you're close, but not close enough to get a hit before they make a window or a pallet, use them. At loops with open spots or ones that don't block LoS, use them.
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Get off of the Soapbox Brenda. The devs announced a rework to keys around the same time that they announced a change to moris.
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Well you can take solace in the fact that it's a bunch of edgelords and wannabe-contrarian provocateurs that feel the best place to make their thoughts and feelings known is by spiting people on a video game. And who could blame them, nobody would take them seriously in any real-life setting.
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Iron Will tier III is a lot different from Iron Will tier I. What you should say is that some perk tiers are no longer necessary.
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His tentacle thing is good so far (it's been less than a day so we'll see what kind of cheats this community can pull off), but the zombies are probably in need of a rethinking.
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He's definitely powerful, somewhat more so than Twins and a little less powerful than Oni, and close to Pyramid Head. His zombies are very good on indoor maps, and are only useful for passively harassing survivors and territorial control on open maps. They have a tendency to camp around areas, and can make doing an exit gate or a generator a deadly task, especially with how slowly they move. On indoor maps, they can body block you and turning the corner is always rolling the dice. They are very RNG dependent, since there are only two, but can apply pressure and stall survivors very well.
His tentacle thing is pretty menacing. Unlike deathslinger and pyramid head, you aren't slowed down a lot or restricted in movement at all. The charge time for the tentacle is less than half of a second, and it can shoot through windows, crevices, and pallets. It can break pallets and breakable walls too, which is pretty great. It's an efficient way to destroy pallets since you can do it from a distance. You can think of the tentacle as a projectile somewhere between pyramid head and deathslinger.
A lot of people have been concerned with survivors just staying unvaccinated and preventing him from getting his tier-ups. Getting two survivors infected via the tentacle will put you into tier ii, which allows you to destroy pallets and breakable walls. At that point, you only need three more survivors infected, or you can destroy zombies with your tentacles to get to tier III. Honestly, the tentacle is pretty menacing though, and unlike staying infected like you would against plague, which disables her power, staying infected against Nemesis enables his power. You become vulnerable to his tentacle whilst infected, and a lot of times, that's not worth preventing a tier up.
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@Mr_K said:
But I bet Counterforce won't have a totem counter. 🙃
Hi there, my name is SWF with comms, I heard someone call?
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@WeenieDog said:
Ruin + undying slaves are quaking.
Just leave my huntress lullaby ALONE you sweatlords
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@Naz said:
https://forum.deadbydaylight.com/en/discussion/comment/2215321#Comment_2215321
Oh ok, i was reading comments from others and was like NOOOOOO lol I have to admit to spending a ton on cosmetics. I'm afraid of it all being taken away because of crap.TY
Oh no I mean I totally understand the worry and the concern, especially with how unpredictable BHVR is. I'm just saying that we're still oblivious as to what BHVR is really going to do.
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We don't know what the autoban will be like. BHVR sucks at naming and we really don't know much about how it's going to work.
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We don't know the details of the system. Wait to see how it's going to work before panicking.
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Well now I feel even worse about it
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/252124/is-boon-totems-the-best-name
It makes sense why didn't they go with cursed totems, or bane totems, it's just another name for a similar concept or word
Right, but bane and boon are often juxtaposed, as are hex and charm (one is a debuff, the other is a buff).
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@Man_of_triangles said:
Whose boons? Your boons or my boons?
stop staring at my boons you naughty naughty boy
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@Friendly_Blendette said:
Boon is a blessing from a god it fits imo.
The god here is literally trying to impale them with its tentacles, I hardly think it'll be blessing them any time soon.
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@Power_Guy said:
We need a dev to come into these threads and assure us it does not work as it seems to work. Because, as of right now, it sounds like salty players can just report for anything and, if enough people do that, innocent players are shafted.
You should know at this point that names mean nothing to BHVR. They haven't described any details about it, and there's really nothing to worry about (because there's nothing we know).