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SimplyPixelated06

SimplyPixelated06

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SimplyPixelated06
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  • @AshInTheTallGrass said:

    I already shared this in a different thread about this topic, but the editing made me laugh lol

    https://www.youtube.com/watch?v=qAPA6lVbaTA

    🤣😭

  • I mean being able to die when you haven't been hooked at all and you're healthy is kinda insane. So going into a locker is quite literally the only thing you can do against a tombstone myers. Either way the person will die, so it doesn't really matter unless you're going for the achievement. Locker is the only counterplay and it doesn't even save you from dying, just from getting insta dead.

  • Tentacle hitbox and he's known for camping. I believe that's probably why.

  • @KOj420 said:

    What is the point of having BT as base kit? Ya, to be anti-tunnel, but this just give survivors the chance to body block and tbag when they block a door. It is used to just be toxic now on. They need to get rid of it because of toxic behavior and unfair gameplay.

    Yeah no.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120738#Comment_3120738

    The doors are 99ed every single game. You cannot be serious. And you want it from 3-7. The original value is irrelevant as it no longer exists. That's more then doubling which is an obvious bad idea.

    There's nothing necessary about it. Blah blah blah camping tunneling don't care. I don't understand how people get so bent out of shape over a single match. You get tunneled out of the game, so what? Reque. Ultimately it matters very little. We've all had bad games in whatever multiplayer title we enjoy.

    It's because it doesn't happen for 1 match, tunneling and camping happens EVERY match now, survivor (solo queue at least) has become extremely stale and unfun, when you're just being run after constantly and the killer stands at your hook waiting for death, you get to do nothing else. This is an issue, and ds is one of only two anti-tunnel perks, but is currently useless because of its 3 second stun time, providing you no time to get distance to a decent loop or window or pallet.

    And the doors are not 99'd every game. I doubt you have ran into a lot of games recently where every game a door is 99'd. Solo queue survivors barely escape anymore, and most of the time I see them open the gates straight away.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120737#Comment_3120737

    Head on doesn't stun for four seconds, it's three. I see you don't run the perk.

    They're never going to add bizzare edge cases where it drains some killers' powers but not others. Stuff like that muddles the accessibility of the game. And what's that do vs. spirit? She's just as good at catching someone as they are and doesn't have tokens.

    That being said four seconds is fine. I don't care about DS, I just think it's lame that people want their comfort perks back so desperately.

    Its not about comfort perks, I was excited to see them change up the meta, but ds wasn't one of the perks that needed to be changed in my opinion, besides endgame deactivation. Ds was the only anti-tunnel perk, and is now one of the only two anti-tunnel perks, except now it's not worth running, so we really have gone back to only having one.

  • @jesterkind said:

    The stun time could see improving (though obviously not to seven seconds, that would be ridiculous), but disabling it in the endgame is a very reasonable change. Remember that exit gates can be, and in almost all games that reach the endgame they will be, brought to 99% completion and tapped to get people out immediately.

    My idea for DS is twofold, and acknowledges that the devs do not want it to be an obvious, necessary pick anymore, they want you to weigh other options too.

    1: Up the stun to 4 seconds, the same as Head On.

    2: Make the Nurse and the Blight lose all their tokens when they're stunned, to help equalise DS against those two killers specifically.

    I like the second idea. But I think ds at least needs to be reverted to 5 seconds, the way it was before. 3 seconds is too short to get any distance and 1 second extra isn't enough of an add on to help that in any significant way.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120723#Comment_3120723

    You want the stun time to be more than doubled and you want to reinstate the free escape it gives you in the end game that the devs said was a problem.

    They nerfed it to make it used less and you want to immediately turn around and make it meta again. Figure out something else to run. Quit trying to claw back your comfort perks. It's a very dull way to be.

    Its not doubled stun time if you're looking back at the original reasonable stun time of 5 seconds. 3 Seconds makes the perks useless, and I'm not saying the perk should be active at endgame, if you payed attention I said it should be deactivated at the exit gates being opened instead of when they're powered, which still fixes the problem of survivors getting a free escape, but still making the perk useful. Obviously if the doors are 99'd that's still a free escape, but that doesn't happen much anymore so I don't see that being an issue since the survivors were actually coordinated enough.

    Also this is a necessary perk, because of the way they've set up this game, tunneling and camping is ever prevalent and getting easy win for killers, so until they figure something out, this is a perk we need to be kept useful.

  • @Raptorrotas said:

    This could be bait but I've met too many survivors who'd think these changes reasonable.

    Anyways, No.

    Like I'm not saying that it shouldn't be deactivated at endgame, or making it so it's always active the whole 60 seconds regardless if you touch a gen or not. I'm saying increase the stun time a little, and make it so it deactivates when an exit is opened, and not when they're powered. Very small changes that would make the perk fair but still useful.

  • @Raptorrotas said:

    This could be bait but I've met too many survivors who'd think these changes reasonable.

    Anyways, No.

    They are reasonable. Tell me why not.

  • I'm finding that I lose more and I get weaker teammates (maybe cause all the other survivors have dropped off the face of the earth?) And gens just do not move, I find myself being the only one to complete any in a match. And also many killers are camping.

  • @LittleBigSunset said:

    Laurie's mouth is slightly open on the survivor menu too, you can see her teeth.

    O_O

  • Yeah they made those two perks useless. Ds should have a 7 second stun instead and iron will should completely revert. Crazy they made ds a 3 second stun, makes it utterly useless.

  • @Lyonic said:

    Did I miss this in the patch notes somewhere? You used to get 150k.

    Why?!

    First you take my chilli, then you reach round and take my shard bloodpoints?!

    2k shards was always worth way more than 150k anyways. I wouldn't transfer any amount of shards for bloodpoints, shards are much rarer.

  • The perk probably isn't used enough for that to be a real issue. I've never been deceptioned while hiding in the locker, I never see anyone run it either.

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3059415#Comment_3059415

    I'd much rather the cosmetics be overpriced as ######### then the actual chapters.

    Yeah, but nothing should be overpriced in general.

  • @yobuddd said:

    The consumer sets the economy. As long as players keep paying at the set price, then the price remains.

    Sadge. I very rarely buy outfits cause of how expensive they are. The most I bought at one time was when stranger things was leaving cause all the stranger things cosmetics were on sale, and even then I bought a total of 3 😅

  • What I mainly care about in terms of things being over-priced with this game, is the cosmetics. They cost SO much, I've never seen any other game with such expensive purely cosmetic outfits. Like to get a full outfit is like $15 aud. Which is just insane to me since it adds no value to the game.

  • @ThatOneDemoPlayer said:

    We're not getting anything else

    You never know if you plead enough lol

  • @Mandy said:

    Legacy cosmetics were given out at a time where the bloodwebs were massive, where you didn't make so many points per match, where there were no 100% BP offerings or Events etc. So it was a lot harder to reach Prestige during that time, especially as the game had only been out a few months.

    Legacy cosmetics will not be returning.

    Still, people who p3'd deserve more than some sparkles on their portrait...

  • Killers can choose to camp and tunnel to be toxic and hit survivors on hook.

    Survivors can flashlight click and tbag.

    I don't see why survivors are only being punished for it. I also don't see this actually happening, it would be difficult for it to be properly implemented and it's not really a big deal.

  • @akaTheBARON said:

    These changes are coming. Not sure about base kit kindred, but honestly, why shouldn't they add it, would it be too op? I'll touch on that in a bit, but basically, they said its on the back burner until next year due to there not being time to be on this year's road map. Sad but at least they're talking about it.

    Now back to base kit kindred. If we do have to wait a year, they may as well do it right and add this. Some killers will say its OP, but its good in the long run. With the hud displaying what you're doing, and with kindred on top of that, this brings solo queue very close to SWF lvl communication. Not quite as good as coms, but you will know most of what's going on. SWFs on coms are already more than kindred can ever be, and there is nothing killers can do about this advantage, but giving solo queues a way to 'share' information with the team helps killers too in the long run.

    Sometimes they make changes to help solo queue that becomes too OP in a SWF, or they don't nerf something that swfs abuse bc it will hurt solo queue too much. Overall balancing the game is difficult bc there are actually three groups to consider, not just two. But with these changes, the two groups will be close enough that anything that is needed to be nerfed can be as it will affect both groups similarly, and not leave solo queues to suffer. And yes, I thinnk it should show killer aura too. Swfs can tell their team if they're being camped, and this will allow solo queues to do so as well.

    I completely agree! Unfortunate that solo q changes didn't take priority for this year's road map, i feel like it should have but what can you do.

  • @MikaelaWantsYourBoon said:

    No.

    Bloody Portraits and some shards would be nice.

    I just don't know, if there is no reward why they baited us?

    I would be very happy with this. And icon just... sucks.

  • @rha said:

    https://forum.deadbydaylight.com/en/discussion/comment/3031803#Comment_3031803

    They did not announce anything. They explicitly stated it was just an idea and that it could be scrapped again.

    At least they were more honest with that than with their "whenever we make changes we consider how it would affect SWF and solos" statement. The new Overcharge for example is going to be so much more likely to reach its full power against solo groups, because I can't tell my teammates that my gen that was just over 90% got kicked and they should go and stop it from regression.

    Well they announced the idea, they wouldn't of shared it if it wasn't something they plan on introducing. I don't see any reason why they wouldn't

  • I would definitely like an update on this bhvr! It really shouldn't be that hard to implement, idk why it's taking so long, and haven't mentioned anything about it since it was announced, and it also wasn't mentioned in the anniversary stream for plans over the next year. Come on bhvr.

  • Yeah it could definitely use a new animation, since it doesn't really suit it anymore, cause the animation with little to no movement looks insane 😂

  • I will always complain about nurse until something changes 😅

  • @LapisInfernalis said:

    Thank the Devs for shadow buffing range addons (the killer used both) recently. They literally brought Omega Blink Nurse back.

    If you are not aware: Omega Blink is a term for the range addons back when they made EVERYTHING about blinking better and faster, making them insane. They nerfed it when nurse got reworked, but about 6 months ago there was a bug that the blink speed with these addons was increased. They fixed it, but brought that bug back as a feature in 6.0.0

    Sigh. Yeah, nurse is already pretty strong, she really doesn't need those addons being so extremely oppressive

  • @Snivo said:

    As a nurse main, this not only wont happen, but seriously isn't needed. the case you've shown here doesn't really give a reason for a nerf first of all. All you've really said is "heres a toxic killer that played nurse, now give me a nerf". On top of the "Nurse add-ons need a buff", as a nurse main I'd actually argue those are some of nurse's weakest add-ons lmao. To me, range add-ons are terrible on nurse since they mess with the muscle memory of the blink, speed of the target location etc., mainly what you look to run are blink cooldowns, and if needed some recharge add-ons

    Ataxic Respiration & Catatonic Boy's treasure is an insane add-on set to run, if not imo the best for nurse.

    Ataxic Respiration reduces your fatigue from the first blink by -0.25 seconds (which is seriously much more effective than you think)

    Catatonic Boy's treasure decreases Chain Blink fatigue by 100%, effectively making your blink cooldown a faster first blink for both your first and chain blink.

    The added range really isn't needed, and you should really just shoot for having the faster cooldown so instead of getting more range/speed, you get base range but use it twice as fast, effectively giving you more overall range and offensive pressure that running speed/range.

    ANYWAY, small little thing since you mentioned the add-ons, I will mention one add-on. It's a common add-on, the Plaid Flannel. It allows you to see your target blink location, and that takes away basically all of the skill part of nurse. It helped me master nurse extremely quickly, and I feel its extremely unfair. Huntress doesn't have an add-on where she can see the trajectory of her hatchets, Pyramid Head doesn't get a hologram of how far and where Punishment of the Damned will go, so Nurse shouldn't be able to see where her blinks go. It's part of the entire skill ceiling, and it literally cuts it in half, if not even more since you can literally see where you're blinking. Other than that, listening to the argument about nurse's add-ons needing to be nerfed is silly, especially the ones you're talking about. The main issue with nurse in the past was you could literally have SEVEN BLINKS LMFAO. The most you can have now is three blinks with the Ultra Rare add-on "torn bookmark", but that warrants you a 50% recharge cooldown (Considering you have 3 blinks to work with now, 50% is agonizingly crippling), and the most you can relieve off of that is 13% with the uncommon "Dark Cincture" add-on. Theres a reason Nurse isn't getting any "nerfs" or "reworks", and thats because from the original Nurse to now, shes been nerfed to the ground. You can't "rework" nurse without making her either A: just completely terrible, or B: literally not nurse. The argument of "nerf her cooldown" is something I can see and get behind. The entire reason Ataxic & Catatonic are so good is because without any cooldown essentially, you basically have free range to blink whenever, warranted you're good enough to blink correctly and work around the cooldown. The big thing here is this is also entirely an add-on set if you're SKILLED at nurse. If you have no idea how to control the blink, I promise you this add-on set, hell any add-on set without the flannel is absolutely useless to you, which is a reason why I feel plaid flannel needs to be removed. Nurse is an extremely powerful killer, if not the best in the game obv. The fact that an add-on like plaid flannel exists is baffling, this should not be an accessible killer. If it was an accessible killer, everybody would use her, which kinda furthers a "if shes so broken why doesn't everybody just use nurse then". I play nurse not to win necessarily, but since its extremely satisfying to see your growth in skill and handling with blinks, and getting good reads and punishing bad plays is an extremely satisfying feeling knowing I'm using an ability with a high skill ceiling. Other than Nurse, I main Spirit and Pyramid Head, and the same applies there. I feel people really whine too much about Nurse, shes not getting any nerfs and she really doesn't need any. The argument of "she can just blink through pallets and wall vaults" is really silly too, why are you wall vaulting and pallet vaulting knowing that information??? If you know you're putting yourself in a situation where you can be punished by the Nurse, why do it? Thats not the Nurse's fault, that's yours lmao. Only nerf im for on Nurse is the removal of Plaid Flannel, other than that shes completely fine base. Her cooldown doesn't need any type of cooldown, but if one were to emerge it'd really just be more of an inconvenience than a hindrance, and wouldn't really change the way nurse operates, hence probably why she hasn't and wont be getting a nerf.

    uhHhhhHh.png

    I think nurses addons are definitely in need of a nerf. Whenever I have a miserable match against one, or other people have miserable matches against one, it's always the same 3 addons used. They are the problem, in my opinion. But if you think they're not, that's fine, you do you. But I heavily disagree.

  • @Gindaen said:

    This patch so far.

    1. Omega Blink Nurse was a problem we nerfed, lets bring it back
    2. Decisive Strike have a 3 second stun was a problem and buffed to 5 seconds, lets bring 3 second Decisive Strike back.
    3. Spirit was an issue so lets buff Iron Will, lets nerf Iron Will

    It's like the developers don't learn from their past mistakes.

    Yeah, disappointed they've reverted changes they know are needed.

  • @Raptorrotas said:

    You better remove those screenshots or censor them. Theyre breaking the name&shame rule.

    Also yikes DSDH survivor complaining about meta nurse.

    First of all, did you even read lmao. No names are shown but mine.... Killer wasn't their name if you somehow thought that, I put that there so they knew what the nurse said lmao. Secondly DS and DH is already being nerfed... so wdym.

  • @adam1233467 said:

    Imagine saying gg ez with double range lol

    "You go play shes hard to play" just walk until you have vision on the survivor in the chase

    Lol exactly!

  • @Mandy said:

    Looping is an integral part of the game and it does take some skill which is where newer players tend to struggle.

    As a killer, you also get bloodlust plus perks to help you to shut down loops if you're struggling. I completely understand when you are new it can be hard to learn how to play around a survivor who is good at looping and learning specific tiles, there are quite a few YouTube videos out there that explains tiles in more detail and how to play them. But I can definitely say, looping is not going anywhere - chases are one of the main parts of the game.

    lol she called you a noob

  • @Tostapane said:

    the only nerfed perk about the survivor's meta was decisive strike, everything else is the same or even BUFFED (dead hard in some cases and borrowed time)

    How is iron will, self-care or spine chill buffed?

  • Exactly. Wish they opted for a better reward that actually made it feel worth it. sigh

  • @ad19970 said:

    Basekit BT changes are actually just 5 seconds, but at least survivors also get a haste status effect.

    It's just not enough, not even close. The endurance and haste effect needs to last 12 seconds, BT works like that now, and pretty much no one complains about the perk. Even with the extra haste status effect added, 12 seconds would still be surely fine. The devs just seem to not qquite get how much of a nerf tunneling and camping need, to make this game more enjoyable for survivors as well. I understand that 5 seconds endurance and haste can make a difference, but just not nearly frequently enough.

    Camping is even getting buffed indirectly. Which is also absolutely awful. The increased gen times really should probably only go live once camping is also being addressed properly, by increasing hook phase duration and removing hook grabs.

    Exactly!

  • @Shaped said:

    Not for me. I don't see solo q being as bad as people make it out to be since sbmm nor do I think it is getting worse.

    I find solo queue painful. Being left on hook for too long, gens not getting done, getting farmed, survivors spending time doing nothing etc. Now this doesn't happen every game, but it happens often enough to be an issue I think.

  • @Malkhrim said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018577#Comment_3018577

    How would DS ever be useless, when it's identical for the whole game except after the Exit Gates are powered? Seriously, people are overreacting way too much to things in this patch. Most of the changes were positive.

    In ruin's case, honestly I think the "gone after first death" should stay, but the nerf to the regression shouldn't have been that big, as the base gen regression is really, really slow. Ruin being gone after one survivor dies would make sense for the way the perk is right now, because staying up for too long means survivors aren't finding the totem and at a real disavantage with ruin up and one of them already dead. It prevents those hard stomps when ruin lasts for the whole game due to lucky RNG and a killer with a very oppressive power... but honestly, I don't think this new base regression speed ruin will slow the game that much at all. If the regression speed was, like, 150%, it could still be useful, but 100% is just not worth it.

    Ds literally only stuns for 3 seconds now, no way are you going to get enough distance for that perk to be useful. The killer is just gonna continue to tunnel you even if you use it. It had a 5 second stun before and worked at end game, now its 3 seconds and doesn't work at endgame, i don't see why anyone would run it over other perks anymore.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018683#Comment_3018683

    They were always very clear that there would be no extra rewards for prestiging, so many players did not.

    Sorry, but going against that now would be unfair for the many players who took the devs at their word.

    If they were very clear, many of us didn't see it, they should have tweeted about it and made sure people were aware of it.

    All i saw was them confirming that the reward would not be cosmetics, charms or auric cells.

  • @ich_häng_mal_rum said:

    Please, no bp 😭 I have all on p3, so if we get this bloodpoints back this would be hundred of millions and this with a bp-cap from 1 million, so we wouldn‘t need to play until you spend this bp what will took weeks of time

    Thats true. Maybe that's too much bps 😂 I'd like bloodpoints and shards. really I'll take anything other than just an icon at this point. 😭

  • @Omans said:

    If they did that then people like myself who kept all their characters at level 50 without prestiging would be rather upset. If they were to include players who will have a very high prestige level on every killer after the change, then okay.

    Well, it's just to compensate the players who p3'd for losing progress by getting rid of items, offerings. addons etc. I just want my bloodpoints I spent p3ing back.

  • @Breadn said:

    I agree. Even something as small as 1000 shards or 50 auric cells per prestige. Just.. something.

    Hell, even a charm! I don't care about a barely noticeable icon that someone will see AFTER the game.

    @LittleBigSunset said:

    Remember when they said they'd be rewarding players for getting their devotion levels up and they never did? Getting the same feeling here. I'm not asking for cosmetics (I main Laurie, after all, and she's probably never getting anything again because of her license but I pray otherwise) but bloodpoints and shards would be awesome and make grinding to P3 on multiple characters worthwhile, or at the very least not feel like a slap in the face.

    Exactly!

  • @ich_häng_mal_rum said:

    https://forum.deadbydaylight.com/en/discussion/330200/p3-reward-is-extremely-disappointing-please-consider-changing-it

    The reward is worthless in my opinion. It’s just disappointing! We loose a lot of addons, items and offerings and getting nothing back.

    I have all characters P3 50 (only haddie and dredge just level 50). With the new prestige system bloodpoints not needed, only for new chapters.

    Yeah. I've been spending my bloodpoints this event p3ing characters hoping it would be something better...

  • @ggezbaby said:

    do we know what the icon is for? like, an icon for the scoreboard or...? seems weird as a reward either way.

    I believe its something like the current p3 icons on the character portraits but ✨fancier✨ and they might show at the scoreboard since it now shows the character you played as, not completely sure.

  • I just want bloodpoints and shards 😭

    No one care about an icon. Not worth the effort.

  • I was p3ing... but this reward absolutely sucks. Extremely disappointing.

  • Yeah ruin, ds, iron will and selfcare are useless perks now.

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