SnakeSound222
SnakeSound222
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- SnakeSound222
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@Animator said:
https://forum.deadbydaylight.com/en/discussion/comment/1010484#Comment_1010484
Nothing wrong with that. 1 extra second in the animation will not change anything in the game, but will only make it better and more atmospheric.
One second can mean everything in DbD. The current grab animation speed is fine.
Balance > Atmosphere all day in this case.
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Given that BHVR is madly in love with a cooldown bar for Killer powers, I wouldn't be surprised if they put his chainsaw on a cooldown because a couple of rank 20s complained. I wonder how many Killer players will be left by then.
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@hammertime said:
Lol to all the survivor players calling killer nerfs buffs. "Oh i play the killer every once in a while." GTFO. Old freddy was better too and survivors bitched about forever freddy like he was better. Before they nerfed him i could surprise attack and find far hidden survivors. The only reason i play doc is because its easy to find survivors and now they just have to stay out of terror radius. That stance change barely took any time and didnt matter to me. Its fine. I stopped playing. Enjoy your wait times panzis you are getting just the game you asked for.
There's no way you've played Doctor against decent Survivors if you think the stance change was fine and didn't cause problems. Also, you only play Doctor because it's easy to find Survivors with him? You sure that isn't an excuse for being bad? Seems like you need to get out of rank 20 and go up against some actual Survivors to see exactly why these changes were made.
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A lot of Survivors don’t want to play a horror game. They just want to loop the Killer for 5 gens every game. Getting good is a foreign concept to them. Unfortunately, those are the Survivors that BHVR Iikes to listen to.
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They’re probably thinking that it could be a Head On bully squad. One Head On Survivor can be really annoying, so I can understand not wanting to face a coordinated 4-man SWF that are all running the perk. It gets worse if they’re running a full locker build.
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They won’t remove them outright. Instead we’ll get a rework/nerf.
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@Mister_xD said:
thats one of the things i protested the most about when i read the update notes.
like, they REALLY gutted Snap out of it:
1) missing a skillcheck resets 25% instead of forcing you to restart
2) you can stop snapping out of it at any time and continue somewhere else without losing progress
3) you get reset to tier 1 after fully snapping out of it
seriously devs, ######### were you thinking here???
I wouldn’t really mind going back to tier 1 if the affliction add-ons would work there. I’m still shocked that the devs haven’t realized that they’re about to make Madness II stronger than Madness III.
I completely agree with the other changes. They seem to be there only to coddle low rank Survivors who refuse to get good. How can you not hit those massive skill checks?! If it’s your first couple of times facing Doctor, then I can understand because you aren’t used to him yet. Any other time the Survivor just needs to get good.
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You can be the Killer’s Terror Radius (Dark Devotion), you can get instadowned and Moried if the gates are powered (Rancor), and in the past you were a high priority target for a Killer with Dying Light (they reworked it though, so this doesn’t happen anymore with the perk).
That’s it.
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I wish they would’ve mentioned his new shock cooldown and made his affliction add-ons work at Madness I to compensate for the Snap Out of It nerfs.
Do the devs really want Madness II to be stronger than Madness III? Hell, I would’ve liked to see reasons for why they gutted Snap Out of It. I now can understand having it bring you down to tier 1, but not the other changes (progress bar doesn’t reset, skill checks only appear at certain times, and missing a skill check doesn’t reset the bar). Those changes are making Snap Out of It a minor inconvenience just like Deep Wound. If a Survivor can’t hit those massive skill checks, then it’s their fault and they need to get good. Coddling them is a terrible solution.
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I’ve seen Steve and Nancy on a regular basis and Demogorgon is one of my favorite Killers.
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I think console sensitivity is too low (even at 100) and the frames aren't as good as they need to be.
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I use it on Wraith. However, I tend to forget that I’m running it and just play like I don’t have it.
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Doctor. He doesn't want to kill you outright. You'll be put through all sorts of experiments and if you die in the process, he'll just start trying to revive you. The process repeats until he has no more use for your body. Imagine being carried away knowing that you're about to be put through hell and that death isn't a guaranteed escape.
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Nah, get good at looping. No god loops to save your skin now. :)
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What is the reasoning behind the Snap Out of It changes?
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For Demogorgon, I currently use Ruin/PGTW/BBQ/Dying Light with Mew's Guts and Rat Liver. However, I've been thinking about switching Ruin out for Corrupt Intervention or Save the Best for Last.
Another build you can use is Enduring/STBFL/Spirit Fury/Gen perk or BBQ. Once you start getting good at landing your Shreds, STBFL becomes a god tier perk on him. Shred doesn't count as a basic attack, meaning that you can hit the Obsession with it and not lose any stacks.
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If the shock cooldown isn’t reduced to a second or less, then it’s actually a nerf. It used to take only one second to switch modes.
The Snap Out of It changes are ######### terrible. All of them need to be reverted. They make Madness 2 stronger than Madness 3 because you will lose your afflictions when the Survivor Snaps Out of It. The skill checks are pretty big, even with Unnerving Presence active. If you’re struggling to hit them, then that’s more of a you problem than a Doctor problem.
I really like Static Blast. The biggest problem that the Killer had with Static Field is how slow the Madness gain from it was. The blast means that a Survivor caught in it will go up a tier no matter what. However, I think the cooldown is too long. I think it should be 30 seconds (maybe 20 if it wouldn’t be too powerful with Iridescent Queen). 60 seconds is a long time in DbD, especially for something like Static Blast that doesn’t deal any damage and can be completely wasted.
I think a couple of his add-ons also need fixing. Obedience didn’t deserve to lose its Exhaustion effect for reverse skill checks that Survivors will quickly get used to. If Survivors can’t play without their Exhaustion perk, then that’s too bad and they need to get good. The reverse skill checks should’ve been part of Doctor’s base kit. The Order add-ons are kinda pointless now because Static Blast guarantees a tier up. I think that they should either decrease the cooldown of Static Blast or have Static Blast give the Survivors some status effects.
One last thing, the base Shock Therapy range buff is too little. 10% isn’t enough. It should’ve been buffed by 25% (basically making Moldy Electrode baseline but without the charge time increase).
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I love playing Pallet Freddy. One of my favorite Killers in the game. It’s so satisfying to get a hit because a Survivor dropped a fake pallet. I’ve actually never played as Snare Freddy because I have so much fun with the pallets. I use Ruin, BBQ, Surveillance, and PGTW along with Red Paint Brush and Paint Thinner.
Balance-wise, he’s pretty high on the tier lists. His teleport gives him good map pressure and you can go for slowdown with the snares or trick the Survivors with the pallets. However, there’s a chance that he could be nerfed if enough low rank Survivors complain again.
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I really hope Demogorgon’s skin is the first one released. It looks I’ll have to break my “don’t pay absurd prices for a skin” rule to get it.
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@Almo said:
"The only things i don't like is the delay of the static shock ability. It takes a second before it hits the survivor and it feels weird. And the long pauze before you can swing again. If those get changed i feel that doc is definitivly better of"
This will be fixed. There's a 0.25 sec extra delay before the Shock Therapy hits that is a bug. It's supposed to be 1 sec, but it's 1.25.
The 3 sec delay before you can hit someone after a Shock Therapy is also too long, and will be reduced. Not sure to what yet, but you're definitely right about those.
Hallelujah! Thank you so much devs! This made my day!
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Oh god why? We didn’t need this crap until it was fixed on PC!
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I don’t think they’re taking any add-ons away. I guess this means I get 200+ Iridescent Queens!
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Oh god why?
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I really hate when Survivors know that they can abuse the ######### FPS on consoles and do so.
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@PoisonN said:
The new shock from doctor... I don't like the range
You mean his Static Blast? It’s always been the size of his terror radius.
If you’re talking about the Shock Therapy, then I agree with you 100%. They should’ve increased it by 25% (basically Moldy Electrode without the charge time increase). The current range is horrible and 10% will not be enough
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It’s obvious that the plan all along was to nerf Doctor into the ground because of the rank 20 Survivors. Here is my suggestions on how to fix him.
- All Snap Out of It changes should be reverted. Those skill checks are pretty big and if you can’t hit them, then that’s your fault. Going down to tier 1 is a terrible change because it makes you not want to get the Survivor to tier 3 because you’ll lose your afflictions from the add-ons. Madness 2 is actually stronger than Madness 3 now.
- The Shock Therapy cooldown is probably the worst idea here. I don’t think you actually have time to take advantage of the stun. The cooldown should be removed so you can take advantage of the full 2.5 second stun. It’s not even worth it to shock instead of going for a hit. I’ve heard that this is going to be fixed and hopefully it will be.
- What is with you guys and significantly reducing movement speed when Doctor is trying to use an ability? Nobody had problems with him using the Static Field in a chase. The Static Blast doesn’t even stun the Survivor. Moving at 67% while charging Shock Therapy makes it even more useless.
- A 10% range increase on Shock Therapy isn’t enough. It needs to be a 25% increase. This makes me think that none of the dev team plays enough Doctor and only took feedback from low rank Survivors.
- 60 seconds is waaay too long of a cooldown on an ability that only reveals your location. That’s a long time in this game. You could complete a good portion of a gen in that time. It needs to be 20-30 seconds maximum at base.
- The Obedience add-on needs to get the Exhaustion effect back. Survivors will get used to counter clockwise skill checks. That should be a part of his base kit instead of being part of an add-on. The Exhaustion effect was very helpful and not overpowered, unless you were a bad Survivor of course.
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I’m not too sure how I feel about the new Ruin, so I haven’t really said anything about it for now.
I’m way more upset about Doctor. Have you seen his changes? They took a mid-tier at best Killer and gutted him.
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He’s close. The devs need to do a lot of fixing to him before this update hits the live build. This is probably going to fall on deaf ears, but here we go:
- All Snap Out of It changes should be reverted. Those skill checks are pretty big and if you can’t hit them, then that’s your fault. Going down to tier 1 is a terrible change because it makes you not want to get the Survivor to tier 3 because you’ll lose your afflictions from the add-ons. Madness 2 is actually stronger than Madness 3 now.
- The Shock Therapy cooldown is probably the worst idea here. I don’t think you actually have time to take advantage of the stun. The cooldown should be removed so you can take advantage of the full 2.5 second stun. It’s not even worth it to shock instead of going for a hit. I’ve heard that this is going to be fixed and hopefully it will be.
- What is with you guys and significantly reducing movement speed when Doctor is trying to use an ability? Nobody had problems with him using the Static Field in a chase. The Static Blast doesn’t even stun the Survivor. Moving at 67% while charging Shock Therapy makes it even more useless.
- A 10% range increase on Shock Therapy isn’t enough. It needs to be a 25% increase. This makes me think that none of the dev team plays enough Doctor and only took feedback from low rank Survivors.
- 60 seconds is waaay too long of a cooldown on an ability that only reveals your location. That’s a long time in this game. You could complete a good portion of a gen in that time. It needs to be 20-30 seconds maximum at base.
- The Obedience add-on needs to get the Exhaustion effect back. Survivors will get used to counter clockwise skill checks. That should be a part of his base kit instead of being part of an add-on. The Exhaustion effect was very helpful and not overpowered, unless you were a bad Survivor of course.
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They didn’t want to risk upsetting the poor rank 20 Survivors.
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That’s what it looks like unfortunately. BHVR made some ######### terrible design decisions. However, I’m not a rank 20 Survivor, so what I do know?
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I’m trying to stay optimistic and hoping that the devs just badly worded the notes or that they’ll make some changes when the patch goes live, but it’s getting very hard to do so knowing how these devs are. I’ve been playing Doc since September 2017, and these changes seem very disappointing. I won’t be surprised if Doctor receives more nerfs after the PTB just because ranks 15-20 still struggled a little bit. It’s obvious at this point that Freddy was a fluke and that every Killer will most likely go the way of Legion and Nurse.
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They can’t fix matchmaking so they’re just trying to hide all of the bugs that they can’t fix. Watch them completely remove ranks one day.
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No Fs in the chat for our good ol’ zappy boi?
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@Raccoon said:
Apparently, you have a 3 second cooldown AFTER zapping someone?!
The Zap 'unable to interact' phase only lasts on a survivor for 2 seconds.
So you zap them, they stand at the pallet mashing space, and they come out on top either way (getting a stun or dropping the pallet risk-free)?
I’m getting the feeling that they said they wanted Doctor to be fun to play as and against just to prevent people from realizing the true purpose of these “updates”.
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They’re also decreasing his movement speed while charging up the Static Blast. It sounds like it’s going to be a big decrease. The rework looks like it’s only going to solve Survivor problems. The devs still don’t seem like they understand how to efficiently play Killer at high ranks.
Really sucks that my worst fears look like they’re coming true. The devs are using fun as a reason to gut every Killer and that Freddy was a fluke. Hopefully the new Doctor just sounds bad on paper or the devs decide to listen to the PTB feedback and buff the hell out of him before the patch hits the live servers.
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@WTBacon said:
They said that hitting the survivor on the hook is a thing they want to be in the game.
Also, if your are the killer and they are hiding in the hooked survivor, that's a good thing. They are enabling you to very easily camp 2 survivors at once, 1 of them in the process of dying. Just sit there and let them get to 2nd phase / death while the other survivor thinks he's hot #########.
And in the process you lose two to three gens. This tactic only works against Survivors who are desperate for the save. It could you cost you the game if you use this against Survivors who do gens.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/962979#Comment_962979
Making his add ons better won't make him better though...I like the ideas but is that really Demo's problem?
It’s one of his problems. I also buffed his base Shred. Add-ons shouldn’t be required, but they shouldn’t be worthless.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/961550#Comment_961550
Making killers rely on add ons to perform well is a dev move. Someone hire this guy 🙄
Except I’m not. I didn’t nerf anything. If you had actually read my post, you would see that all I’m doing is making the add-ons more appealing to use. Look at his add-ons now. You’ll see how worthless a lot of them are. If you don’t want to run add-ons, then don’t! It’s that simple. I’m just trying to make the add-ons actually do something, but I guess reading is hard.
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I’m loving the removal of stance switching because it sucked going at 110% just to shock people. I’m hoping that this helps make the shock stun more consistent because you have to pray that the DbD gods will let the stun work when shocking a Survivor. New chase music and add-ons sounds pretty cool.
I am not 100% on board with the Static Blast. I need more information to say if it was a buff or nerf. Yes, a guaranteed tier up is great, but not with a 60 second cooldown at base. That’s a long time in DbD. You can finish a good portion of a gen in that time. I’m hoping that the devs didn’t nerf Doctor in the name of Survivor fun and that there’s some secret effect that’ll make the 60 second cooldown necessary or he’ll have the cooldown reduced to 20 or 30 seconds.
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I love playing Demogorgon, but I think the devs rushed it or didn't care about it as much as they normally would. It seems like the devs just threw some numbers on the add-ons and just didn't care if they were nearly worthless. I have a list that contains all of the changes I'd like to see happen. Maybe my changes would bring Demogorgon from mid tier to top tier and it could its own against good Survivors. It's pretty long because it goes into detail about the add-on buffs:
1. Add Shred modifiers to more of his add-ons (like charge time and range). It’s not right that most of Demo’s add-ons only affect his portals. He has like three add-ons that affect:Shred. I’ll go into detail later.
2. Lower the footstep sounds. This makes using the Undetectable effect nearly impossible. They should be as loud as every other Killer’s.
3. Remove the map wide roar when attacking or using the portals.
4. Make hitting a successful Shred apply a slight Mangled or Hindered effect. You’re having an 8-9 foot tall supernaturally powered monster throw itself into you at incredibly high speeds. Having to deal with slightly slower movement speed or a larger wound wouldn’t be that surprising.
5. I think his base Shred charge time feels a little too long to me. I find myself thinking “hurry up Demo!” whenever I get ready to use a Shred. It should be slightly lowered from 65% to 50%.
6. Fix the add-on numbers. For being Rare or Very Rare add-ons, their numbers are PATHETIC. Most of the Very Rare and the Rare Undetectable add-ons seem like they should be Common or Uncommon. I’ll go into detail below.
Detailed add-on buffs (these add-ons are not having their current effect replaced):
*Leprose Lichen/Red Moss: A fully charged Shred will apply the Exposed effect.
Unknown Egg: Increases Of The Abyss power recovery by 5 seconds. Considerably increases Shred range. Moderately increases Shred charge time.
Upside Down Resin: Increases the time to seal a portal to 18 seconds.
Vermilion Webcap: Increases the duration of the Undetectable effect by 5 seconds.
Lifeguard Whistle: The Exhausted effect now lasts 30 seconds. *Slightly/Moderately decreases Shred charge time.
Deer Lung: Moderately decreases Shred charge time.
Violet Waxcap: Increases the duration of the Undetectable effect by 3 seconds.
Brass Case Lighter: The Blindness status effect lasts for 120 seconds. *Slightly decreases Shred charge time.
Thorny Vines: Increases the radius in which Survivors can be detected by Of The Abyss by 3 meters. Increases the time to seal a portal to 16 seconds.
Eleven’s Soda: Increases Of The Abyss power recovery by 3 seconds. Moderately increases Shred range. Slightly increases Shred charge time.
Barb’s Glasses: Slightly increases Shred range.
Rotten Green Tripe: Slightly decreases Shred charge time.
Viscous Webbing: Increases the time to seal a portal to 14 seconds.
Sticky Lining: Increases the radius in which Survivors can be detected by Of The Abyss by 2 meters.
Rat Tail: Slightly increases Shred range.
Rat Liver: Slightly decreases Shred charge time.
Black Heart: Increases the radius in which Survivors can be detected by Of The Abyss by 1 meter.
Rotten Pumpkin: Reduces portal setting restrictions by 50%.
* indicates that I’m not 100% sure about that change.
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I think that we should take a good look at map design first. Some of the maps are horribly designed. There's either too many strong loops or the map is too big. You could be down a gen very early just because you were busy checking the others.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/960036#Comment_960036
They want to kill dbd, that's their plan.
On a serious note: can't anyone of the devs see that? Like, are they so blind? Can't they think 2 steps ahead? I'm baffled.
First they made swf not average rank anymore but the highest. This alone made low rank Q longer + new survivors won't have any fun playing with a red ranks friend.
After that, they basically removed the rank reset. Give it a few months and yellow + grey ranks will be an empty desert.
They really don't want to get new players into dbd or what? They game will fall and die without new players. Veterans are important, but they alone can't keep it alive for a multiple years.
When it comes to the ranking system, I don't think they test out their changes very much or think about the future consequences. They probably just test the updated ranking system out for a few minutes and think "Yeah, it's ok, this can be released". I'm really curious about what their plans are for when gray and yellow ranks eventually become a wasteland.
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I have no clue. I got it done last night with by grabbing a Survivor as they were exiting a locker and trying to open a gate. Going by the description, it sounds like finding a Survivor in a locker might not count because you're not interrupting an action.
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Finish my builds on Demogorgon and Plague (Demo only needs PGTW 3 but Plague needs a lot more work done, not sure I'll finish her)
Stock up on add-ons and offerings for Doctor, Freddy, Demo, and Plague
Finish my remaining adepts
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@joker7997 said:
https://dbd.onteh.net.au/archives
This links to leaked rift 2 challenges. It is the dr, spirit, David, jane
Those challenges sound great (except for maybe the key and Mori ones)! They're nowhere near as bad as some of the challenges from the current Tome. So glad that they're focusing on Doc during this Tome because he's one of my favorite Killers.
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He’s slowed while uncloaking and you can see his shimmer.
As for the videos, remember that Tru3Talent (I’m listing him because he’s the one who popularized this) is using a full build and his skill to win. That’s how he did his Day of Wraith thing a couple weeks ago. Pretty sure every Killer can get good use out of an anti-heal perk build.
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The chapter you're talking about is the Cursed Legacy (Oni/Yui) chapter. The last chapter on the roadmap always releases in the next year. Demise of the Faithful (Plague/Jane) was part of the 2018 roadmap but released in March 2019.
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What map was it? What was everyone’s loadout? Was the Killer new or just messing around? Were they AFK?
There’s many factors that you have to consider when talking about gen speed.
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After tier 70, the paid track should give Auric Cells and the free track should give Shards and BP (they should also be added to tiers before 70 because the free track is basically a wasteland in the later tiers with only like one cosmetic or charm appearing per page).
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@oh_0k said:
I heard the next tome will be David and Jane with Doctor and Spirit
Yes, Doctor! Please let this be true!