SpaghettiVase
SpaghettiVase
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3168840#Comment_3168840
are you creative to give negative answers, and if the devs decided to put this system as they did with the BT basekit? I bet many killers rejected the idea, in your minds anything you put in the game is bad, for you the game should be the same as 2016
You're really not making a good case for YOUR idea when you call everyone else bad and saying "Well you just don't get it." You came up with this, you made the thread, actually defend it instead of casting petty insults at people.
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No thanks, 75% is plenty strong for permanent noise reduction. Also being annoyed by something isn't a justification to keep a broken perk broken, instead remind BHVR they were going to work on noise normalization so the jeffs and janes of the game don't sound like a bull in a fine china shop every time they are injured.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3167057#Comment_3167057
Toxicity has nothing to do with that.
One side could get all the strong perks and buffs in the world and still be toxic.
I think it is toxic, not throwing slurs in the endgame toxic but it's a different kind of toxic. I wonder how many people have tried to get better at a killer only to feel bad about it because they end up here and see "I hate this killer and they should be unplayable and anyone who plays them should feel bad" crap.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3167512#Comment_3167512
While I just checked and it is true, at 2 and 3 survivors it respectively adds 1 and 3 seconds to the time it would take if the bonus was additive.
However at 4 survivors the difference is quite bigger, as every survivor repairs at 0.8 times the normal speed.
luckily there aren't too many 4 man gen spawns on most maps. That being said if the killer is letting you get away with that then what the heck is going on? KIller must be doing a blindfold gaming challenge.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3166407#Comment_3166407
No, it actually does remove it entirely. The penalty is exactly the same as the bonus PT gives.
no it isn't. It's not additive it's multiplicative. It's taking the charges you repair at based on how many people then multiplying it by 15% and adding the result on top. With two people you repair at .85 charges a second. with prove it's about .98.
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@Tsulan said:
Fascinating how the same people that complain about only facing nurse, blight and now wesker. Are the people that cherrish not facing hag anymore.
No wonder this community is so toxic, you can't please anyone ever.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3165850#Comment_3165850
A gen solo takes 90 seconds.
2 people working on a generator with PT takes 45 seconds.
3 people working on a generator with PT takes 30 seconds.
PT doesn't reduce the time to work on a generator, it removes the self debuff survivors have when working together on a generator. It's not exactly strong at the start of the game, but it's strong with 1-2 generators left when you want to focus on one specific generator.
It doesn’t remove the debuff completely, it balances it out a tiny bit. You are still taking a penalty just not a heavy one.
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It doesn't block the map from appearing at all, it just blocks the offering from increasing the chance.
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my point is that's not really a good thing, the character they come from should be able to use them effectively. maybe not be the best with them but given that a new player wouldn't have any choices except a handful of general perks and base perks, they shouldn't be so convoluted in relation to the killers basekit.
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@Yamaoka said:
It already got nerfed. It used to work unconditionally. Now it's basic attack only which means Bubba aka owner of said perk can't use it with his own ability.
tbh a lot of perks don't match the character they came from, Dark Devotion was a basic attack ability forever from plague, a character who will probably never ever m1 anyone.
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you're just countering the weaker killers. we don't need more counters to the bottom of the barrel.
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We can nerf Coulrophobia when we nerf medkits.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3158843#Comment_3158843
If it kicked in at 50% that would fix this, and still give the killer info for the 99% exit gates.
theres already a fairly loud audio cue as well as red blinking lights. If they open the gate under your nose, you patrolled poorly. You dont need every advantage to get a 4k
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I’d have to check the wording but it may be phrased a certain way. For example I believe(its been a while since i used it however) dark sense requires the killer to enter a 24 meter radius around you, but after that it’s infinite range. wiretap may be similar but I haven’t read the description. However, BHVR’s descriptions often leave a lot to be desired as to what the heck they actually mean
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@ThiccBudhha said:
Lol... No.
If they do nerf it, they will just get rid of the buff they recently gave it. There is not much else they can do to cater to your every whim.
I’d personally would rather see it’s secondary effect not stack with itself. Feels like a double dip and consumes 2 distortion tokens for literally one second of reading. Feels a bit cheap. Luckily most people I encounter oddly enough never have tier three lethal.
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@Brokenbones said:
Just posting this for context:
https://twitter.com/johnwanggd/status/1564639290256146433
So here's your offiical answer from one of DBD's gameplay programmers. Someone mentioned it earlier but here's the tweet
PFFT so it was just supposed to be as bad as it is now. That's amazing logic BHVR. The perk isn't dog crap because of a bug, better fix that bug. There are bugs that have been in the game since man first started to walk yet they haven't been fixed no matter how dentrimental they are. Better fix the meme perks to be worse.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3160306#Comment_3160306
What M2 killers would it be overpowered on?
Also it having no cooldown is basically irrelevant. If a killer is getting a down quicker than every 40s (the previous cooldown), the generator damage is the least of the survivors' worries. The "cooldown" is the time it takes to find, chase, and down a survivor anyways.
I dont think its a question of overpowered-ness more a question of in what way is the distance calculated. Huntress downing you from 100m do you want the range to be based on where the person was downed or where you are.
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It seems to work sometimes but other times not at all. I really don't know what's happening also cakes, flans, and streamers seem to be giving way less points than they should.
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Scott Jund is a boring streamer who complains all the time about "Boring Killers" "omg it's onyro doing condemmed rush? boring. Legion. boring. artist. boring." If he's so bored maybe he should just quit cuz he's boring me to death over here.
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but the forums said it's a killer perk and that it's not worth using and that i'm throwing if i equip it and I can't use it in solo queue and and and...
Run whatever you want, or don't run what you don't want, but don't be surprised when you get a game where "Oh i should of used this."
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based on the blast mine nerf I expect overwhelming pressense to get a 50% nerf, furitive chase to pause the hook timer, and premonition to reveal your aura. Maybe if we're very lucky buckle up will get a 50% pick up speed reduction in exchange for doing it silently.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3159210#Comment_3159210
Right, so we don't know why it was nerfed. The rumour seems to be that it had some issues with Wiretap that warranted the change, and if that's true the answer is obviously "yes", it was necessary.
But, we don't know that.
But the change wasn't necessary if it was just a matter of recoding it. It's an easy way out like the Pain Res+Merciless thing. I expect the dev's to do better and not just do whats easiest regardless of the effect it has on the overall state of the game.
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@get_barted said:
I think it was a bug they couldnt fix so they called it perk change. It wasnt in the PTB notes or in the dev update from last week. It was like this in the PTB and was reported as a bug. I hope it gets reverted back. I also would like a response from the devs on one of the numerous posts about this on why they made this change and effectively making this perk useless.
i mean it would make some sense since they ignored the repressed alliance/blast mine interaction for a while.
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3158383#Comment_3158383
well it's unrealistic idea which will not be considered I'm sure that's all. I also explained why. It will not happen. lmao
just because someone is downed you don't get 24 meters of aura reading and going up from there.
All you had to say was the aura range was too big, yet you went on a tirade.
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@Devil_hit11 said:
Blast mine works like dragon grip for killer now. honestly both dragon grip and blast mine should not go on cooldown if the effect is not triggered.
i know the idea is risk vs reward but the risk does not meet the reward for either of these perks.
I've gotten downs by dragon's grip. I've gotten 4 second stuns that did nothing to keep the gen protected and did nothing to keep me protected. It's a meme perk, dragon's grip can work if you know how to play around it, blast mine is for giggles and to complete blind/stun challenges because you're not good with flashlights or don't wanna bother with pre-drop hold w teammates blowing every pallet they can find.
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Just wait for next patch when they make smash hit and head-on kill you instantly if you miss the stun.
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/3154917#Comment_3154917
face camping is hard countered by holding m1 and letting the person being facecamped die while they land their skill checks for 60+ seconds (the + is for if kinship is in the picture)
Not if they have stuff like deadlock, then they get enough slowdown to find someone else easily. Also solo-queue. Also having to sit on the hook as the optimal way to go about it is boring and flawed design.
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@TheSubstitute said:
My unpopular opinion
I hate Nurse complaint threads and also when people don't understand how MMR works.
MMR, when it works, should place you against other people at your MMR. If, and I'll use Nurse since she's the complaint d'joure, you are up against a Nurse that beats you there are a few possibilities:
(1) The Nurse is in your MMR but, for some reason that may or may not be your fault, you lost. If the Nurse is in your MMR then that Nurse is being beaten by other survivors at your MMR but, for whatever reason you lost. Maybe you're just not that good at versing Nurse but you're good enough at versing Huntress, as an example, you're at that MMR.
(2) MMR is not working that day and you got placed against a much better Killer than you are a Survivor. In that case, if you don't lose, something is broken in Survivor design.
(3) You met a Nurse that MMR is still placing accurately. Maybe they look like a level one Nurse but this is their second account and they played for thousands of hours on their first account. They'll be out of your MMR soon enough; or
(4) The Nurse is smurfing.
If you're complaining on the forums about Nurse and you say you met a god tier Nurse that's very unlikely unless you are a god tier survivor. Unless, of course, MMR is not working or the Nurse is smurfing.
We don't know the kill stats. Nurse might be balanced at high level. Or she might not be. I don't know and neither do the nerf Nurse thread authors. I do well against the Nurses I face but I'm not a god tier survivor and I'm not facing god tier Nurses. And, as BHVR has stated there is only a very small number of people at high MMR, most people reading this won't be god tier either.
Nurse doesn't stomp at low level, is a toss-up at mid level and is one of two Killers that seem to stand a chance at high level. Most of her supposed invincibility comes from survivors who have bought into that myth sabotaging their team and either DCing or dying on hook. I die more to Blight than to Nurse but that's probably because I understand Nurse's mechanics better than Blight's mechanics.
Can people get back to complaining about NOED please? At least those threads were more entertaining. Or, at least, when posting about Nurse post about something that makes sense such as the extra speed from distance add ons that fortunately gets removed tomorrow or even interaction with Exposed effects, instead of just the 'There's no counterplay!!!' threads ad nauseam.
Wel i basically share this opinion so it’s not that unpopular.
I’m not high mmr by a long shot, i suck. However, when i get nurses at my skill level, i can give them a run for their money. The games I lose to accurate mmr level nurses are either my teammates throwing in the towel cuz they get downed once, or them just being completely clueless. Wouldn’t matter if it was nurse or not they’d still be clueless.
My other unpopular opinions. I hate tombstone myers as well as perma tier three myers. I hate them combined and individually, i think they are toxic game design that are only really countered by total stealth on the survivor side as its not like getting tier 3 is impossible before 5 gens get done. I also hate ghostface, i hate how he can 99% survivors and pop them whenever he wishes. I hate his whacky reveal mechanic that works sometimes but doesn’t work other times. you can see his shoulder and reveal him or you can stare him in the eyes and nothing will happen. I really just hate stealth killers in general because i have to constantly move my camera while i do gens and it makes me dizzy. I think stealth killers should be noticeable or louder when they are stealthing, I think Michael only gets louder when he gets out of stealth. I also think both sides need to stop complaining about the other trying to win. No dip all killers are playing nurse and blight because it’s reliable to get kills. no dip all survivors are running PTS, BNP, COH, with medkits galore, its the reliable to get escapes.
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@soulfire22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3157943#Comment_3157943
also strangely fitting considering most nurse mains are the most toxic people too so nah fits either way thanks tho
what do you mean? Do you mean actually toxic? Do you mean saying slurs and ggez’ing in end game chat or do you mean they didn’t follow the survivor rulebook of absolute fairness which means no perks, strats, or addons you don’t personally like. Did they “camp” a three gen, did they tunnel a survivor? Is that all it takes to be toxic?
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3157575#Comment_3157575
I'm not saying it's easy. But Ghostface has an addon to slowdown reveal time from person on hook which would help if you really wanted to do it.
But if you can do it easier with Myers or Sadako, no one is going to play Ghostface to do it. But I am curious if it's possible.
i mean i'm sure the real reason that myers and sadako haven't been killswitched is because unlike clown this bug is intentionally done. If you were clown you could have not known about the perma haste and still did it by accident. With these killers you are making a decision so I would guess they expect the report system to take care of them. Also i imagine most sadakos, myers, whoever else can bug out the hook like this, aren't actually playing this way even if they know about the bug.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3157373#Comment_3157373
I can't imagine Ghostface couldn't if the issue stems with killers losing their collision. As like Myers, Ghostface has no collision while stalking.
well wouldn't it be rather difficult as survivors would knock you out of stealth?
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@badrepo said:
I mean why would they. You cannot unhook against a face camping bubba and they are fine with this so why would they killswitch Sadako for having uncounterable facecamp
But you can unhook against a facecamping bubba, you just either trade or are unsuccessful. You literally can’t unhook against Myers or Sadako when they do this as the make the prompt unavailable.
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Are we killswitching myers too since he can also do this?
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@botany_nerd said:
https://forum.deadbydaylight.com/en/discussion/comment/3156294#Comment_3156294
well if we go by how the game considers mmr then no we can't say he won since mmr only goes up for survivors if and only IF they escape out the exit gate which is causing so many problems with players you get but thats already been talked about to death.
One game isn't going to tank you to baby survivor level. People need to not care about their mmr so much especially if they are tired of "Nurse/Blight every game"
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Learn to take roll with the punches and just call the game a win. The fact that you win and are still salty about not escaping is a you problem my dude.
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I'd rather map offerings get a special offering slot. You'd see more variety of offerings if people didn't have to choose between map, BP, or challenge, or whatever. It would also make green ward way better and not be a gamble for a wasted offering.
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You mean the combination that was so hard to pull off that it was basically random unless the killer somehow was either hacking or extremely aware? This combination didn't need nerfs, nor did PR+DMS need to be brought back. All people had to do was let go and you don't get a missed skill check explosion. BHVR panicked over twitter meme videos of "OMG 40 MERCILESS STORM SKILLCHECKS SO BROKEN!" when they were in-games that they were intentionally trying to make this interaction happen.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154917#Comment_3154917
Well it does nerf camping indirectly, but only barely.
I do think that if survivors manage to trade hooks often enough, they can still win by getting at least 3 survivors out. That's also one of the reasons I really want hook grabs removed. It's such an outdated mechanic.
Add to that an hook phase duration increase from 60 to 70 seconds, and I think that would be a good first nerf to camping. It would surely balance out the queue times again.
i think the problem is facecamping and solo queue. even if you take kindred, people will still flock to you and depending on the killer they can easily mop up. I don't get that bothered by camping itself it's just horrible seeing it work so often just because people don't wanna do gens instead
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@dugman said:
The thing to ask yourself is, if the perk gave everyone a 2% movement speed bonus across the entire map would it be too powerful? If the answer is no then a simple buff would be remove the range restriction on the Boon. If the answer is yes, but also the current Boon is too weak because its range is too small, then there must exist a bracket of ranges where you can set that parameter and the perk will be relatively ok.
So if Dark Theory does need a buff then I think increasing the range is the way to go rather than increasing its speed bonus.
If you're increasing the range then you're going to have to make it not work with other boons or somehow differentiate the different boon powers on the same boon. That would be a nightmare for players to figure out.
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I personally find it funny that they labelled it "camping and tunneling" in the patch notes but it really only affects tunneling and proxy camping, nothing about face camping which i would say is the worse issue. Maybe not on a wide enough scale but it always guarantees a hook trade.
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@yousef0930 said:
https://forum.deadbydaylight.com/en/discussion/comment/3145910#Comment_3145910
Seems like you don't have ANY idea about the game, I suggest you to read the perks and then come here and tell your idea
okay so instead of explaining yourself you try to insult me? Flashbang and diversion literally don't do the same thing, unless you're someone who drops flashbangs for the noise notification, which is a huge waste. Diversion is for that, creating a diversion. Flashbangs are literally just old firecrackers made into a perk, it's a flashlight save without the flashlight commitment. I suggest you actually learn what the perks do before you make a post suggesting that they need to be changed.
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@Seanzu said:
Most people don't believe the in-game reporting does anything so a lot of people just make joke reports, especially for content.
they very much don't do anything, BHVR has admitted as much as they are only a way to tag the person/match. It's up to the reporter to submit an ACTUAL report through support.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3152904#Comment_3152904
All I am saying is that a killer has NEVER reached out and called me anything. Survivors do it on the regular. This is not even an "us versus them" as I play both sides. It is more of an observation, one that I happen to share with a lot of the community because I watch a lot of toxic videos and you can imagine how the ratio must be skewed. Those delusional killers are probably just survivors mains on killer given how unicorn rare they are. It would not surprise me in the slightest.
While I don't play that many PC players often I do see a lot more toxicity from survivor side than killer, or at least survivors seem way more willing to start the conversation with accusations of camping, tunneling, whatever, regardless of how the game actually played out.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3146452#Comment_3146452
Moving characters up and down in tiers is great game design. That's exactly the same thing they do with League of Legends, and about every other game that have different characters, across the board.
Nurse has been broken-tier since game release (6 Years), let's dump her into D-Tier and let some other killers shine.
that's BAD game design, and exactly why i left league. Having rock paper scissors in champ select is genuinely the most boring garbage. Leaving killers bad is also bad game design but luckily there aren't many that are actually bad, but are instead just boring. The fact that the "Nerf Nurse" crowd won't be satisfied until she's actually unplayable really just solidifies that they shouldn't be listened to at all by anyone.
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Wow these forums totally aren't overdramtic at all.
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I have no clue what flashbang perk you're referring to unless you mean Flashbang itself, which isn't anyway like diversion or even used in a similar fashion.
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Maybe they didn't do it because it's a bad idea.
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I don't think the game is actually survivor sided more so it's just the game has no way to make killer feel actually rewarding. If you try to 12 hook everyone chances are you're gonna be in for rough games. If you camp, tunnel, and stack slowdowns, you'll end up seeing way more kills but it's not really a fun experience either for either side.
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3142091#Comment_3142091
Pain res by itself gives no real information. The scream is global and their is no directional notification. I am right about the perk by itself, yes if the killer is running dms and survivors allow themselves to get kicked off the gen then you get info.
if you think the scream isn't real information then let me introduce you to headphones.
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If we are going strictly gameplay then Nurse. She makes you play outside the box and I love it. Really makes me feel good when the nurse gives up because she realizes the time sink is gonna be too much to be worth the down. However if we are going in general, i like playing against and as clown just for his character in game, laughing at everything is just a delight.