SquillDBD
SquillDBD
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- SquillDBD
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Comments
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I don't think you realize how slow 75% is, that's the movement speed of being intoxicated. I would be okay with 95% like the huntress add ons.
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/comment/1653052#Comment_1653052
So like...they dont become injured?
Yes they should become injured that's the whole point of taking a hit for your teammate. However, there shouldn't be a perk liked forced penance that give you an extra penalty for taking a protection hit. Hence, Force Penance should be reworked into something else.
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It's been leaked to come out around November 19
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@timbologna said:
https://forum.deadbydaylight.com/en/discussion/comment/1652777#Comment_1652777
There should be no penalty for getting hit by the killer?
No, the survivor should not get punished for doing a skillful action of taking a protection hit for their teammate.
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@NuclearBurrito said:
Note that there are some changes in the PTB that weren't documented
Specifically, Mindbreaker no longer has the 50% gen requirement, and thanataphobia now effects totem cleansing. That 2nd one is the reason I'm not calling the change a nerf inspite of what would otherwise be an insufficient numbers buff.
As for some of the other things you said.
Forced Penance is a very underrated perk, in particular it's a perk that's great for stealth Killers as an answer to hyper altruism (aka: the counter to stealth Killers). This is because Stealth Killers can easily both proc the perk (by ambushing unhookers and healers) and make use of the perk's effect(by ambushing broken Survivors on gens). So I would not agree to a rework or whatever.
As for blood pact, you can't remove the healing requirement, you'd be left with an effect that is never triggered.
Healing isn't a prerequisite, it's a trigger.
For example, with the second wind perk, Healing a Survivor is a condition, while being unhooked is the perks trigger.
For lithe, vaulting a window is the trigger, while not being exhausted is a condition.
ect ect ect
Blood pact's condition is having the Survivor you are interacting with be the obsession, healing or being healed is a trigger, not a condition. As such removing it is the same as removing the effect entirely unless it's replaced with something else.
I meant that within 16m of the obsession would be the only requirement for blood pact. Thanataphobia just does nothing anyway still. I'm glad they removed the 50% requirement, but 5 seconds is still way too short. Forced Penance, even if it's truly underrated, is still unhealthy because survivors shouldn't be punished for taking a protection hit.
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Spirit does not need any base kit changes; however, her movement speed add ons are way too strong, and need to be changed.
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This is much more healthy for the game then just making moris second hook because that still promotes hardcore tunneling, and they key is no longer a free escape
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I'm still waiting for the pizza one.
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@Onyx_Blue said:
@SquillDBD unmindgamable? Wow ok, sure thing.
All this post and your reply tells me is that you're not that good at killer. The play I told you in my comment is literally a mindgame/outplay.
You can also mindgame long wall tile by faking a vault and then vaulting to catch them out. You can also not give them the fast vault from pallet by chasing through the interior and getting the pallet dropped asap by not respecting it to get that tile weakened quickly. Moonwalking is a thing too. But yeah, you keep thinking it's unmindgamable
There is only so much a mind game can do especially when the survivor can literally see through the wall. I play a lot of survivor and always end up chaining loops and wasting a ton of time on these op jungle gyms. The killer needs some sense of control over the chase because right now a lot of it is up to the survivor.
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I really do not understand how anyone can say Deathslinger needs a nerf. I can only see people saying this if they are very low-experience/ new survivors. The only things that need a nerf regarding killers are some add ons such as Spirit movement speed and iri head. Mori offerings need to be deleted and the cypress mori should become a core game mechanic.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1529600#Comment_1529600
https://forum.deadbydaylight.com/en/discussion/comment/1529860#Comment_1529860
so you guys know trapper needs a lot of preparation to make his power work and huntress have to reload right? don't be dumb Billy is the only killer with insane mobility and insta down without any limitations
The only valuable information that I see in this post is the fact that trapper needs some buffs and overhauls.
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I don't know how anyone can say that killers need nerfs WHEN SWF IS STILL IN THE GAME
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Or they could just remove ds from the game
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Just don't go down near basement. You as a survivor need to respect the basement like the killer would respect a pallet.
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Autodidact is fine. They need to focus on some the useless perks.
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YES THIS IS WHAT IVE BEEN SAYING FOR A WHILE
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I don't think they should change trapper's mori because it's kind of nostalgic in a way.
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@Onyx_Blue said:
That's all you'd change? His Snares are boring and unimaginative. He needs a power that actually has a fun interaction between the two roles.
These should be his changes:
- Slightly increased recharge rate of Gen Projection.
- Once Freddy has began charging Gen Projection and it reaches 75% he is locked into commiting to it.
- Give him his 'beam' back, and make it so survivors tagged by it experience an acceleration in their sleep timer. (Removing the effect of entering Dream World 'falling asleep' when he hits you).
- Suffers a minor stagger/stutter effect when cancelling Gen Projection or the 'beam'.
- Dream Pallets are his base power and it now takes 0.75 seconds to place a Dream Pallet with an additional stutter effect after using it.
- His lullaby is his Terror Radius while awake; asleep is a new unique Terror Radius (also new chase music).
- New add-ons affect sleep time and skill-check frequency.
- All Survivors start the match in Dream World as default.
- Red Paint Brush now "Causes The Nightmare to also appear intermittedly to asleep survivors from 16m to 32m, and is invisible beyond that."
I don't think the game is in a state where any killer needs a nerf. The devs need to stop nerfing killers and actually think about how they can slow the game down so time is a bit more manageable for killers. Before you say I'm a killer main, I will have you know that I play both sides evenly and started playing the game in July of 2016. I've achieved around 3000 hours and I have a good idea of what needs to be changed. Freddy does not need a nerf PERIOD. The only things regarding killers that need nerfing are add ons such as Spirit movement speed add ons and Iri head. Otherwise, the devs just need to focus on slowing down the game and buffing specific killers such as Clown, Legion, Myers, and Pig. Also, some quality of life buffs to solo queue like an emoticon system would be great.
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Shouldn't be based off terror radius. It should be within 10 meters of the hook.
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@Onyx_Blue said:
Nooooo. Just no. That variation of the jubgle gym is actuall the easier one to mindgame. Just give the survivor the pallet, and then approach from the extended wall near pallet while moonwalking = easy shutdown. We don't need any more breakable walls that make tiles easy mode for killers
You do realize that both of the basic jungle gym tiles are unmindgameable right and become an infinite for a somewhat decent survivor...
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Botany Knowledge and Vault speed build (spine chill, resilience) works really well with self care.
