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Ssajbambusa

Ssajbambusa

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Ssajbambusa
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  • BNPs are tricky. They are way, way more balanced than they were before, but are still strong. In all honesty I really liked the second iteration with infinite skillchecks popping untill you finished gen or got interrupted or missed one (It was just fun to use or laugh at people for wasting it).

    They are very strong, especially that survivor doesn't destroy their item in the process of using one... and for the sake of balance they should be removed... but there would be literally nothing worth of iridescent quality in survivor blood web.

    Keys are one person escape (Skeleton with addons is still strong) so they are not that impactful anymore, Map is too weak to be top rarity (even though it's my favourite item, despite it not tracking shack before it gets visible anymore), moon boquets do not exist... Flashlight are not super strong anyway (and Lightborn exists) so... with BNP gone there would be nothing worth being iridescent.

  • The thing about the boons... they are simply too fun and use and survivor mains will protest.

    I don't expect anything to happen to boon perks, knowing bhvr.


    I do think that boon perks themselves are issue (for example I don't think CoH is op), the very boon mechanics are the problem.

    Killer have 4 perks, survivors have 16. Killer's hexes are one time use, survivor boons have unlimited uses and provide bonus to entire team... It's just too strong for a single perk slot, math doesn't check in the already survivor sided game.

    My solution: Every survivor can bless a totem a finite amount of times: 2+x where x is amount of boon perks in your loudlout. So Having just one boon in loudout gives you 3 times, having all 3 gives you 5 times. Then you simply cannot do it again. Alternatively totem can simply break after being snuffed out for the third time - which would be interesting mechanic now that we have Hex:Pentimento

  • @Bennett_They1Them I'm not going to lie, I didn't do it successfully even a single time myself... I simply noticed people in vods doing this and I find it really cool to watch - someone thinking so fast in the heat of the moment.

  • Noone who actually wants to have a chance to win plays Hillbilly. There are reasons why guy like Otzdarva placed him on second from the bottom tier in his list.

    His overheat mechanic is not such a big issue as you need to rev the chainsaw a lot to get there, but it still can get in your way and actually prevent killer player to use his power effectively. You can't travel across the map, zone a little bit, attempt a hit and then zone more/break pallet... just not enough overheat meter for it.

    Oh you were mindgaming hard on a loop tile? It would be a shame if you overdid it just by a split of second so your power is now gone and they got to keep looping or just run away for free...

    As Hillbilly you need to be very precise if you would like to go for something more fancy than a backrub, read the survivors perfectly and pray the did not read you or just strafed to the side. Missing a chainsaw results in either bumping or just sawwing the air - in both cases being stuck in lenghty animation during which survivor goes free and can start looping all over again.

    Instadown is strong, but only if survivor makes major mistake - all it takes is to just stay near windows and you are invincible or force the killer to use his m1 - which makes his a basic killer who you can loop, bully with dead hard and all this spicy, balanced stuff.

    I don't even think that he was op with his old charge time addons... just stay near windows and he can't do anything. Spine Chill helps with this a lot (just like against EVERY killer, but Billy, Nurse, Spirit and stealth killers in particular). People cried about his charge time addons so now they are gone... but with them the other family of addons which was very useful - cooldown after chainsaw which reduced the animation of actuall savving motion. His addons right now are a joke, only Lopro Chains help a little bit or maybe the undetectable at times - but they are one time use addons per match, survivors will notice and play accordingly.

    We are left with killer who has mobility, has potential for lethality, but his actuall skill floor required to do anything in the loops is ridiculously high - and every little mistake you make is heavily penalized by decent survivor without even using a pallet. Curving, feathering, faking and bluffing - it all is extremely hard with him, because you have to be extremely precise to now waste time. There are no decent addons to actually help you - the cooldown after chainsaw ones I miss the most. In all honesty I find him harder to play than Nurse and I used to call myself Billy main. Check Otz's take on Hillbilly - https://youtu.be/hc80gyYm278?t=4819

    Edit: Let me quote what developers have posted while releasing patch 4.1.0 (mid chapter patch which nerfed Billy and buffed Bubba (Bubba is so good and fun now!)).

    Keeping with the theme of everything chainsaws, The Hillbilly is also receiving some changes in this update. For the most part, we are happy with the way The Hillbilly performs. His power is very versatile, allowing him to quickly traverse the map, zone out Survivors and instantly down them. From a Survivor’s perspective, there is also a reasonable amount of counterplay, leading to interesting chases where the best player often comes out on top.

    This is an unfunny joke. If he is a balanced killer who's power leads to interesting chases where the best player often comes out on top... why even touching him?

    One one positive thing: His small quality of life changes to speed speed addons are nice, but still not enough.

  • Dead Hard is not a problem, Hit validation is.

  • @Bennett_They1Them Like I posted before I cannot agree with removing the clicking entirely and here's whiy:

    sometimes you screw up the timing and notice it during the flashing... so you can still pause for split second to correct the initial error and get the flashlight save. Your solution makes it impossible, while mine just burns a little bit more of the flashlight.

  • @ShadowNurseZFX Getting a skillcheck instead of gen epxloding immediately is a huge nerf. Maybe I am biased, because I actually used to work through old ruin and not run a chicken with it's head chopped (I miss old ruind btw, so bad perk, sorting out good from bad survivors so easily). Opression? Overcharge? Ds with unnerwing presence? These are really not hard to hit if you actually try - and thus it is a nerf of Jolt. Perk isn't super strong anyway and it doesn't need further nerfs.

  • Okay, I actually do like this idea. This could make for a fun addon. Yellow +1 active zombie corpse at a time. Purple +2 active zombie corpses at a time with default being 0.

    Edit: I think Nemesis is quite okay spot. A bit underwhelming when survivors don't make too many mistakes, but I do enjoy playing as and against him.

  • You clearly won the argument with this statement.

    I shall move back into the shadows, where I belong, sir.

  • @Faulds Guy who was trying to deny that revving a chainsaw on every single pallet and loop is bad idea and very easily punishable one... Am sorry dude, but your credibility is 0 when speaking about Billy or making comparisons to him.

    Slinger is trash at the moment though and needs anything devs are willing to give him. In most stuctures all a survivor has to do is hold w, because this tiny amount of time it takes him to take aim is exactly what a survivor needs to be already behind the pallet (LongWall Jungle gym, CowTree, without a 50/50 mindgame it's impossible to get a shot there anymore).

  • Many good changes, but even more bad ones. We'll make it is already one of the strongest healing perks and was buffed already. No.

    Hangman's Trick - We have already been there and this did not work as intended. People started using it as broken alternative for BBQ. It just needs to make hooks go back after sacrifice (like it was supposed to do in the beggining, but never did due to bugs). Sabo penalty is ok.

    Dance With Me: What the #########? It is already ridiculously strong, I'm not even sure if it's a bait post or not anymore.

    Insidious: I can see it making for a interesting change actually. Curious of how peopel would use it.

    Exhaustion perk buff: Just no? These are already s-tier perks, every single one of them.

    Autodidact: While it is not a great perk, when it works it does swing the game in survivor's favour. You basically want it to heal completely with one random skillcheck (which it almost already does). No.

    Off the record: Good survivors do not care about being injured or not - broken and busted

    Jolt: Undeserved nerf. No.

    Smash hit: No, too strong and too annoying to be hit with. Would only result in even more dcs.

    Prove Thyself: What the #########? No?


    Ok, this is a bait post... + for effort.

  • @Dino7281 In order to play and have any kind of success as Twins you need to slug and at least proxy camp - a playstyle that for some reason everyone hates and thus behaviour actively discourages people from doing so, which in the process hurts killer who's entire kit is based around it.

    I really don't see devs going for any buffs of killers who majority of community cries about.

  • DeathSlinger is ridiculously weak at the moment... he needs ANYTHING.

    Higher movement speed, smaller terror radius, improvement of his multiple mouse sensitivities (go and try doing quick scopes when emerging from behind a corner and needing to move mouse...)... auto reload after a hook... just give him anything. I think he is the least fun to play killer right now. At least for me.

  • It depends. When the whole survivor loudout consists of the same 6 perks it's super boring though...

    Hit validation, cancelling grabs or other animations, Haddonfield, RPD, Badham, Midwich... It all piles up for quite frustrating experience at times - especially when survivor doesn't even have to know pallet save timing and simply gets revived with the hit validation or when grab of unhooking survivor gets cancelled into a hit which autoaim decided should go onto unhooked survivor (still with hook invulnerability on)...

    I play meme survivor builds mostly now.

  • Just don't bother if you are easily annoyed. Hit validation dead hard and refusal to fix broken maps makes it unwinable very, very often.

    There are things you can get better at, which I can actually help you with, but you need to have thick skin to play killer. For casual, just fun time just go survivor with meme builds (cause if you go meta perks it's just boring)

  • @jesterkind If you go and chase around blocked gens then yes, it is worthless perks. It is also very bad for Hag specifically, but other than that it is top tier IMO.

  • Maybe not bad as perk being bad itself, but survivors make really, really poor use of Borrowed Time very often.

    Just because you have endurance for short time doesn't mean you shouldn't make distance... killer can just count and wait... It is also a free StBfL stack if killer has it. Also people go for reckless saves just because they have, often getting instadowned or grabbed because of it.

    I find Kindred much better and usefull.

  • I would say Demo is actually pretty strong, but that's off top.

    Trickster and Deathslinger - I dislike playing them, but their laughs and chuckles are really fun aspect, especially Trickster's when survivor DCs.

    Clown too... and his orange bottles with addons are actually fun to use aswell.

  • @SkeletalElite Exactly, killer perk should not be usefull. What about Head On?

  • @NoOneKnowsNova Yup, can agree with this now and would actually like to see it in game.

    It would still be more funny to see a moron use macro and burn the whole battery in a second or two.

  • Map design is a problem. Compare Haddonfield, The Game or any Badham to Shelter Woods for example...

    Either balance the maps or give each map sligtly different gen speed or something.

  • @NoOneKnowsNova I can't agree with this, because sometimes you screw up the timing and notice it during the flashing... so you can still pause for split second to correct the initial error and get the flashlight save.

    Your solution makes it impossible, while mine just burns a little bit more of the flashlight. Also one macro use and the flashlight would be empty with this on click penalty.

  • @White_Owl Oh no... killer perk being actually usefull? I agree, can't let this happen.

  • @dugman While I do agree in general, each of these has an exception.

    I had a situation where two survivors were on the ground, one was hooked and I accidentaly bodyblocked the last healthy one in a corner. If I hit them as non instadown killer It would immediately start second chance perks chain reaction... so I just waited.

    Nemesis map: Noone likes this map and I can't blame anyone who dcs on it, Haddonfield or Badham

    Smug survivor with key in hand and obvious power struggle build. Yeah #########, you are bleeding out.

    While I don't really care about flashlights that much I noticed that people are really mad about it for some reason... I would just add a small script that consumes 0,3 of second of it's use time whenever it's turned on. Boom click at killers and deplete it. Maybe add +1 seconds to every flashlight as a default to not punish normal human beings.

  • There is not a thing that can be considered being toxic in this game gameplay-wise.

    Tbag? Wasting time not running and making distance.

    Tunneling or hitting on the hook? Survivors with brain or Kindred will genrush and leave you with one kill.

    Looping, Flashlights, tunneling and camping are just part of the gameplay.

    Only thing I would consider toxic is being in 4man group with 16 meta perks, map offering and strong items, then talking ######### in post game chat. Wow you won in survivor sided game, on the map of your choice with 20 crutches. Congrats, you are so good at the game. Even this looks pathetic and actually funny to me rather than toxic.

    This video here: https://youtu.be/gZu7uPV-Uog

    Scott explains it really well and I agree with him 101% on this topic.

    Edit: If you understand the game, there is not a toxic thing. People are just handed good loop they can abuse and are rubbing it in your face. Do you get mad when queen in chess destroys half of the board though? No, because it's how the game is designed. Survivor perks and tiles are the same. Not balanced, because this game will never be balanced (we need more survivor players than killer players).

  • @pizzaduffyhp90 Here is a link https://youtu.be/mNOF-hOgnoI?t=131 Already buffed chainsaw speed addons (reduce the overheat gained by the same amount it increases the charge time) and already tinkered with Tuned Carburetor (Which is still trash if survivors use brain, but that's not the point) so the patch must be quite fresh.

  • @Dino7281 I dunno, I feel like overestimate CoH. I find ShadowStep so much stronger. The basic boon mechanics are broken, not the perk.

  • Not a single bad change in this - but baseline Kindred would require maps to really be balanced. Let's be honest, map will never be even close to balanced and Kindred is the strongest survivor perk (at least I run it all the time).

  • @Dino7281 I'm not sharpwitted enough to think so about such advanced comebacks :(

    Gosh I wish 10% of this patch went live. Just the Billy change and that brown addon... xD

  • But a lot of cheaters (hackers) play survivor and make killers or other survivors unable to do anything... Block option to play survivor... if game can block cheater 3409328459234874850% get the option to play as survivor back.

  • @Dino7281 Indeed my dude, someone did get baited :)

  • Pig is already ridiculously weak... leave her alone, she just received undeserved nerf anyway.

    She literally can't get a headpop now...

  • Iron Will and Stridor should affect each other additively like they used too or survivors should make breathing noises when injured and not grunting in pain.

  • @BenihimeWrath Well yes, that's good advice... the thing is... there is not a single thing a Huntress isn't better at right now after this nerf. So I'm not even going to bother trying to get muscle memory right, when Huntress is both more lethal, stealthy and easy to aim with.

    @danielmaster87 It really does feel bad! Transition from one mouse sensitivity to the other is so weird and makes it very clunky and awkward to try and do quick shots - when this guy is all about the quickshots in 90% of loops.

  • @Faulds I already stated this multiple times aswell - It's too strong of a thing to put on top 3 killer's base kit. You basically want free information to use 4 instadown or slowdown perks and that's not a good idea for balance. Want info? Play Doc or Legion. Want lethality? Top tier killers. Want lethality and info? Use perks.

    It's especially funny that you call Iron Will out on being no skill and free, passive value - but demand exactly the same on the killer you want to play as. Double standards are pathetic, not gonna lie.

    Yes, call me out on not going throuh with my promise to not respond :).

  • Trickster is strong if survivors underestimate him, but when actually playing smart - he is one of the worst in the roster.

    His 1v1 isn't even this good unless the loop has very short walls and his 1v4 or map pressure is non existant.

    They should revert his changes and instead make the knives mendable, but never going away on their own. This would present an interesting choice for survivors: Mend the knives and waste a bit of time or rush the objective, but stay vulnerable. The main issue with Trickster is that he NEEDS TO TUNNEL - leaving someone with x out of 6 knives and not scoring a damage state to switch for someone else is really terrible and huge waste of time. Also I think that knives thrown separately should do sligtly more than when Trickster just holds m1 to reward more skill based throwing (I think he had and maybe still has addon for this... but it's very bad).

    In my opinion Trickster is not fun to play against or as right now AND DEFINITELY NOT OP.

  • @Faulds Are you intentionally ignoring what I write or are just hotheaded and take it way too seriously and personally?

    Me: "You don't rev you chainsaw on every pallet or loop as Billy or rush everytime as Blight - and in the same manner you need to learn how to use Spirit's power."

    You: "If you think you can down good survivors without your power... then there's no point arguing."

    Where did I say I want to down survivors without killer power? I said that you don't use your power on every single pallet, because survivors can penalize you for this very, very easily, especially as Blight or Billy. Just like knowing when to use their power to be effective you need to know when and how to use Spirit's power - and you saying that using it in quick bursts is bad idea... is enough in this convesation. Don't want advice, don't use it, I don't care.

    In literally every post I made I do agree with Iron Will needing to be looked in and requiring a counter - which should be Stridor since this is sound based perk and every killer perk already has counterplay so IW should too - if they want to call the game somewhat balanced.

    Keep ignoring what I say and assuming things. This is my last response here.

    Edit: And no, Spirit's phase should not counter IW just because, that's just stupid on literally top 3 killer.

  • @Bennett_They1Them Good for you, hope it keeps going like this for you. It doesn't for me though.

  • Holy ######### I didn't even notice he has a 32m terror radius now. Pfffffft, not touching him ever again, no point where I can just go Blight or Nurse and actually have fun.

  • "And, no, you don't do short bursts unless you want to be penalized by the power recuperation. And yes, good blights spam their power, and good billys too. A good killer always use their power a lot."

    Ok, you clearly are not playing against good survivors who will punish you for doing this. No point arguing further. I don't agree Spirit's base kit should counter IW. Not in a million years.

    IW should be looked at and tinkered with though.

    Edit: You mention that using passive perks requires no skill... but want exactly that for Spirit's base power. Double standards?

  • @Faulds Spirit's base kit is one of the strongest in the game and you want it counter S-tier survivor perk too? That's a no from me. I don't agree that IW shouldn't have counters too though and that's where Stridor should step in.

    Just put hours into Spirit, she is considered top tier for a reason - and I literally told you how to play her correctly in previous post. You don't rev you chainsaw on every pallet or loop as Billy or rush everytime as Blight - and in the same manner you need to learn how to use Spirit's power.

  • Are you racist or something? Or just a bait?

    Thinking that black face is racist, but 3 white faces are not is kind of... racist...

  • Bumping up as I see Iron Will and Stridor getting more attention again.

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/296575/spirits-phase-should-cancel-iron-will

    You want a lot boy

    Experienced spirits do not pay attention to groans

    This is actually very true. If you look at how Scott Jund plays, he catches people with IW on and with the addon that removes scratchmarks while phasing.

  • @Faulds No, it makes no sense what so ever xD. Also you do realize you are not supposed to use the power for long, rather do the quick bursts of it (so if you lost them they are very close to you and you have your power back very soon)?

    I'm fine with IW countering Spirit (it's one of the strongest perks in general), but I am not fine with Stridor being useless in this scenario - and this should be changed.

  • @dugman No it would not my dude. IW and Stridor are now coded to be counted multiplicatively, not additively.

    It used to be: 100% sound - 100% sound (IW) + 50% sound (S) = 50% sound volume

    Now it is: 100% sound - 100% sound (IW) * 150% (S) = 0% sound volume (Cause multiplying 0 by anything is still a 0)

    If IW3 was 90% sound reduction, the remaining 10% would be increased by 50% into 15% of the sound volume.

  • No, it shouldn't. It really makes no sense for a power to specifically counter one perk without any thematic reason for it. Spirit is ridiculously strong anyway (listen for footsteps or grass moving).

    What makes no sense too though is how Iron Will is coded. I think Stridor should low key counter it like it did before IW buff (Do anyone uses Stridor unironically anymore?). Survivors are also completely silent while using IW due to poor coding - they should make at least the breathing noises, but because those are replaced with grunts of pain while injured (which are muffled by IW) they make NO SOUND. Bad coding and bad desigh.

    Survivor perks can not have counter play, but every killer perk or power can. Even though it's 16 perks vs 4 perks during the trial.

    Killer sided game, ladies and gentlemen.

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