StarLost
StarLost
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@crixus006 said:
I have played 5 games and I have not been able to use any of them. Survivors only bless the totem . This is logical, why make a perk that you will not be able to use?
Haha Even I just used a 5 totem build and they just bless hahaha
It's a dumb, dumb, DUMB perk.
You will need another paid DLC to make any real use of it, namely the Cenobite and Plaything.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2669178#Comment_2669178
and..... I'm not sure why you care so much they're gone.
We have different opinions on it, that's it. I'm glad they're gone cause hearing the immature jokes 24/7 about the lines was irritating to me.
You like them cause you feel it brings more character.
Agree to disagree.
I'll never agree to that.
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@Akumakaji said:
Everything said so far is true. Dire Animals are more ferocious, stronger and dangerous, then their normal counterparts. In the context of the DnD game I think, that Dire Animals are supposed to be more "wild" and "primal", ie like the original stock of that animal, whose diluted bloodline has become the "normal" version. So Dire Animals are often the leader of a pack or the leading pack within a certain region.
Definitely.
Another good example - my rear becomes a 'dire rear' after eating too many chili peppers.
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@BabuDweet said:
https://forum.deadbydaylight.com/en/discussion/comment/2669148#Comment_2669148
the tiniest bit of voice lines adds so much character people complain about it no longer being in the game?
Not for me, but guess that's how some people see it.
They were annoying so I'm glad they're gone tbh, just my personal opinion
A big part of what Pinhead a memorable character was his voice.
I'm not sure why you'd be 'glad' they were gone. I mean...barely anyone even plays him.
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@some_guy1 said:
Pentimento on it's own is not that good, since most people dont cleanse totems at all but combining it with plaything makes it so much better.
It becomes a big time waster for the survivors, they have to cleanse plaything totems then cleanse pentimento totems afterwards + speed penalty from pentimento.
However, it can be countered by boons, plaything dones't curse boon totems
What do you think?
The big issue is that, with the boon meta, it's often hard to use. Honestly, snuffing a boon totem should break that totem.
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@jesterkind said:
"Dire" in this context means that the animal is bigger and more ferocious than its regular counterpart, with the main example being Dire Wolves.
Fun fact! Dire Wolves were actually a real thing, but they're extinct now.
Huh.
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@Blueberry said:
I'm down for built in anti-tunnel, after we get the game properly balanced to where it isn't necessary
This.
Exactly this.
When one side is following a meta that can be unfun for the other side - stop and ask yourself why.
I'd love to have to 'tunnel' less, but as things stand - 2 hooking everyone before finishing them is something I can only afford to do in games where I'm already firmly in control.
If I try to do that in most games, I'm just going to lose.
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Crows that are like regular crows...but DIRE.
Seriously though, it's a trope from older RPG games, where it referred to an animal that was bigger and more powerful than normal. It may have come from the original Dungeons and Dragons now that I think about it.
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@Danielgdp3 said:
Love the idea of this perk it seems like a fun creative perk, but it's just completely pointless to run.
You have to wait for a survivor to cleanse a totem for one, then you go and bless it. But then the survivor knows you have it cause they will be inflicted and just run back to where they broke the totem and cleanse it again. It honestly just seems like a huge waste of time on both sides but hey at least the survivor will get some bloodpoints.
I've had...some luck thus far with Plaything+Retribution, but yeah - Pain Resonance is a much more consistent and powerful slowdown tool as it doesn't rely on survivors doing or not doing something.
Penti does work quite well on Hag though, I'm guessing - as it gives you a nasty little spot to stick traps.
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@Swoopie said:
Why would a killer have to be OP just because it’s new?
It's more that BHVR tend to start swinging the nerf hammer before the dust has had a chance to settle.
Take Pinhead as the best, recent example.
I came back to the game for him, as Hellraiser is one of my all-time favorite franchises.
When I started off, I was doing really well. I'd constantly get free chain hunts, people didn't know how to handle him and I'd win more often than not.
Two months later, I was struggling without addons. People learned how to handle the box and how to juke his chains.
When I played him on Sunday, I got rolled pretty hard. With addons.
What I'm saying is that giving the meta a chance to readjust and letting people learn to play against a killer, then waiting to see if the balance shifts naturally is always going to be preferable to just hacking away the second someone complains.
There is also a degree of 'sour grapes' here, as killers always seem to get slapped with overly harsh, extremely fast nerfs while ridiculously broken stuff like OoO and DS took years to be nerfed and we still have CoH (and now Overcome) which are so obviously game-breaking that...yeah. People get frustrated because it feels like there is a double standard at play.
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@GentlemanFridge said:
Fun fact: we could very easily tell that they weren't done by Pinhead's actor, Doug Bradley. He's a Brit, and doesn't pronounce the /r/ in apart. The voice-actor that did DbD Pinhead does pronounce the /r/.
It's complicated. When it comes to licensed characters with a very obvious face/voice, even something close to that likeness becomes dangerous ground. Once money is involved, 'Fair Use' is essentially a nothing-term these days, even in cases of obvious parody.
It's why the Starlord in that new Guardians game doesn't sound anything like his movie counterpart.
My guess is that Bradley (or someone else who portrayed Pinhead) sent BHVR a threatening letter and they didn't want to risk the cost of a nuisance lawsuit, even if they won. A huge shame - and why I'm always more excited for original killers.
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@FreshCoal said:
Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.
Sigh.
Okay.
Let me see if I can explain this.
'Tunneling' doesn't exist. What you are describing is just the meta.
The way this game works, for the most part (excepting endgame builds etc.) is by The Rule of 3. If only 3 survivors remain alive by the time 3 gens are done, the killer usually gets at least a 3k.
If there are more than 3 survivors alive at 3 gens, the killer usually gets a 0-1k. DbD, by it's very nature, is snowbally.
Once you get into even intermediate MMRs, you'll see that trying to 2 hook everyone before killing is a near guaranteed way to get teabagged all the way to the exit by 4 survivors. The killer absolutely has to try to delete someone as soon as possible, so that they don't just get bum-rushed on the final gens and can effectively contest the gates. And when a chance comes to down someone - they need to take it.
Now, as per your case:
- Why are you complaining about killers, when it was one of your own teammates that did you dirty? The killer was doing what they should do. I'd probably have given you a break if you had a silly/trolly teammate - but I'm under no obligation whatsoever to do so.
- 'Built in anti-tunnel' would be ridiculous. You'd have to substantially increase gen times or buff the pants off almost every killer in the game to compensate. Again, if 4 survivors are alive on the last few gens, you've lost.
- If you are worried about being tunneled, you have multiple anti-tunnel perks at your disposal.
- If a killer is able to follow you for 12 seconds after an unhook, you've been massively outplayed.
I get that you had a frustrating match, but again - one of your teammates let you down. Complain about that, if you have to complain about something.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668865#Comment_2668865
He got lost. Just give it some time, Sluzzy will take him away.
Whatever happened to Sluzzy?
Haven't seen her since a red shut down one of her threads.
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@itsquiet27 said:
I don't like her power how it has a cool down and also I hate how you have to hit them 2 times with her power to get rewarded for it. overall so far she is a weak killer and she suffers very much against shift W players. even her anti looping isn't great because you have to time the crow shots perfectly and when you do you have to hit them with 2 out of 3. Like where is the reward in playing her? I will say this though. She has pretty good perks but her as a killer i'm not satisfied how they made her like this. you have to guess if the survivors walk in sight of her power then you have to land 2 shots???? where's the reward for the perfect shots???? Bhvr again playing it safe with this killer so survivor mains don't complain she's to op.
She has a pretty high skill floor. I'm just starting to learn her myself, so I'm not the one to ask for advice.
@itsquiet27 said:
https://forum.deadbydaylight.com/en/discussion/comment/2668833#Comment_2668833
I noticed sometimes it downs in 1 shot but never understood why. Thanks for clarifying that. I still think she is weak because so much guessing and skill to play her and she barely gets rewarded for it. The most infuriating thing is shift W against her.... jeeezus it's annoying then also you gotta guess if survivors are in line of sight of the power or not and still keep mind gaming at loops. Headache to play her
There seems to be a small ICD on crow swarm into crow strike. You can't just line up a mega blast.
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@Moxie said:
https://forum.deadbydaylight.com/en/discussion/comment/2668643#Comment_2668643
it doesnt work like that. She sets it up a Crow in 0.5 seconds and loses little to no speed. If you move away from loop, free hit. if you stay at loop, also a free hit.
It's no brain "skill". Glad people are enjoying a strong Killer, but she is anti-fun.
I strongly disagree with this.
Play her for a bit.
Crows don't last that long, and if she's busy placing crows, leave that loop. It'll give you adequate time to move away.
The damage-range of crows isn't that far, and you can bait it much as you would a Huntress or Nurse.
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@jinx3d said:
This is gonna be the first part to a series im gonna do whenever a killer drops. I want to hear both sides perspective on the killer.
SO
Whats your opinion so far on the Artist?
Massive skill ceiling, tons of ways to outplay her. Not too strong (surprisingly) but not weak.
Really like her.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/297242/omg-thank-you-so-much-bhvr
For a minute I thought you were leaving Spirit behind, then I realised you said "one of your mains" not your main.
Glad you're enjoying playing as her.
She's...really fun. But her kit is incredibly fragile and unique, so please at least give her a few months to breathe before you call in Doctor Chopper.
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2668334#Comment_2668334
Well they didn’t nerf Nurse, Spirit, or Blight to the ground so maybe there’s hope.
Nurse, Blight and Huntress (maybe Spirit) seem to be the holy ...quadrilogy of 'if you want to stand a chance at high MMR, play these'.
Hag and Plague too I guess, but nobody plays Hag or Plague.
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@TheSubstitute said:
No, I'm not saying nurse should be buffed. What I'm saying is that the nerfs to Cenobite's add-ons were unnecessary and the logic behind it doesn't make sense. If Cenobite is overperforming as it had a roughly 60% kill rate then Nurse, who had a roughly 43% kill rate overall, needs buffs.
Just saying that about Nurse helps display the problems with balancing the game and I think a lot of this has to do with basing MMR solely off of kills or escapes. I find it hard to believe that there were lots of high level survivors quaking in fear over the thought of facing a Cenobite.
If anything the Cenobite was good at low to middle MMRs since it introduced a secondary objective. This made the games more engaging as it introduced a secondary objective other than do gens. That made the Cenobite both more fun to play as and against in my experience.
Currently, if we have an equally skilled killer matched to survivors the survivors will win. While this is not true for low MMR it is true for high MMR as the mechanics currently favor survivors escaping. This does not help as being camped and tunneled feels terrible but, once you hit mid-range, if you don't camp or tunnel you hit the point where your games are I stomp them, the next group stomps me, I stomp the group after, the group after that stomps me, etc.
I do like the principle of a 50% win rate but in the form of 2K, 2E; not 4K followed by 4E. Instead of weakening killers that weren't strong to begin with, please BHVR, work on balance issues such as buffing the weaker killers, recalibrating MMR, and making the games lengthier while doing something to make being camped or tunneled not as necessary and not as helpful.
Btw BHVR, I do like Portrait of A Murder, it's awesome, but why put resources and time on weakening B tier or lower killers instead of putting out good content and fixing balance issues? Good patch overall but I think Legion or the Clown, as an example, need buffs far more than the Cenobite and other weaker killers need nerfs.
Yeah I've had thoughts along those lines too.
Basically - if you are going to nerf killers because they are too strong at low MMR, regardless of their viability at higher MMR, then you need to buff killers that are too weak at low MMR, regardless of their power at high MMR.
Otherwise you're balancing around a double standard, and that's bad for everyone.
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@GannTM said:
Thank you so much for not ruining Artist! The two nerfs you have to her were good and healthy changes that weren’t BS unnecessary changes. She will be a great killer and I’m glad to call her one of my mains!
We will see.
I have an...inkling (bdum tish) that the worst it yet to come.
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@Myla said:
So the repair speed regression is first token?
If that's true then Forever Freddy on every killer might not be a dream after all :^)
I'm going for a more 'damned if you do, damned if you don't' Plaything+Retribution+Penti build.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2668163#Comment_2668163
Honestly the only ones I really don't like playing on among those are Haddonfield and Ormond. I actually really enjoy The Game map because of how huge of a SAW fan I am (literally bought the game because of that chapter, it was the deciding factor) and I feel like I'm pretty solid on Midwich so I don't mind it either.
Midwich is such an odd map.
I really enjoy it in terms of atmosphere and architecture, but it feels like either I absolutely crush on that map or I get 4 outed. Some of the pallet/vault combinations can be outright evil.
The Game...ugh. I find it to be ugly and bland looking, and it's basically pallet hell. I'm also a big Saw fan, and I wish they had at least attempted to go with the ochre/green/blue lighting theme from the films.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2665920#Comment_2665920
never saw it. But yeah, probably something similar.
The original is excellent (try to find the unrated version).
The remake is...craptacular.
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@ChurchofPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2667842#Comment_2667842
I guess I should clarify that in my post, kill rates are my own personal kill rates. They do not include any killers I go against.
Ahhhh...
I totally misunderstood your data.
https://www.youtube.com/watch?v=RJHbTuVcSwE&ab_channel=LouisArmstrong-Topic@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/CTS8DLXJDYP8/image.png
https://us.v-cdn.net/6030815/uploads/KC8KIXK9UZ0X/image.png
I just need to stop talking
XD
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@gammatsunami said:
I just began loading up for a match, and it made me think. Does it boot you?
Chuck Norris explodes.
(I actually have no idea).
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@Thunderfrog said:
https://us.v-cdn.net/6030815/uploads/PZCNP2PQ6894/image.png
- We both got dad bods.
- I like to bbq and am often wearing my favorite cooking apron.
- We both are good at making sand people and wookie noises.
- Like a Bubba camping a hook, I too often like to gaze upon my few successes while ignoring all my failures.
- Yellow is my favorite color.
Some of the responses in this thread are absolute gold.
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@ChurchofPig said:
I've mentioned this on multiple posts over the last 6-ish months, but I've been taking data since the release of Trickster and I thought with the release of the Artist and Jonah tomorrow, I'd share my data. So here ya go
https://us.v-cdn.net/6030815/uploads/8W88UDXUBQKY/screenshot-28315-29.png
https://us.v-cdn.net/6030815/uploads/9FWFBUDU2TTF/screenshot-28316-29.png
https://us.v-cdn.net/6030815/uploads/4C918DMYN0GK/screenshot-28320-29.png
https://us.v-cdn.net/6030815/uploads/42KH22UL6EQH/screenshot-28321-29.png
The total amount of matches I've played since Trickster's release is 2,047
Huh.
A few interesting conclusions:
- Cenobite, Pyramid Head and Twins need help.
- Trickster archive certainly got people playing him more.
- Myers has strong addons.
- Doctor is more popular than I would have guessed.
- I wish I could play on Yamaoka more.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2668056#Comment_2668056
I'm the one that actually locked the thread - as we lock all announcement threads. Plus deleted a lot of abusive comments...it's not negativity that we avoid, it's the insults, abuse and death threats.
Fair enough.
And if this helps Mandy - when people feel this strongly about a game, even when those feelings are quite negative (I'm still pretty salty after the 3-hit combo of Cenobite nerfs, Wraith nerfs and Boons) it demonstrates that they are at least passionate about it.
Anyway, I'm off to get teabagged by a smurfing group of teenagers with 15x my hours played who somehow communicate telepathically.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2668068#Comment_2668068
I'm hoping they won't touch her anymore
As my grandma used to say - hope into one hand...
Yes, I'm a bit pessimistic as Cenobite nerfs didn't get reverted despite the overwhelmingly negative response and Overcome was untouched (and is going to absolutely break the game once people figure out how to abuse it).
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@Thunderfrog said:
I see a lot of people poo poo dying light, but I'm not sure why. Any perk that averages around 15% gen slowdown in exchange for a heal speed buff seems like a good deal to me.
I mean, since heals are already INCREDIBLY fast, giving one survivor who is healing people a 3 second shave off seems pretty minor. You were either there to stop the heal with pressure, or not. That speed buff made very little difference the way I see it.
As others have pointed out, it's a perk that buffs the survivors from the get go and only starts to pay off once you've already either lost or won the game.
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@ThatOneDemoPlayer said:
After her changes out of PTB, I'd say she's perfect. She's not as unfun to play against, while not nerfing her into F tier. Great changes, unlike the Pinhead ones
Keep in mind that this was the 'prenerf'.
Watch this space.
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@Steel_Eyed said:
The new patch notes say that PoT is reduced to five seconds, but in the notes says six seconds when compared to Burning Candle (3 seconds).
Which is it?
The latter supercedes the former.
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@BuddhaBing said:
So, BHVR made a news post asking for players to nominate them for the Labor of Love award and decided to lock the post when the answer was a resounding no.
How much more do we need to get BHVR to wake up? If you can't even allow your players to write comments because of the negative response, isn't it time to fix some of those complaints?
Or is it just easier to lock the thread and pretend the problem doesn't exist?
Mm.
If there was a word for my current opinion of this game, and the general emotion I feel while playing it - 'love' certainly wouldn't be it.
And I quite like SBMM. When it actually works.
- Boons are far too strong, and now there's another one of the bloody things.
- Artist is already getting nerfs. More to come no doubt.
- Multiple 'B' tier killers nerfed into the ground.
- Dead Hard 'fixed' (see: buffed) despite being the most meta perk that ever metad.
- Awful, frustrating maps.
- Incredibly toxic survivor base.
- SBMM still being incredibly inconsistent.
Going to see if I'm still having fun once I get my hands (no pun intended) on Artist and, if not...I guess I'll check back at the midpatch.
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@gammatsunami said:
The thing I like about dbd team matches is no mic is the standard. There is another game on steam that looks so fun, but communication is so required that mics are expected.
I like to just chill out after work, and as an introvert I will pick dbd over other games because I find socialising after work exhausting.
I have played games where if you dont have a mic but theyre expected and they cant kick you out of the match, theyll get you killed. This is why I never got into endgame raiding in WOW
They won't. They've said as much, because of 'language differences'.
The smart way to do this is going to be a much more robust system of emotes and maybe pings, as others have suggested.
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@RoaderFrost said:
"Re-enabled location restriction when snuffing Boon totems" does it means?
This looks like a change but I don't get it.
Basically, you'll have to be right on top of it to snuff it now, which will probably add a second or two to snuffing time.
It also probably means that the second people figure out where the new 'unsnuffable' spots are, it's going to be GG.
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@GoodBoyKaru said:
So basically on the PTB Pentimento said that it would apply the gen slowdown first, then healing. The effect was the other way around so they swapped the text, causing the forums to collectively groan.
Well fear not, they've returned it to what we thought it would be doing!
https://us.v-cdn.net/6030815/uploads/RCLSBTD0KY2X/screenshot-20211130-155413.jpg
It may be useful now.
That's sort of good. I know exactly how I'll be building around it.
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@Leachy_Jr said:
https://forum.deadbydaylight.com/en/discussion/comment/2668016#Comment_2668016
Nah in order to get deathslinger treatment you need to nerf him to just about bottom 5 (which pinhead is at anyway) and then make him incredibly unfun to play. Plus add a 1 second delay to everything he does. Plus reduce the cooldown of possesed chains by 0.1s and then call it a buff.
Thankfully my DHope undying build will still work, so I can still send people to brazil no problem.
You...just basically described Cenobite perfectly XD.
He's incredible at rolling over newbies, but wow does he struggle the second anyone knows what to do.
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@Pulsar said:
Imagine nerfing Pinhead, who has terrible anti-loop but good 4v1 but not nerfing what is (imo) the most powerful Survivor perk right now.
Imagine.
Just think about it.
Now you'll have 1 boon in the RPD library that covers half the map and cannot be realistically cleansed giving the entire team Shadowstep, CoH and a free Sprint Burst.
This...is going to suck.
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@Nathan13 said:
wow, they actually did it right this time.
3 days later:
'We believe the Artist has been overperforming and have reduced her movement speed to compensate'.
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@Nathan13 said:
Please don't break console that's all I gotta say.
For me, this update is going to be make or break.
Overcome is bonkers nutty koo-koo bananas strong, but at least the killer seems decent.
If neither are nerfed, it means that this game is going to turn into an arms-race.
If both are nerfed, I have no idea.
If Overcome is nerfed, it means that killers are likely to catch a break.
If Artist is nerfed, it means that...I'm probably going to finally start getting through my backlog of other games.
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@GoodBoyKaru said:
Legion:
Ugly,
Sad
Has to take an hour long breather after running for 15 seconds
Really ######### at their job
Yeah okay, I laughed.
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@GuyFawx said:
Killers have 6 perks as their addons are essentially also perks not every killer mind you but a lot of them. I cant see them ever increasing the perk count on only killer as it would seriously disrupt the games semi functioning balance
At this point?
Disrupt away.
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@dallasmedicbag said:
i'd be dedicating that last perk slot for shadowborn baby
BBQ for me. It's basically a mandatory perk for me because it makes the grind somewhat bearable.
If I was going for funzies, it'd be Monitor or Plaything.
QOL - yeah, BBQ, Deerstalker or Agitation.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667309#Comment_2667309
Who knows, lol. Just giving my honest opinion. I think we may have met before... maybe.
Edit: Have you seen a great nurse player? She can be a nightmare to go against.
Sure.
At very high MMR.
However, BHVR do not balance around high MMR. They have both stated this and demonstrated this.
Which is why Wraith, Pinhead and Slinger got nerfed - at high MMR, they were 'B' tier at absolute best. They balance around gross kill rates, which are disproportionally offset by newbies.
Following this logic, Nurse actually needs a buff.
And yes, I do remember you now. I'm not going to say why, but...it's not good.
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@IronKnight55 said:
Idk. I feel like certain killers would need to be nerfed a lot (Blight, nurse, Spirit, etc.). I think it could be fun, but I prefer it the way it is right now.
Nurse? Why would they nerf her? She has the lowest kill rates in the entire game.
I think you might be the only person who plays killer who feels that way right now.
Also...you look very familiar...
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@Voodoo_Thirsty said:
First the Nurse, the Doctor then Pyramid Head and now the Artist...
Doctor I can understand. It's only a debuff and it doesn't injure and Nurse requires actual skill.
But why on earth would you make another wall-ignoring killer? Then what's the point of chases? I can take projectiles ignoring palettes, but walls? Again?
I'm starting to think BHVR is running out of ideas.
What's the point in damaging survivors when they can just heal up?
What's the point in chasing a survivor when they can just vault/DH/drop a pallet/use a perk?
Aren't leading questions fun?
Walls are there for a variety of purposes. They don't always have to stop a killer dead. In this regard, she is Pyramid Head/Pinhead/Nurse-like in that you'll need to predict or juke the attack.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2667098#Comment_2667098
You could hit them than run right back up to them though, if you don’t go for other people ppl.
The issue isn't generally how much distance they can cover - it's how soon can they reach a safe tile.
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@AetherBytes said:
Back when the game first launched, hope was a decent perk. If you reached the endgame, you got faster for 2 minutes, and it was enough to make it to places that would have been just out of reach before.
With all the new powers and perks however, it's kind of a forgotten perk. It's not as useful anymore with the power creep. So here's a good question for all of you, if they updated hope to todays standards, what would you hope it would be?
I main killer.
I haven't had hope for a long time.
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@dugman said:
You could also replace Pop with either
- No Way Out (which is effectively gaining you an extra 60 seconds at the end of the match as well as a noise alert to tell you where they are
- Scourge Hook - Gift of Pain: Additional slow down in the form of extra healing time plus another 9% gen slow down. Stacks with the other Scourge.
I'm wondering about the viability of an Agitation+PR+GOP+Starstruck 'hook monster' build.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667177#Comment_2667177
Yeah I don't like running pop with deadlock for this reason.
Plaything/retribution/pentimento sounds interesting though; I do think plaything is the best way to actually get pentimento value since it encourages survivors to cleanse totems and not boon them, especially if no one else can interact with it for 90 seconds.
The big problem with Pentimento is that they will A. likely know where the totems are, B. It's going to be an annoying side objective for...mediocre gains, C. It requires Survivors to cleanse 5 totems (not a guarantee, especially when they guess you are running it) and D. by the time you have all 5 lit, the match is already over.
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@wewantbetterfun said:
Corrupted intervention 120 seconds without having 2 gens done in the first 2 minutes
POP: removing progress they made in their face
Deadlock: stopping a 2 gen pop within 10 seconds of the first one
Scourge hooks: pain resonance: knowing which gen is worked on and which one to POP
Killers who hate getting genrushed, have the control now!
Survivors who love to hold M1 to end games in 3 minutes, time to use your ASDW and fight true pressure
Not trying to be harsh, but that build...isn't going to work. It's different components have an anti-synergy.
- Ideally, you want to put a pop into the most progressed gen, but now it's probably deadlocked. Ditto PR.
- You will need to support PR with a 'carry' perk (ideally Agitation) for it to be consistently useful.
- If I was going to build a strong regression focused build around the new perk, it would be PR+Starstruck+Agitation+Surge on an M1 killer, and something like PR+Agitation+Ruin/Pop+Undying/Oppression on a 'power' killer.
That said, I'm wary about investing too heavily into regression. If you aren't able to reliably pressure (and know where to pressure), all the regression in the world isn't going to save you.
My build is going to look something like PR+Agitation+BBQ/Discordance/CI+Monitor/Devour Hope/Plaything. I might even build something gimmicky involving Plaything+Retribution+Pentimento.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2666244#Comment_2666244
yeah, kills v. escapes only works for killers.
why not use match grades or something, accounting for how long you were in the trial.
I'm not averse to this idea either.
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2666885#Comment_2666885
Alot of console has turned off crossplay due to performance issues and now hackers. On ps4 if I play survivor during the day my waits are at most a couple minutes but more often survivor is instant while killer will be 5ish minutes. Around 7pm my time it switches - killer waits are quick while survivor are slow. Funny enough it has been that way since not long after crossplay was introduced. Aside from some weird instances recently with SBMM, in the time I've had crossplay off I rarely run into the same players so there's plenty with it off to avoid running into eachother.
Man, that's weird. I have no idea why that would be. It's totally inverted for me.

