SuzuKR
SuzuKR
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Comments
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3200302#Comment_3200302
This sounds so broken, SWFs will abuse it. Basekit UB is understandable but this perk needs to go after that.
45s is way too short, let alone an infinite use 22.5s one.
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@egg_ said:
Incredibile how the people that I would assume would be exactly those killers you'd rather yeet yourself off the hook than playing against are also the ones hating this change
Awesome work BHVR <3
It’s almost like there’s a difference in bleeding people to death intentionally and an actual strategy. But yes, make it us vs them, amazing.
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Hello?
45s is not long at all. This is literally punishing killers for chain downing survivors out of position. Let alone slugs being able to crawl off to god knows where because audio occlusion is insanely buggy.
And Unbreakable is now an infinite use 22.5s self-pickup? What the actual hell?
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@Tsela said:
https://forum.deadbydaylight.com/en/discussion/comment/3200217#Comment_3200217
it depends on the playstyle. It's still the killer's choice to hook them or not, and disabling them for 45 seconds is plenty in most cases. And of course the slugged guy can be downed again later.
45s is not long at all.
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How is an infinite use Unbreakable for 22.5s self up even remotely acceptable???? How is an infinite basekit recovery even remotely okay????
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This is such an insanely awful idea from BHVR. Literal infinite use Unbreakable-speed self-recovery with the perk on, and even without it, still literal infinite use self-recovery.
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@sasnayahdrezka said:
gigabrain idea i like it. its not getting added 100% but cool.
tbh, ability to hook suicide shouldn’t exist at all
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Femboy Dwight for example
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Being able to negatively impact others with this is a horrible idea. Only positive reputation would be a good idea.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3199024#Comment_3199024
Yes I am. Especially on blight, nurse and oni. Because it works the same. Everyone who quickly needs to see his target benefits from this...
If it actually unbalances killer, then compensate it elsewhere???
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Sounds like unhealthy design.
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Stuff based off various cultural mythologies works be my choice.
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I think that would be way healthier than its current iteration at least.
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ITT: Why a statistics class should be required in education
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3199896#Comment_3199896
Didn't mention or even imply "us vs them."
I'm disappointed you say that, too. I've been very consistent in my posts about balance for survivors and killers.
You are exemplifying why education is so important. You claim dumbassery about cherry-picking when you don’t even understand controlling for factors is important in statistics. Rate of education in the US have gone up over time. So did the number of people in the US dying. Your logic is like saying the increase in education is killing people.
Please take a stats class before you potentially endanger someone in the future with your ignorance.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3199885#Comment_3199885
With a caveat, of course..new players were playing before the patch, and new players are playing after the patch. The increase will undoubtedly show an increase at all mmr levels. Like, without a doubt.
It was more a dig at that poster, though - he spends a lot of time making false narratives.
Please take a statistics class if you’re going to try and act like a smartass.
@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3199869#Comment_3199869
I started using NightLight.gg recently. Granted my personal escapes be below the 39%, but the overall was 61/39. Those stats are for overall amongst all skill levels.
- Nightlight is a self-volunteer-submission aggregate site, which is susceptible to bias of only really being used by people who know of and care about stuff like that in the first place.
- It merging all skill levels (as well as every single other factor ever) is exactly why the data means next to nothing.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3199869#Comment_3199869
"only the numbers that fit my bias/narrative mean something." all other numbers mean nothing.
It’s called "stats that result from combining every single possible factor are next to meaningless". Every single skill level, all regional playstyle differences, every killer, solo/SWF/any mix thereof, all builds, all maps, all tile/gen/etc spawn RNG, etc. Literally one of the most fundamental principles of statistics is that you need to control for other factors so they don’t impact your results when testing any given factor.
But yes, go ahead and make it about "us vs them" stupidity I guess.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199878#Comment_3199878
I did forget one. Og ruin was the king of this principle. It was a bad perk at the upper bracket. But it was run a lot to prevent gens going to fast. And their only reason they put to ruin was "pickrate". Im sure they coulda come up with another reason but it was good enough for them at the time. Also im talking about them nerfing ds with the 40 perk rework. Im aware the original ds was busted. But these last nerfs were unnecessary.
Old Ruin was disgustingly unhealthy design. Screwed over anyone with lag massively, screwed over new players massively, immense slowdown that requires nothing from the killer. The killer could literally AFK and it would still slow gens.
The deactivation condition nerfs on DS were fine. The reduction to 3s was illogical though.
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tbh yeah, all-around more BP economy would be sweet
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3199866#Comment_3199866
Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance. Wraith when he had his og lunge.
Self-Care, I suppose. The reason SC was strong in ridiculously high levels was the medkit efficiency though. BHVR mentioned its high pickrate in extreme upper end MMR. It was kinda utterly useless for most people though.
Pre-nerf DS was not even remotely balanced.
Wasn’t around for Freddy and I don’t know enough about him to say anything on it.
Wraith lunge was nerfed for being a pubstomper iirc.
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The 61% number means basically nothing anyways.
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What things have been nerfed purely off pickrate despite being balanced?
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@Neltaxis said:
"People not ruining the game experience for the killer because they are unable to suicide on hook ?"
How is suiciding on hook ruining the killer's experience ?
I love when survivors just give up.
Because some people would rather have a normal game instead of an early 3v1 which is an automatic guaranteed win?
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It would be a waste of time in the absolute majority of situations.
Scenario A: They attempt and fail = Wasted time for no difference in result
Scenario B: They attempt and succeed but then get downed and killed anyways regardless in the absolute majority of situations = Wasted time for no difference in result
- Worth noting that the Mori update will mean the last survivor in the trial being downed will auto-Mori them regardless, making this even more pointless
- If hatch is closed, there is no Off the Record or similar protection, meaning only Scenario C will save you and literally nothing else.
- If doors are not open, you are dead, because the killer will just wait out the 10s and down you and then hook you again (or go into auto-Mori after the Mori update)
Scenario C: They attempt and happen to be lucky enough that there is an open Exit Gate within 10s of running that the killer cannot bodyblock or otherwise intercept first = Escape in those extremely hyper-rare situations
Scenario D: They don't attempt out of spite to waste time = Wasted time for literally no difference in result
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You should almost never ever be fully infected in a chase unless he's tunneling you off the hook. Use the sprays. There are literally 12 full resets available.
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3198857#Comment_3198857
Agreed. I had heared a loooong discussion why stretched res is ok and it does not provide any advantage. Until devs changed it and saw the resulting play...
Are you seriously trying to compare a cheat that allowed seeing over loops to Shadowborn???
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@mizark3 said:
The reason for the basekit FOV is to simulate how Predators have more narrowed vision in comparison to Prey with greater angles. I am typically all for accessibility, especially for hard of hearing/deaf to show things that you would be able to hear. (Also because that should show up even when the audio is bugged, as it frequently is.) However with more niche issues should people with emetophobia (or the fear of vomiting) be able to hard ban Plague from showing up in their matches? (Although I think people should be able to ban 1 killer per 5 released but that is besides the point.)
I do not suffer from from this particular malady, but from the little research I did put in googling, anything near 90 degrees the brain will accept as "normal". From the wiki it appears the default FOV for killer is 87 degrees, which to me is more than close enough for standard accessibility attempts, even when using the stylized limited FOV for effect. Plenty of people have issues with extended screen time, and I believe this is more likely the culprit for most people. The 20/20/20 eye rule is quite helpful (even if I neglect to use it enough myself). For those unaware the 20/20/20 eye rule is every 20 minutes (or one DBD match combined with queue times), take 20 seconds to look at something 20 feet away. Hopefully most people have a window or long enough hallway to help them in that regard.
I will say some maps perform better in different qualities. (Most better to find people on low, but a few are strangely easier on ultra.) Also Ormond has an issue with scratch marks just not appearing or being so faint to not be visible. Overall however I think an FOV slider would be far too abused by the advantage it would give, which by no means is minor.
Thematics is secondary to gameplay which is secondary to accessibility. This is why being eviscerated by a chainsaw does not kill you from shock and blood loss, and why tools that reduce the fear factor exist for the sake of lower-end platforms (eg, lower quality = less or no shadows draining excess processing power, etc). The emetophobia factor can be addressed in other manners such as an alternate shader to give a different visual appearance even without outright banning her.
Brains are not a monolith. I am glad you do not suffer from issues on native FOV. That is not the case for others. The 20/20/20 rule is general good advice. That does not make up for lack of accessibility.
Shadowborn’s +15 is incredibly negligible in advantages. There is literally no advantage it grants that cannot be performed simply on native. Wider peripheral? Good killers should have a habit of checking their peripheries regardless to not miss survivors on the edges. Stuns/fatigue/etc? The absolute majority force the camera to the ground regardless and the difference Shadowborn makes is insanely small. FOV techs? Does not work against common sense. The survivor just vanished after a swing/vault/stun/whatever, and there is no indications of a path they took elsewhere. There is nowhere else they can be other than below/behind you.
And it still does not matter, regardless. If it actually affects balance that much, counter balance it elsewhere. Staking accessibility as the counterweight is unacceptable.
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"Why do I not get the reward for helping queue times when I refuse to help queue times by allowing matching with players from other platforms?" Yeah, makes no sense.
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@brewingtea said:
Hey, guys, if you don't play survivor or think being camped is fun or can't imagine what it's like to be someone else for 2 seconds...
OP wasn't talking to you. Sometimes, no one is talking to you.
I don’t know why you think that’s relevant. The devs have explicitly acknowledged camping as a strategy and balance this game around it. A strategy doesn’t need to be fun for the one on the receiving end. Is it fun for a support in Overwatch to get instantly killed in one clip by a Tracer if the team failed to properly protect against flankers? Probably not, but that doesn’t mean it’s an issue. Is it fun for a squishy to be oneshot by a sniper because they didn’t stand behind the tanks protecting them? Probably not, but it’s also not an issue.
People don’t need to camp out of spite to camp. It can be and is usually entirely impersonal.
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Do people not realize some people have fun by playing all-out?
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@BlightedDolphin said:
https://forum.deadbydaylight.com/en/discussion/comment/3198598#Comment_3198598
Vial shouldn't increase the power recovery speed. Other than that it is fine.
If it didn’t increase the recovery speed, that would be stupid. Blight can’t use his power until he has every Rush back, which means he’d need to wait 14s instead of 10s on top of already having a massive turn rate reduction.
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3198598#Comment_3198598
having 7 rushes is not balanced
7 Rushes base? Sure. 7 rushes that alter the gameplay because of the severe turn rate reduction even with Umbra Salts (which also means you’re using the other add-on to mitigate the first instead of a good add-on)? Nah.
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Crow/Rat/Vial are non-issues.
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That is a literal gimmick build.
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This is not a thing for the precise reason it is abusable.
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@Hawk81584 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197608#Comment_3197608
this guy YET again......always the same ol same ol with your one sided views
Yes, my incredibly one-sided views of "accessibility is important", "solo queue information desperately needs to be improved", "maps have design issues that hamper both sides", "weaker killers/perks/items/add-ons should be buffed" and so on. Amazing observation.
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@buffcoyote said:
https://forum.deadbydaylight.com/en/discussion/comment/3197608#Comment_3197608
"Situationally best" would imply that you are losing, which is why I mentioned certain situations that would be efficient to camp. As I said in my post, if you need to camp then you need to improve as a killer. A 4-man SWF that knows what they are doing renders camping utterly useless. It hurts you more than it helps.
Why would it imply that? Survivors hovering near the hook is a reason to camp, because they're on the timer, not me. And I'm going to burst your bubble, but even the world's best players need to camp in some situations.
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You could turn crossplay on.
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No thanks. If it's the situationally best play to camp and I feel like playing efficiently, I will camp.
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@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197527#Comment_3197527
Yeah but downing all survivors and it's always a Nurse with Infectious I get you want to apply pressure but if your not picking up anyone and just forcing slugs then it's not even a match.
There's no good reason for the killer to pick up if they know for certain others are nearby and they are confident they can down them too. Grouping up is a misplay on the part of the survivors.
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If the situation presents itself, why not?
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@Rich2015 said:
https://forum.deadbydaylight.com/en/discussion/comment/3197469#Comment_3197469
But you're aura is also revealed to the killer
smartasrse
Moving the goalposts (or shifting the goalposts) is a metaphor, derived from goal-based sports, that means to change the rule or criterion (goal) of a process or competition while it is still in progress, in such a way that the new goal offers one side an advantage or disadvantage.[1]"Can we have a perk that tells us where the killer is at the start of the match
And then the killer has to run a perk to counter it and use up a slot
thought not"
I informed you of a perk that does exactly what you asked for.
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@Rich2015 said:
Can we have a perk that tells us where the killer is at the start of the match
And then the killer has to run a perk to counter it and use up a slot
thought not
Object of Obsession, killer counters it by using things that give Undetectable to themselves, or inflicts Blindness on the survivor.
You should make sure you’re right if you’re going to try being a smartass.
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@KayTwoAyy said:
https://forum.deadbydaylight.com/en/discussion/comment/3197432#Comment_3197432
Not necessarily..
Instead of providing a sense of direction to killers immediately, it course-corrects them when they head to an area that appears devoid of survivors.
For killers that have little trouble finding survivors without Lethal, the delayed aura reading is arguably MORE valuable than the immediate aura reading. For killers that do have trouble finding survivors, it provides a window to practice finding survivors, but prevents wasted time searching for someone who may not be there.
Killers don't really need to know where survivors are in the first 10 seconds of a trial. More often than not, a killer spawns on one side of the map and should immediately start walking to the other side, where survivors spawned. The delay might even be a buff, because it provides aura reading at a time when killers can actually capitalize on that information.
The early read allows for planning around where the survivors move and preemptively cutting off their path. It also allows for immediately starting chase as soon as you get to them. After the reveal ends, game sense will also narrow down where the survivor could be. It’s not about difficulty in finding people early, it’s about the point of the perk itself being immediate pressure from game load. Also, it reveals the initial course of action which is way more important. Are the survivors splitting up? Which way are they heading? Did they spawn grouped meaning you can immediately wreak havoc on multiple survivors? Etc.
Furthermore, immediately seeing if someone is in a valuable area, or spawned not on the opposite end.
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"Overloaded"
It’s a power that cannot be used on every single area and tile. Furthermore, the tiles it can’t be used well or cleanly on are frankly, quite a lot.
Hinder only happens at maximum Infection which should never be happening outside of being tunneled off hook (if you aren’t tunneled off hook and you didn’t spray, that is on you). There’s 12 default full cleanses available, which is more than enough.
He can’t down you while vaulting unless you’re right beside the vault with him, which is on you. In practice, Wesker is a gimmicky worse Blight with the cool bonus of being able to yeet/body slam survivors.
Nemesis is a crap killer. Zero mobility, zombies are inconsistent and usually worthless, probably the worst-designed anti-loop power in the game, etc. He is the epitome of winning 1v1 and losing 1v4.
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@KayTwoAyy said:
I don't think Lethal is problematic, HOWEVER...
If they were to 'nerf' it, I would suggest delaying the initial aura reading by 10-15 seconds.
That defeats the point of Lethal.
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@SailedSavage said:
https://forum.deadbydaylight.com/en/discussion/comment/3197293#Comment_3197293
"Unless" nothing every killer I run into is using one or more auroa reading perks. Like I said above I don't want to HAVE to run distortion every game. It's boring and makes for 0 fun builds. When you are forced to run a perk to counter killers thats how you know they are too strong. I shouldn't be forced to run something to survive.
This is literally pure entitlement. The killer gives up MULTIPLE perk slots for aura reading perks, and you don’t want to use a SINGLE perk slot for a hard counter? Do you unironically expect anyone to sympathize?
Fun fact, you don’t need to run Distortion or Object. Against Lethal? Guess killer has it and don’t stay in an unsafe zone at start of the game. Barbecue? Stay in 40m. Floods? The hook can be sabotaged, bodyblocked for, or the aura reveal lockered. So on and so forth. Every single aura reading source has their boundaries and limits defined.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/3197300#Comment_3197300
I wonder if that's true though. LP extends a reveal, in this case the one created by itself. If the reveal never applied due to Distortion, there's nothing to extend, therefore Distortion only sees 1 token consumed, right? Or am I misrembering some numbers here?
The aura reveal happens concurrently with Distortion, it’s just Distortion simultaneously blocks it. Thus, if you have only 1 token of Distortion and Hex: Retribution activates, you will be revealed for the last 5s of the 15s.
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3197300#Comment_3197300
Good to know. I was almost convinced it was bugged because when I tested during 6.1.0 it didn't do that, but by 6.2.1 it did, so either it was shadowbuffed, LP was shadownerfed, or it was bugged. Either way, Distortion currently counters it wholly and completely, so if you're struggling that much then it's a viable counter (and still will be because of the ease of regaining tokens).
Thank you for clearing up exactly which part of that interaction is bugged, however.
Yeah, it’s been back-and-forth bugged, annoyingly enough.
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This bug has existed inconsistently back and forth between since the patch that first added this function to the perk.
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@GoodBoyKaru said:
https://us.v-cdn.net/6030815/uploads/XBLN4JK7FG0Q/image.png
ive tested it and distortion only consumes 1 token for all of lethal pursuer so... if youre having that much trouble then bring it ig
Disclaimer: That’s currently due to Lethal Pursuer being bugged and not increasing itself to 11 seconds.