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TAG
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My main problem with Demo is portal placement. It is pretty time consuming.
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/993707#Comment_993707
The frequency isn't high anyway. It's exaggerated ridiculously by literally everyone who complains about it.
Based on what?
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/993692#Comment_993692
I would say just make them more rare. Even still though, people complain about mori's so much that you would think they happen every game, which is not even remotely the case. It's more like once every 10-20 games, if that. I've had one mori in the last like...over a month. Most killer mains have hoards of mori's that they don't use. They wouldn't have those if they were that common. Same used to go with keys, but since EGC was a thing, keys have shot up in popularity.
People grossly over exaggerate the frequency of mori's, and complain about it in rage because they got mori'd for the first time in 20 games and they're tilted because they weren't good enough to lose the killer in the first place.
Rarity is not a good balancing tool IMO. It showing up less often does not make it less OP; it just lowers the frequency of seeing something that OP.
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@The_Second_Coming said:
The big issue with reworking them is, you need to rework them in a way where they aren't useless. Like, everyones idea that mori's should only work when the survivor is on death hook effectively makes them useless. There would be no reason to use that over just a normal sacrifice. Sacrifices give more points.
Keys are a bit easier to rework without destroying their viability.
I think the solution to that would be to make moris count as a hook/sacrifice.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/993455#Comment_993455
Billy will either swing his saw when you let go of the button, or hit a survivor. When he does the "phantom swing" however, he stops charging and swings the saw, even if your still holding the button and no dmg gets done.
I've seen that happen before with Pig. You catch someone with the Ambush right when you start dashing, swing because you touched them, but no damage.
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Is this kinda like when the Pig ambushes and manages to connect, but it doesn't actually connect and just misses anyways?
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"jesus almost everyone HERE is complaining about the new ruin as if it's a buff for the killer"
What is this bizarro forum you are referring to where people are complaining that Ruin got buffed?
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Pop is reliable, if nothing else.
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The correct way to test this out is to have a Survivor repair a gen to slightly over 25% and then proc Surge with Pop active. If they do stack now, that gen should regress all the way down to zero.
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@PapiQuentin_ said:
They've changed the uninteractive Static field to something that actually requires input from players and made him be able to use Shock therapy without having to switch stances.
They also said that the 3 second pause after Shock Therapy is being monitered and will be changed upon live release.
He's better now. I really don't understand how he's "weaker"
To be fair, until they actually change the pause, it is not fair to use that to support your argument that he is buffed. It is entirely possible that they decide in the end that the pause is okay.
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I've been trying Corrupt Intervention as a replacement. Do not love it so far. Unless there are potatoes on the Survivor team, it basically only is useful until your first chase. From there, the Survivors can just work on the unblocked gens, and it's like the perk doesn't exist.
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@PigMainClaudette said:
You're complaining about Borrowed Time? Just go after the person who unhooked. It's not that hard. Same with Decisive Strike.
Punish survivors for taking your kill!
https://forum.deadbydaylight.com/en/discussion/comment/992425#Comment_992425
It has it's moments. Like when your teammates won't come with you after they unhook you. Still happens.
And, no. I did not run into a corner. Just far enough away from the hook to not get stabbed and put back on it immediately.
A true Pig main would tell people to crouch to play around BT. For shame. :P
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@Colton147 said:
Games are technically killer-sided, as they have the following perks that are great and commonly used: BBQ & Chili, Pop Goes the Weasel, Dying Light, Thanatophobia, Whispers, No One Escapes Death, Rancor, Franklin's Demise, Insidious, Infectious Fright, Iron Maiden, Mad Grit, Make Your Choice, Sloppy Butcher, and Thrilling Tremors.
Killers receive much more bloodpoints than survivors, even still receiving more when Red-ranked killer mains intentionally AFK-demote.
The following perks are absolutely not "great:"
Dying Light
Rancor
Franklin's Demise
Insidious (???????)
Iron Maiden (???????)
Mad Grit (???????)
Thrilling Tremors
I don't even think NOED is particularly good against competent players. It is just capable of snowballing if players don't just cut their losses and leave ASAP.
Thana and Make Your Choice are only useful on certain Killers.
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@arslaN said:
Something similar to identity V. Gens progress slower until the killer gets their first hook (it returns to normal after 2 minutes if the killer fails to hook anyone), along with nerfs to toolboxes.
Making some of the maps smaller and removing the god loops would also help a lot.
I did not know Identity V does that. That is actually quite an interesting idea.
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@HellDescent said:
https://forum.deadbydaylight.com/en/discussion/comment/992691#Comment_992691
they said delay is intended(it was 1.25s now it's going to be 1s), shock blast only affects survivors in your tr, 25% of progress is far worse then entire progress and it can be paused, tapping it is only about 2s longer
Static Blast is very much an improvement to Static Field IMO.
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/991537#Comment_991537
Yeah, that's exactly what I'm in favor of. Average weighed towards the top a bit.
Because let's be real, it's not only the fun factor of the games that gets screwed. How are we supposed to do anything with red rank kill rates if a game with a red rank killer and a single red rank survivor+ 3 yellow rank potatoes counts as a red rank game?
I have a solution to that, but SWF teams are not gonna like it. :P
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@ZtarShot said:
https://forum.deadbydaylight.com/en/discussion/comment/990655#Comment_990655
Bait out the dead hard after adrenaline? Not to be that guy tho...
Oh, right. I forgot that Adrenaline is technically an exhaustion perk. :P
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@Xerge said:
https://forum.deadbydaylight.com/en/discussion/comment/990650#Comment_990650
If you are close enough to the exit gates and they're opened you could crawl or use ds if the killer picks you up.
The number of times that would be relevant is pretty slim and would likely be slimmer if people kept that in mind and unhooked away from the Exit Gates.
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You use Deliverance, I am in front of the hook.
You Dead Hard from there, I anticipate it and hit you anyways.
DS still at the ready? Wait out the timer.
Hatch is nearby? Close it.
Adrenaline? Bait out the Dead Hard again and down you anyways.I forgot Adrenaline is an exhaustion perk. :PConclusion? This would all just be a waste of time for everyone involved.
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At this point, I feel I've already won the game pretty handily, so I don't care much if the last person gets away. I'd more prefer that they do something about the emblem system to properly reflect that I won.
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@Mattie_MayhemOG said:
No thanks, unfair movement advantage.
Not if you switch to KB+M. ;)
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I enjoy going Agitation + Iron Grasp + Mad Grit (+ Pop Goes the Weasel) so I can chase a Survivor while carrying another Survivor. :P
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Yes. Feels like the only slowdown perk I can really rely on. Pretty sure I use it whenever I get the chance.
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There has to be a way to break this with Pig. Doctor uses giant TR to Static Blast people on boxes? Legion forces Trapped Survivors to have to always mend? Spirit can just reach onto Survivors on boxes? Trapper/Hag puts Traps by the boxes? Demo puts portals by the boxes? Hillbilly chainsaws from box to box? Myers stalks people on the boxes? Huntress long-range snipes boxes? Clown chucks bottles at boxes to get Survivors to scream and let go of the boxes? Wraith/Ghostface stealth to boxes faster than Pig? Freddy puts Snares by the boxes to alert Killers to Survivors by the boxes? Oni charges at them with the club and forces them away or risk getting one-shotted? Plague and Leatherface...yeah, I got nothing for them.
PIIIIIIIIIIIIIIIIIIIIIIIIIG
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@Mercury said:
https://forum.deadbydaylight.com/en/discussion/comment/985323#Comment_985323
Why does it stop working after two hooks? Let me clarify, you need to hook all survivors 12 times to sacrifice everyone. The perks still have a very good chance to work and borrowed time works for eight of those hooks, since those people are either in struggle or in the dormant phase.
Ahhh, I see. I misunderstood what you meant. I thought you meant that after hooking any two Survivors, every Survivor was now primed to die on the next Hook. My mistake.
I'm not sure I'd be too thrilled to be in a position to be one-hooked because Mr. Potato Head got hooked twice super fast. You could in theory make it so you hook two weaker players and then kick out the strongest player. Also, how would this work with someone who enters the struggle state because they were left on the hook for too long? Would this mean the next person to be hooked is dead? That doesn't seem fair to Survivors if the Killer chooses to camp. Does the next hook ignore that and go to the struggle state again? Doesn't seem fair to the Killer that the Survivor can be left on the hook for twice as long as normal with no penalty during the first -> second hook phase.
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To me, this reads as stronger than an Ebony Mori. I would not be surprised if a number of Survivor perks become really bad with this. DS can become unusuable quite easily, Deliverance is 100% useless, We'll Make it only works for two hooks total, Camaraderie only does anything if you are exactly the second person hooked, Borrowed Time stops working after two hooks.
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Survivor: I suck at chases/looping.
Killer: Chasing someone who is good at chases. Also Nurse. I am real bad at Nurse. I'm pretty bad with Oni/Billy too.
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@Gravewalker200 said:
https://forum.deadbydaylight.com/en/discussion/comment/983842#Comment_983842
Reminds me of a recent game vs a pig where my trap was 99ed and i got downed and slugged so I refused to let anyone heal me.
I love it when I throw a Trapped Survivor with only seconds to live on a hook, knowing that someone will probably go for the save only for the Trapped Survivor to die anyways. :P
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@Widden said:
So people are here only killer mains i guess. People still saying this post is bait but believe it or not, Doctor with these perk combo too much broken
What about the BHVR person who replied to you?
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@[Deleted User] said:
...
The game's? :P
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@PineTreeKay said:
https://forum.deadbydaylight.com/en/discussion/comment/981839#Comment_981839
Well, whispers helps find survivors to get the pressure going and keep it going by giving you information on the survivors whereabouts and where they are generally. Like I said before it can help you find your first victim, but it can also help you later if it is a 1v1 scenario with hatch and you don't know where they are or the hatch. It is a good perk in general and not just for helping ruin... many people run it to find survivors it is a very universally good perk in most builds, not just for ruin. If you want a build for pig without ruin, I'd say, stbfl, thana, sloppy, whispers would be a good build to run on her that doesn't need ruin.
I've already tried the Thana/Sloppy tactic on Pig. She's too slow while crouched to really make effective use of it the way Ghostface can. Besides, this is a thread about the merits of Ruin, not how to salvage things without it. Having to use three perks to make a Hex perk work doesn't sound promising to me.
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@PineTreeKay said:
https://forum.deadbydaylight.com/en/discussion/comment/981743#Comment_981743
Well, that all depends on either your game sense, or tracking perks such as whispers especially on pig. You might be able to sneak up on them with your crouch as well if you learn how to use whispers to locate survivors in the early game or even when you lose someone in the mid game. Perks like spies for the shadows (one I should have mentioned before in my original post) works well to. But I would highly recommend whispers if you haven't tried it already. Ruin, surveillance, whispers, and a perk of your choosing for the fourth slot will be really good and will help you get the ball rolling. Whispers can also be replaced with discordance if the gens have multiple people on them. I would also say that bringing extra traps for addons and tampered timer would be go to addons with that sort of build.
I already use Surveillance and Ruin. It does not do anything until people let go of the gens, so the time I spend looking for people to get off gens is still time spent where Ruin is not slowing down the game at all. If I have to use Whispers as well, that is three perks dedicated to making sure Ruin actually does something meaningful. At that point, is that really worth the trouble?
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If there are fewer people to play the game, I think the impact is more immediately felt by players and devs alike.
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@PineTreeKay said:
https://forum.deadbydaylight.com/en/discussion/comment/981696#Comment_981696
I believe pig would be good with the new ruin for different reasons than the rest of the killers (besides legion) I mentioned above. Sorry, I completely forgot about poor pig. Pig would be good with the ruin because the traps and the fact that if the survivors complete the gen, the trap activates and your against the clock. If you try to get the trap off before you pop the gen then the gen will regress. Either way, the game works against you. I appreciate this @TAG and I'm sorry again for not thinking of pig with the new ruin :)
Right, but what about before you get that first Trap on? What buys you time to get the first Trap on?
Also, what about the Survivors who are comfortable with waiting until a gen pops to start working on the boxes?
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What about poor Pig?
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@Scal3r said:
Why does everyone use tru3 videos as evidence for stuff it makes no sense
Because he speaks the tru3th. Tru3 is love. Tru3 is life. La li tru3 le lo. La li tru3 le lo.
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/981167#Comment_981167
If games longer than 10+ minutes. How survivors can escape?
Two Survivors did it just fine in that video. The only reason the third did not was because they decided to get greedy for no real reason.
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I stopped caring once I got enough vials to get Blight Jake. I will probably do the same once I get far enough to get Mascot Clown minus the weapon.
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Reverse Bear Traps during the Endgame. :D
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/981125#Comment_981125
2 escapes and 2 kills are balanced.14 minutes game not funny from survivor perspective. 5 or 6 minutes should be max
It was only two kills because the last Survivor tried an unnecessarily dangerous play for style points at the very instead of getting out sensibly and got punished. Had the Survivor actually legitimately cared about escaping, that would have been only one kill that was made after all the gens were finished.
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I think Demo is a bit better once he has his portals up, but I think the set up plus having to walk from portal to portal hurts him a fair bit. I think his dash attack is better than Pig's, though, even if it can't really be used on loops.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/973341#Comment_973341
Debatable
Good players hit greats so all you did was take away 5 % per skill check
Bad players tapped adding 15 seconds to gen times
I can understand the outrage but if you stop and think the new ruin is honestly a lot better then the old one
But now Ruin takes away zero progress per skill check.
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Can't say I agree about Surveillance and Ruin. Once the totem goes, that combo breaks fast. And trying to defend the totem means you have zero gen defense.
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@Peanits ?
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@Peanits said:
The worst that comes to mind is combining it with Surveillance. Any time a generator is being worked on, I would know. The instant you get off it, I'd know. Normally cleansing Ruin is the only way to counter that, so removing the hex aspect means that the killer always knows where you are and has no counter.
Simple: Change Surveillance to only work on kick like with Pop or Overcharge. Surge should be buffed anyways, so losing the synergy is fine by me.
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No more bork bork bork?
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@AshleyWB said:
Clown got a massive buff. Check the rift.
I won't be home for several hours. What are you referring to?
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I'm willing to admit that I may have very well been mistaken on the Doctor being buffed. The changes we have learned about since the initial explanation (plus the leaked patch notes) now lead me to believe he is overall getting nerfed. Obviously could be wrong on this, but for now I have thus switched stance from Doc being overall buffed to being overall nerfed.
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@Almo said:
We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.
BHVR really better hope that their intuition is correct because this comment has a very real chance of backfiring hard if they end up being wrong.
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@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/974741#Comment_974741
Adding to my comment: the 60 second cooldown makes it even more impossible to use it during a chase, so if you DO have the chance to use it but miss - or can't reach - the hit in those 0.5 seconds, you'll have to 1) loop normally and hope for the best or 2) wait another 60s in chase to get your power back and try again lol
You're getting your info mixed up. His Shock Therapy does not have a 60 second cooldown. His new Static Blast does.