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@Talon_Baptiste said:
https://forum.deadbydaylight.com/en/discussion/comment/732396#Comment_732396
I’m not completely opposed to this option, however, I also don’t want to just give up because the killer absolutely has to find that last person.
If you have the chance to be revived, you can wait. If you don't think the other person will save you, you can let yourself die.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/732397#Comment_732397
It is when you've slammed shut the hatch on a survivor who was jumping in the air before.
To then have the prompt not work at all. Followed up by having the animation cut off the exact opposite of how it was when the hatch close was added.
Why would I need to observe it multiple times? I have slammed the hatch shut enough times to know those last two instances sure stood out.
No, it's really not. You need to verify that you aren't just messing it up in some capacity.
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/732392#Comment_732392
So have I. But the last 2 times I was in this situation it sure feels changed. The survivor I was talking about when I made this topic in the first place sure seemed to know this.
Two times is not much to go on.
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How about they instead allow a Survivor to kill themselves once their Dying State meter has been drained a certain percentage?
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I have been able to close the hatch on the Survivor while they try to jump in.
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I GUESS that counts...
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/732079#Comment_732079
Just to play Devils advocate here but:
https://www.youtube.com/watch?v=ekSjP7wonOk
and this is an OLD video, people have jumped from higher and while doing multiple flips.
Yeah, nice try. Show me a video where the person doesn't have Balanced Landing equipped.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/732254#Comment_732254
The majority of my survivors are always on gens and loop, they belong in high ranks, a lot of killers and survivors don’t belong in high ranks tbh, whenever I see a killer never chase me because I loop I know that he hasn’t faced good survivors much, especially when all my teammates loop and he just chases no one.
Just because you don’t find good survivors doesn’t mean other people never face them.
How often do people fare well against good Survivors with weak Killers, though? That is the real question.
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They said that they want to slightly change her basekit. What you are predicting is huge.
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Given how Level 3 is primarily the one that matters most, your idea is only marginally worse than the old MoM, which was too strong to begin with.
@Nightshade said:
I think the simplest fix would be to include safe unhooks on top of protection hits, like We're Gonna Live Forever; Not sure why they deviated from that approach to begin with.The other option would be to decrease the needed protection hits to 2, that way activating it will actually be possible without using an Insta-Heal.
They deviated from that approach because (according to the devs) it turned out to be even easier to activate MoM than through the old method.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731427#Comment_731427
Is not normally, but whats the idea then?
To have a Billy or a Huntress with Iridiscent Head playing tryhard downing everyone on 2 minutes because Killers kill?
I didn't say that Iridescent Head didn't need to be adjusted.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731408#Comment_731408
No, they need to fix the game and rework No Mither, survivors are fighters just like in those terror movies, not some coward chickensh*ts, a surv wants to play to be able to have a fair chance like those movies, not to be some bots with no mechanics at all.
You need to make changes this game in its current state sucks, who the hell uses Small Game in 2019?
They made that perk when game had like 4 killers, and I still see it in my bloodweb when Im prestiging survs, it needs to go or they got to fusion it with another useless perk.
The game isn't balanced around the idea of Survivors being able to get up normally. That's why the ability to do it once is a perk, and the ability to do it repeatedly is a perk with downsides.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731397#Comment_731397
Exactly, you get up with a broken status and a cooldown just like when you use Deliverance.
Right, so just use No Mither if you really want to avoid being slugged that badly.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731384#Comment_731384
Once per trial, if we want to eliminate slugging it needs to be every time someone wants to leave you there more than 20 sec you can get up.
The end game is so pathetic that killers wants to slug one surv and get the last man standing, if you leave that surv he needs to get up, you hook and take your chances to get that surv before they reach the hatch, or you will have to chase 2 guys.
That's what No Mither is for, then.
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Dude, that's pretty dope.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731356#Comment_731356
When you slug to leave a surv 4 minutes doing nothing is not good for anyone either, there is a person behind that character wasting time, or you hook them or they need to get up, maybe BT base kit is too much, but they need to get up.
That's what Unbreakable is for, no?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/731340#Comment_731340
Because they need to eliminate slugging, after X amount of time you can get up and if he insists in down you again you have a base kit BT, devs are so scared when it comes to apply mechanics that punish killers.
X needs to be a super long amount of time if you're not using a perk. You shouldn't be able to get up normally in a reasonable amount of time.
Base Kit BT would make it so bad saves can never be punished, so I wouldn't be in favor of it.
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@Toybasher said:
One idea I see sometimes is a perk or game mechanic where survivors teabagging charges it up.
I.E. X teabags in Y amount of time/in one chase grants faster movement speed against them specifically for the rest of the chase.
If they continue to teabag, (10/20 more teabags in the chase) they suffer from the exposed status effect.
If they still continue to teabag (Beyond excessive. An additional 30/40?) the killer has the option to forfeit 25% of their bloodpoints earned that match to Mori them. One "Salt-Mori" per match.
And bam there you go. Only effects BMers while not being abused to go after Baby Dwights or people who weren't being toxic.
And very high requirements to trigger so if someone DOES wind up being salt-mori'd they were being toxic to the point the killer felt like cashing in 25% of their BP gain to take them out of the match was a fair trade. In other words: They deserved it.
EDIT: I do wish there was a purple Mori offering that would let you Mori any one person after one hook but doesn't get burnt unless you actually use it. Basically it'd be an Ivory you can "Keep" with you and just use it every game (It'd show up as a secret offering so you could burn it to scare survivors) until you decide "Yeah this pink hair flashlight clicking Nea has got to go."
I'm not sure I want to waste a valuable perk slot just to catch teabaggers.
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One of the issues is that sabotaging was nerfed because it proved to be too frustrating a strategy, which led to lots of slugging. I don't think the devs want to go in that direction again.
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@Hoodied said:
Yeah, what would they do?
Change Killers. :P
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I'd say keep it at 60 seconds but do the other two changes.
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@BLYNDCYDE00 said:
Ummm...ok boss so,what would you to virtue reality games which is based close to realism?
Dumb give me a dumb answer give me a logical one if you can't remain silent
I don't understand what you said in your first sentence.
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I'm not opposed to buffing Distortion a bit, but I'd say DBD in practice is less "Hide and Seek" and more "Tag".
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I don't even like Ivory Mori, so making a base kit variant seems wrong to me.
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How do you reduce the volume of something by 150%? If you reduce it by 100, you are already reducing it to zero, no? At that point, you may as well make the Perk description "reduced by 100% and Stridor doesn't work on you because."
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I am all for combining it with We Will Make It.
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Agitation + Iron Grasp + Mad Grit is my go-to meme build. Stick it on Nurse and throw in NOED to go full NFL and chase Survivors as a Nurse at close to 115% speed while carrying someone like a football.
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@RossSama said:
Who cares if somebody says something in chat after a game? I don't say ######### when I get mori'd by spirits and nurses at Rank 1. You think survivors are the only toxic members of this community or something? It goes both ways my dude. I was queueing with my Rank 16 friend last night and we were getting absolutely murdered by red rank killers. Did I complain? Give up? Nope, it just is what it is.
You should either:
1) Learn to get over it
2) Don't read chat at all (prolly the best option for you)
and while you are doing one of those things, you can also focus on improving at the game and stick it to them once you become a god.
It's funny how mentality is everything. If I were a Rank 9 killer, I'd be perfectly fine playing against opponents much better than me because it would allow me to learn the game lot faster. You aren't gonna learn that much by playing against Rank 10s. Most of those people have no map knowledge and can't loop efficiently.
You being indifferent to post-chat harassment does not mean other people should be as well.
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Agitation + Iron Grasp + Mad Grit + Pop Goes the Weasel (on Pig)
Does it make my life easier? No, because it is a meme build, so it probably makes it harder. But it is still funny.
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My main concern is that repairing gens is already kinda boring, so just raising the gen times kinda makes it, like, more boring?
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/729264#Comment_729264
Want an explanation on how the burden of proof works?
Either you prove you are correct, or you stop pretending it's anything more than your opinion
Friendly reminder that not all people argue in good faith.
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Do it the Fortnite way where console players can only be paired with console players unless a console player teams up with a PC player.
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No thank you. I don't see why it's bad that it be a little "less special."
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The problem with MoM was the free health state it granted with zero effort. Your suggestion brings that back, so...no thank you.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/729014#Comment_729014
It's one of the examples we gave. Right now, it just increases range without increasing charge time. This means you can go, "Oops, I accidentally touched the blink button and ended up in a different timezone." The reason why this becomes a problem is because it greatly reduces the window of time the survivor has to run away and break line of sight, allowing the Nurse to catch back up much quicker, reducing the amount of counterplay.
After the change, the charge time is going to be increased as well. This means that you can still go super far, but you're going to have to spend the time charging your blink. This way, you keep the counterplay, but you still have the utility of being able to blink around the map quickly.
Short version: It's not so much the range that's an issue. The further you blink, the more time the survivor has to react and the lower your chances of actually hitting them. The bigger issue was being able to charge a blink way faster than you could without the omegablink add-ons.
The silver lining: It won't completely destroy your muscle memory.
"This means you can go, "Oops, I accidentally touched the blink button and ended up in a different timezone."
In my mind:
Dwight: "What the HELL was that?"
Meg: "Omega-Blink Nurse..."
Dwight: "...she's gone to PLAID."
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I would read the flair right by the title of that Reddit thread.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728939#Comment_728939
What are you more likely to come across in your bloodweb?
A common or an Ultra?
Does not matter, as whether Plaid Flannel is a Common, Ultra Rare, or Zendikar Expedition Rare makes no difference in a trial.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728914#Comment_728914
A character popularity doesn't make her stronger.
Making her easier to play does.
Not if it's not changing the in-game properties of the add-on itself.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728897#Comment_728897
I literally said I wouldn't care about the rarity if they nerf her basekit.
Plaid Flannel should never have been anything higher than a Common. There is zero reason it shouldn't be changed to a common regardless of the base kit.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/728784#Comment_728784
She is gonna have a secondary power according to one of the add-ons
I don't think it's that she's gonna have a secondary power so much as that the add-on requires the use of the second power button to function (because the first power button is still needed to let her blink again normally).
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728880#Comment_728880
... Because she's the strongest killer in the game?
For 3 years?
Without add-ons?
And now her add-ons are becoming useful?
The one thing she didn't need?
You follow?
No, I don't. Within the span of two replies, you brought up the add-on rarity change as though it were a bad thing (it's not) and then immediately rejected any concern you had about that fact.
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728871#Comment_728871
I don't care that it is common, I care that she's not getting nerfed while getting these buffs.
If you don't care, why did you mention it?
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@Mc_Harty said:
https://forum.deadbydaylight.com/en/discussion/comment/728829#Comment_728829
They gave her an undo button that's not even one of her ultra rare add-ons and made blinks easier to use for new players by making the indicator a common.
You don't buff the obvious strongest character in the game without some nerfs to compensate for her new strengths. That much should be clear.
Plaid Flannel absolutely deserves to be a common. Anyone who's not a bad Nurse doesn't need it. Meanwhile, players like me would appreciate the training wheels. :P
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Here are my thoughts as far as the Hammer Toss specifically: What if the Hammer could compensate for the wind-up by also being a long-range weapon? Like, let's assume that her default weapon is the Riding Crop. If you switch to the Hammer Toss, in addition to being able to throw it at someone, the wind-up needed to throw it could also hurt someone in the process at an extended range? Maybe it might even be possible to down someone quickly by winding up the hammer for the first hit, and then the actual projectile could land the second? The issue with that, though, is that you'd need a certain amount of open space to prepare the wind-up, and having it clip through thin walls (in areas like jungle gyms or corridors like in Lehry's or Hawins) while winding up just doesn't make sense, so that creates a bit of a practical issue.
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Okay, okay, okay. Can "Tally Ho!" also be the name of a perk that is effectively the reverse Balanced Landing? Just to illustrate my point:
Tally Ho!
The Trunchbull Perk
"Whenever you land from a fall, Survivors within a 16 meter radius suffer slightly/moderately/considerably from the Hindered Status Effect for 5 seconds. Tally Ho! has a cool-down of 50/40/30 seconds."
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https://forum.deadbydaylight.com/en/discussion/comment/647721/#Comment_647721
I'll just throw out the little I've written about my idea here just because.
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@Laffamantium said:
Ya I was thinking with the hammer and or shotput throw it might not work with the first person view. Trying to be in mid chase then spin around and try to throw something. You would have to have a crosshair or center line maybe a for a straight throw.
Can you imagine the lols when you throw somebody with a Mori landing/ hitting random structures.
Hm, that is a fair point. Admittedly, I'm not too sure how to solve the camera issue with the hammer throw.
Hammer throw someone from the top of Ironwork of Misery for maximum lulz.
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Pig seems...excessive.
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@Laffamantium said:
I was thinking of putting " the Trunchbull" but I figured it wasn't well known enough and other killers tend to not use real names.
Plus there was talk of a teacher type in the coding already.
I was thinking she is an olympian javelin,shotput and Hammer throw but didn't want to use all 3 for it being too much. Shotput would have a longer startup than huntress but also have possibly more damage and more utility with the generator damage. They would bother be thrown but treated differently like hillbilly and leatherface's chainsaw.
It's tough thinking of perks. They seem to be either lame or game breaking haha.
It would be cool to have a locker specific perk.
I think it would absolutely be worth going with "The Trunchbull" because it is a well-known title for her among people actually familiar with her.
It's a bit tricky because while the chainsaws could act differently in how they are wielded, it's not the easiest thing in the world to differentiate two things that are simply thrown. Actually, could it be possible to actually use all three? You get one of each (hammer, javelin, and shotput), each with different properties? And maybe you have to physically pick them up Trapper-style after you throw them?
Yeah, when I was thinking about Trunchbull perks, it was tough to think of one beyond the Chokey perk.
Oh, and I am super with her going "Tally Ho!" whenever she falls from a ledge.
Also, her mori has her hammer throw the Survivor. Bonus points if they have pig tails like Meg.
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@Rokku_Rorru said:
Bringing a key is the same as bringing a mori as they make the game quick, so mori should be removed too? :)
I'm all for nerfing Moris as well.