TAG
TAG
About
- Username
- TAG
- Joined
- Visits
- 9,205
- Last Active
Comments
-
@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2133286#Comment_2133286
I rather DS work only one time, than it work 2 times. Just go after the person who unhooks. Even then survivors will use BT, and keep the gate 99. So by the time they make it, they still getting out.
That doesn't work if the person who unhooked is under the effect of BT. Your response is exactly why I want DS to deactivate during the endgame.
-
@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2132994#Comment_2132994
I mean what be your "fair" idea to balance DS?
Make DS permanently deactivate when the Exit Gates are powered. I'm okay with letting DS work multiple times in exchange.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2133019#Comment_2133019
I'm not saying to run the whole build, but NOED/bloodwarden is a good combo and it's turned the game around for me at a crucial moment.
I don't like either perk because they do nothing unless I am on the verge of losing, and Bloodwarden especially is easily countered by 99ing the gates.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2133009#Comment_2133009
my only other advice I can give to you is run, NOED, rancor, bloodwarden. Not a full build but it can really help you at EGC.
Consider that you're suggesting that I run almost an entire (gimmick) build just to justify the highly suboptimal play you were suggesting earlier.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132994#Comment_2132994
I'm not trying to tell to play "poorly" good grief idk why you're being so malicious towards me.
I'm not being malicious toward you. But you have to admit that asking the Killer to chase other Survivors during the endgame when the Survivors basically have the option to leave the game whenever they want is very poor strategy.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132987#Comment_2132987
I'm sorry I don't know what else I can say.
Acknowledge that DS is an issue for creating a no-win scenario, and acknowledge that you are telling me to play poorly during the end game?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132981#Comment_2132981
slug and wait out the 60 second timer if you have to. If the survivor makes it to the gate then pick them up and hope they miss the skill check.
I'm assuming we're dealing with a competent player who can consistently hit the Skill Check.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132977#Comment_2132977
I honestly don't even know how to keep this discussion going. It sounds to me like you just want easy kills.
No, I don't. I simply believe that you are advising me to play poorly during the endgame to justify the no-win scenario DS still creates.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132959#Comment_2132959
go after other survivors maybe?? I've had a scenario happen to where I went after an unhooker at EGC and only got one kill. I don't ever tunnel people fresh off the hook no matter what. Is that stupid?? Maybe to some people but I just try to be fair.
Go after other Survivors whose locations I don't know during a time when the Survivors can basically leave whenever they want while also being able to rescue the Hooked person? That is considered good strategy?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132950#Comment_2132950
if you're tunneling someone at EGC during endgame for a kill than that's kind of cheesy. I know that may sound insane to a lot of people but this perk exists for a reason.
So what am I supposed to do to try and get a kill during the endgame when there are no more gens to be done?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132948#Comment_2132948
DS was already nerfed to the ground so that's not happening.
But this no-win scenario still exists, which is not okay. So something still needs to change.
-
Okay. In that case, it sounds to me like something about DS needs to be changed to avoid that no-win scenario.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132940#Comment_2132940
ummm both of them??
Okay, so you're telling me this is a no-win scenario, then?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132938#Comment_2132938
yup it's your fault there I answered your question.
Which of the two scenarios is my fault?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132934#Comment_2132934
it's literally one stun that can be prevented later in the game...
You didn't answer my question. Is it my fault for tunneling and getting stunned, or is it my fault for not tunneling and not being able to stop the Survivor from escaping?
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132928#Comment_2132928
you can disagree all you want but at the end of the day DS doing what the perk is designed to do. whether it's before or endgame if you tunnel you deserve the stun.
Wait, but you just said that if I tunnel DS out early, I can avoid a scenario where I can't stop the Survivor from escaping. So which is it? Do I deserve the stun for tunneling early, or do I deserve not being able to stop the Survivor from escaping at the end for not tunneling early?
-
@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2131420#Comment_2131420
You won’t get affected if you don’t tunnel
But multiple other people said that if we don't tunnel DS out during the early game, it's our fault if the Survivor still has DS during the end game and uses it to effectively guarantee an escape. So who's correct here?
-
@eleventbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2132351#Comment_2132351
Yeah, basically. Don't go tunneling if you don't have to, but if they jump in a locker and you suspect DS you might as well eat it unless it throws the game.
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132351#Comment_2132351
I mean if you hate getting DS'd at endgame than yeah just so it's gone and survivors can't use it anymore.
So avoid tunneling to minimize DS during the early-mid game, but also tunnel to minimize DS during the endgame.
Sounds to me like we have a no-win scenario here.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2131614#Comment_2131614
so don't let them have DS before the endgame than.
So deliberately trigger it, then?
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2131672#Comment_2131672
I believe it does when the entire team of solos can potentially waste the entire game deactivating the perk (giving the killer more than enough time to win) or force survivors to ignore it (explained in a previous comment). Either way, the killer is guaranteed to get a lot of value from it, even if they aren't using it (unless survivors take the risk and rush generators).
Don't get me wrong, I had my fair share of games where we deactivated the perk, but those are rare and far in between for solo groups.
Anyways, as for the other ideas I suggested, thoughts?
The way I see it, it only really earns the Killer one potential kill during the endgame unless Survivors decide to be overly altruistic. That's not "a major disadvantage" in my book.
I'm of the opinion that Hex perks are fundamentally flawed balance-wise and should be re-balanced around the idea of NOT being Hex perks, so I'm hard pressed to have too much of an opinion on ideas that simply try to deal with Hex perks as they currently are.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2131543#Comment_2131543
I'd say solo survivors are at a major disadvantage because cleansing all bones is complicated. This is so problematic for solo survivors that they often rush generators because disabling NOED causes more problems than it solves, most of the time. Killers mistake this as survivors being lazy, but really, they don't see the full picture because this is the smartest thing a group of solos can do.
If I'd to rework the perk, there's two options:
- Totem counter is general information that all survivors have access to, BUT all hex perks are greatly compensated.
- Make the perk tied to the amount of generators completed. [Hex — No One Escapes Death: Each generator that gets complicated, receive a token. For every token in your possession, gain a 2% haste effect and decrease the survivor's cleansing speed by 3%/4%/5%. Once all generators have been completed, survivors are exposed.]
I disagree. I don't think NOED constitutes a "major disadvantage", personally.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2130195#Comment_2130195
I don't think you understand my point.
Survivors shouldn't be forced to run perks, items, nor add-ons to counter something that the killer could potentially be using. There should be natural counterplay and sure, do bones, but how exactly can you know when the perk is deactivated without throwing the game.
Even if you THREW the game by checking the entire map for bones, wasting a lot of time, how would your teammates know when to stop looking for bones? They might be wasting their time for nothing, heck, they you might be doing this for NOTHING if the killer isn't using the perk. This basically guarantees a win against half-decent killers and that's not fair for solos. It's also not fair that SWF can just breeze through NOED as well, the perk has serious flaws and should be looked at.
You're not forced to, though. You aren't that disadvantaged if the Killer brings NOED and Survivors don't have a totem seeking tool on-hand. And I say this as someone who supports re-working NOED.
-
@goblindeez said:
https://forum.deadbydaylight.com/en/discussion/comment/2131423#Comment_2131423
I mean even with how DS is now that doesn't change anything...at that point, going for the survivor in end game that was off hook for a kill is just a pitty kill for yourself .
And it should change IMO. I would be okay with allowing DS to trigger multiple times in exchange for it being permanently disabled once the Exit Gates are powered.
-
@goblindeez said:
https://forum.deadbydaylight.com/en/discussion/comment/2131390#Comment_2131390
Well, no. You would still have DS. However, DS disables if you save someone from the hook, so I don't see it as an issue in end game as much as it used to be.
DS would still be a problem in the end game because if a Survivor is downed close enough to the gate while they have DS active, you can kiss that Survivor goodbye unless you have a mori active.
-
@[Deleted User] said:
This would be a great change for it, more so QoL than a buff. I don't know if people would still go for it though, it might need a little something extra to beef it up. Maybe make basic attacks apply deep wounds?
What? That would totally be a buff. It removes all semblance of skill needed by removing any and all punishment for missing. I support buffing Cooper Grace, but not like this.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2131126#Comment_2131126
Ds actually reduces the chance of making you the obsession. Especially now with the nerf I feel like I’m the obsession a lot of the time.
Can you show me where it says this? I don't have access to the actual game atm, but everything I'm finding so far says that the most recent iteration of DS increases your odds of being the Obsession.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2131079#Comment_2131079
But if I randomly become the obsession because someone brought DS?
Wouldn't Rancor by definition already designate someone as the Obsession? If anything, someone else bringing DS would help if you were the unlucky Rancor target because there is a chance that their DS activates and makes you no longer the Obsession.
-
@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2130390#Comment_2130390
Thats no auras of boxes but you see the aura of survivors searching right. I still think waterlogged is much worse than that tbh.
I think it's debatable. They are both quite trash IMO.
-
Amanda's Secret. :)
-
For me, personally, it's not Ruin that needs a re-examining. It's Hex perks as a whole. I don't think they can be reliably balanced because they are fundamentally really high variance as they currently stand.
-
@Kira4Evr said:
- Survivors refuse to do gens and are just hiding.
- Killers are just leaving people on the floor and refuse to hook them.
- The killer goes AFK on the hatch or something.
The last two are not hostage holding. Point two because slugging will result in someone dying in a very specific and known quantity of time (four minutes), and point three because the last Survivor can do gens to power the Exit Gates.
-
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/2127264#Comment_2127264
The problem is that solo survivors are forced to run Small Game to know when they should stop doing bones, unlike without it, ALL survivors would need to search the map (usually a guaranteed win for decent killers due to the amount of time wasted), every corner and crack to count how many totems are destroyed and confirm that the perk is deactivated. Here's the kicker, you can't scout it like other perks such as Brutal Strength where you can tell that the killer has it, therefore meaning survivors have to assume the killer is running it even if the killer isn't. So essentially, the killer gets a free perk that slows down the game.
Let's look at the survivor's equivalent, more balanced, Decisive Strike, which I'd believe is a great comparison after the recent change. Killers aren't forced to run a perk to counter Decisive Strike, but before it was balanced, killers had to use Enduring which wasn't fair game yet Small Game for No One Escapes Death is apparently fair game. Above all else, although rarely, killers could ignore DS if there is no obsession because that means there's no obsession perk being used and with DS being an obsession perk, you can rule out that no one has it. NOED, like I said previously, is completely hidden as it doesn't give away any clues, but imagine if it did rarely, I can guarantee that wouldn't be acceptable either.
Anyways, until the NOED becomes solo queue friendly, I'm not going to agree with people saying it's balanced due to the fact it's existence is purely there to screw over solo survivors. Rework the perk, do something, you can compensate by buffing it but it's not fair for solos to suffer due to the reasoning I said above. The perk shouldn't be OP against solos and pathetic against SWF, rework it to balance it on both ends.
If anyone has counter arguments, quote me and I'll shoot them down because I memorized by heart of all the things people try to say to justify NOED being a solo queue destroyer.
Sorry, this is something that really bothers me, my apologies if I come out harsh. 😅❤
Honestly, at this point, I'd say either NOED bothers someone enough for them to run Small Game (or Detective's Hunch and/or a Map), or it doesn't because either they're counting on someone else to bring one of those perks or they're willing to simply play through it.
As for Killer getting a free perk that slows down the game, I'm okay with that.
-
Now for the downside:
It promotes sloppy saving because you won't get punished for it.
-
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2129368#Comment_2129368
If they are waiting normal Kindred will show them. But when they are use power kindred will not show. For example if Ghostface waits normal, kindred will show. If use nightshroud kindred wont show.
Yeah, but that's not really silent. That's just standing still. :P
-
@Northener1907 said:
Yup. Kindred shows all auras even they are silent killer.
Undetectable excluding if i am not wrong.
Silent killers by definition are Undetectable, assuming I am understanding you correctly.
-
It still results in a penalty, AFAIK. Also, I would not expect this thread to last long as the mods don't like threads that condone rule-breaking.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2129186#Comment_2129186
yeah. we both got something wrong...
but I'm still very suspicius of the % being exactly 1/6. silly pattern seeking brain...
Hey, we were both willing to admit that we were wrong about something. That's good enough for me. :P
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2129156#Comment_2129156
The Trapper:
- Escaping from a Bear Trap now has a 16.6% chance of succeeding on each attempt, but are capped at a maximum of 6 attempts
- Addons that reduce the chance of escape increase the maximum number of attempts as well as reducing the chance per attempt
seems to me that what I said is closer to this description than a % increase. since a % increase isn't even mentioned
https://forum.deadbydaylight.com/de/kb/articles/273-4-5-0-ptb
Okay, so the percentage thing was not something I was remembering correctly. Fair enough. That said, those notes VERY much do not suggest that the Bear Traps function the same way as the Jigsaw Box. It SAYS that you only have a 16% chance of escaping on each attempt for the first five attempts and then a 100% chance of escaping on the sixth.
-
@Pulsar said:
https://us.v-cdn.net/6030815/uploads/HUUHQAYRHWMX/150px-gk-charselect-portrait.png
But clown tho
Look at that smile
I'm sold. OP has no idea what they're talking about.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2128980#Comment_2128980
his video was just easier to find. I'm kinda lazy...
but no, I don't expect you to take it at face value.
the escape chance used to be a flat 25%, this sounds small but. as you probably know, people were escaping on their first try all the time. making it quite frustating for the trapper players, making it so unless they are very close by, they usually didn't bother.
if there was a flat increase on the %, the 2nd try would be at 33%, and the 3rd at 50%. meaning the problem wouldn't be solved, just delayed by 1 attempt to escape. and worsened after that. also, the chance of escaping on your 3rd try would be almost exactly the same as you escaping on the 4th, 5th and 6th combined. which is silly.
but if you have the random 1 to 6 attempts predetermined when you step on a trap, the likely hood of escaping on any attempt is the same. but by virtue of having less possible attempts, you are more likely to escape after each attempt. which seems more fair to me. (and since pigs thing is already in the game, they can just reuse her code for simplicity)
I'm not taking about what's fair. I'm taking about what the devs said.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2128794#Comment_2128794
indeed, he isn't a game developer. doesn't mean he's wrong.
I am aware that it does not necessarily mean he is wrong. However, you have not demonstrated that Otz is necessarily correct either but are merely expecting me to take him at his word for no other reason than the fact that he is a well-versed streamer.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2128619#Comment_2128619
https://youtu.be/lJFKfLxIIoU?t=276
I have the video starting when he starts talking about trapper, but you can skip to 5:33 if you wanna go straight for the "meat and potatoes"
Otz is not a game developer. I had someone try to tell me something blatantly wrong before (I think it was that luck affects chest item rarity) and backed it up by saying that Otz said so.
-
@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/2127309#Comment_2127309
yes. because the escape attempt that will succeed is chosen when you set the trap. with 6 being the cap.
but explaining this concept is a lot harder than just saying
"you have a 1/6 chance of escaping in the first try, and your chances improve each try until #6 where you always escape"
only they didn't say "1/6 chance" they used the percentage, which is 16.6666...%
Unless I am misremembering things, I don't believe that's how it was explained by the devs.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2127945#Comment_2127945
I understand peoples issues with it. That yes. Sometimes you can dead hard for distance and make it to a strong window/pallet. But it happens a LOT less then people make it out to be
Fair enough. Disregard what I said, then. My apologies.
-
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2127942#Comment_2127942
Ah ######### you beat me! I can never be original because you all are so fast!
You bring shame to your username. C'mon, step it up. :P
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/244408/why-are-people-so-mad-about-dead-hard
Not sure. I play a LOT of killer and I don't mind it. Dead harding for distance that gets you to a good pallet, strong windows happens less then people say. Most of the time survivors are in no position to make use of it. Short of dead harding at the right time for you to swing and miss. But good killers know to bait it out by now..Hell. I've actually STOPPED dead hards for distance to a window by waiting it out and still getting my hit at the window
But good killers know to bait it out by now
The point people who take issue with DH bring up has nothing to do with baiting it or an inability to do so.
-
@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2127360#Comment_2127360
It will never be used beyond memes or boredom if it isn't as game changing as the current meta perks.
Maybe because some overall balance changes are needed as well?
-
It's probably because among high-level players, the options for viable builds are really low. Making the meta more diverse is not a bad thing; they just need to make sure that nothing is TOO strong.
-
You have to be careful with how much you increase crouch movement speed. Too much, and Ambush could just end up being unavoidable in the middle of a chase.
That said, yes, I do agree that the current skill check add-ons need to be thrown in the trash and replaced with something better.
-
@Firellius said:
I don't think Pig should receive any kind of buff until a workaround for her heavy RNG has been developed. Yes, one/two-box Pig is UP, but four-box Pig is broken as all hell.
I must disagree. 4-box Pig is GOOD no doubt, but IMO getting the Trap off on the first box hurts the Pig more than getting the Trap off on the fourth box helps her. Obviously the exception to that is very large maps for obvious reasons, but that to me is more a fault with the maps than with the Trap RNG.