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Tohmo

Tohmo

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Tohmo
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  • I used to main her when she came out, ~5 or 6 months. And against her, she's pretty common at high ranks so about a fifth of my survivor games are against her.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/840234#Comment_840234

    Or stop using extremely subjective reasons to have a killer deformed beyond recognition..taking the fin of the other side into account may help too

    I'm a killer main LUL

  • @immortalls96 said:

    The changes will have a lot more impact than you know...anything more and you'll kill her off...

    I do know how much a small change will effect killers. The point is, take the unfun part of her power out and give it back in another way.

  • My idea was like a 45 second "grace period" after a gen was done where all gens are blocked off. Granted it can cause some serious immersion, it can be a step in the right direction.

  • The vault and collision changes are solid. But they missed the mark with the rest in my opinion. No audio changes or anything, which is where I feel she needs it most.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/818900#Comment_818900

    Too punishing..nobody wants to play her because shes all risk for less reward now..its not exactly fair

    So you're telling me someone with as much potential as Nurse should be able to be played by everyone? It's completely fair. Put more time into learning a character = play a killer who far exceeds the rest. The game should NOT be balanced around Nurse / Spirit's tier.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/818875#Comment_818875

    Lol no they are using fun as a means to make changes that affect balance..theres quite a difference in that..and nurses addons were definitely in need of adjustment but the cooldown only served to make her more difficult yet perform worse..that's the worst kind of balance change..and one that only benefitted one side

    Compared to the rest of the cast, Nurse was completely out of the park in terms of effectivity. A nerf is not a bad balance change. She's still an amazing killer, and still #1. Now she's just a bit more punishing to play.

  • Finally, someone agrees that Fractured is probably the most survivor sided in the game.

  • Its because Spirit is a lot more accessible and less punishing, and generally gives the same amount of kills.

  • I have an easy counter to Ghostface. It's called a pair of eyes.

  • I don't think it's necessary, but hell the idea of merging it with We'll Make It sounds fun. I wouldn't be opposed to it.

  • Ever since the Emergency Medkit changes I can see it being viable again. It fell out of the meta due to the healing nerf, making self care much slower. But if they can speed it up again without any accompanying perks, it might just make a comeback. In fact, a fun build I've been running is Pharmacy + Self Care.

  • As a Plague main I think I found my favorite build with her:

    Monitor and Abuse

    Infectious Fright

    Corrupt Intervention

    I'm All Ears

    I wanted a build that works if they don't and if they do cleanse. That's why Thanatophobia isn't in this build. Essentially, M&A serves a dual purpose: allows me to get closer to injured survivors to get the hit earlier and to extend the range Infectious Fright works. Infectious Fright is there because Plague has massive snowball potential with either instantly downing survivors or with Corrupt Purge. Corrupt Intervention to get early game pressure rolling and gives me less generators to vomit on to infect faster. And I'm All Ears also works if they don't/do cleanse. IAE can end M1 chases quicker and if you have Corrupt Purge you can get them over walls with it due to basically free wallhacks.

    It might be the strongest perk set for her that I have found, but I'm still experimenting.

  • It'd be nice if No Mither gave a free 2x BP modifier, so David can be the go-to "BP gain" character.

  • At the end of the day, we have to acknowledge this is a video game. Some people play casually, and want to have a relaxing time and a little bit of fun. Granted, there are some people who want to learn and master the game, but that's not the majority of the playerbase. Fun should definitely be considered as a factor when balancing a character, considering if a game ain't fun, then people will leave the game. That directly hurts the developers, so they can and will take the fun factor into consideration.

  • For Tough Runner that's why I decreased its effective duration.

    For Underperform, perks should enhance your abilities, not something that you really need.

    For Overconfidence I was kinda going for a "benefit from not tunneling" deal, but I can change the token count to 3, also I think I might change it so it reveals the location like Infectious Fright while still revealing your aura. As for its duration, something simple like 5 seconds. Giving it the IF scream could give it some counters like Calm Spirit.

  • Or yknow, learn to hit greats and make the perk useless.

  • His video hits right on the mark. The difference between Nurse is you get clear signals of what she's gonna do before she does it. Things like seeing how long she charges her blinks so you can judge the distance, the direction she's facing so you can judge her direction, and you can make your decision before she does this action. And yet, Nurse is still stronger than Spirit, but is a lot more interactive. Spirit has no indicators of what she's gonna do. It's boring, a guessing game, and generally just unfun as you didn't really outplay the Spirit nor get outplayed by her.

  • The new skirt is a godsend for me. I always hated her pants, so having a skirt alternative is muy bueno.

  • Can't say I blame you. Though I've built my entire friend group around this game and I still have a little bit of love for it, so I'll be sticking around for a bit longer.

    in Peace Comment by Tohmo
  • Doc's been out for 3x long as Legion. I'd love to see him get something for the first time in 2 years.

  • @Desolate_Sands said:

    https://forum.deadbydaylight.com/en/discussion/comment/806041#Comment_806041

    Honestly if you are camping well, the survivor never gets unhooked in the first place so those perks are irrelevant.

    That's also why proxy camping is far superior to face camping. There is no emblem loss and you have a much better chance of downing survivors before they can unhook at all.

    Then abandon altruism and crank out gens. As I said, you can get at least three gens.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/553857#Comment_553857

    We've gone over it in the past, but it's mostly a matter of simplifying it for new players. Having a wall of numbers on each item and add-on can be overwhelming, while saying 'slightly' and 'moderately' is a lot simpler. There are also cases like the mist offerings where the things they modify don't make sense as numbers. If they said "makes the mist 50% thicker", that wouldn't really be helpful. On top of that, real numbers can be misleading with the way math works in video games; take a look at old Enduring for example.

    One of the suggestions I've heard before that I think would be interesting is having a simple and advanced mode for descriptions. By pressing a button, all of the "slightly" and "moderately" parts of the descriptions are switched for actual numbers. This way it's simple for new or casual players but the numbers are easily accessible for more experienced players.

    It's good feedback, though, I'll bring the feedback up with the team.

    Can we get like an encyclopedia for example for players that want to have deeper knowledge of the game?

    Something like this -

    image.png

    A fun idea is it lists every killer speed, addon numbers, stuff like that for more advanced players, while still keeping the normal "Slightly, Moderately" in the addons for new players.

    It'd be a wonderful QOL change so I don't have to guess how much one "slightly" is different than another "slightly."

  • Camping is severely punishable.

    The existence of Borrowed Time and Decisive Strike are some examples. You lose Chaser emblem by doing so. And the Killer spends 2 minutes basically being AFK, meaning survivors can easily crank out 4 gens, not even counting toolboxes, perks, etc.

  • I lost my Hound Mask and Donkey Jacket as well.

  • @Aeox said:

    https://forum.deadbydaylight.com/en/discussion/comment/804972#Comment_804972

    I had this thought today. If only. I'd imagine it being more of the classic terminator to fit within the horror theme. Imagine that "chase" music (those low repeating groans) from t1 or t2 being played while you're chasing survivors in an endoskeleton skin.

    https://www.youtube.com/watch?v=xXzA-VNYV0Y

    Omg yes. BHVR please.

  • https://www.youtube.com/watch?v=uFNHbMfLpy8

    Bring me the Disco King by David Bowie. Basically the Avengers: Endgame of songs. It has Maynard James Keenan from Tool as the backup vocals, and John Frusciante from Red Hot Chili Peppers on guitar.

  • terminator terminator terminator terminator terminator terminator

    image.png

    Specifically Dark Fate terminator, though I hate the movie I gotta give them credit for the badass terminator.

    image.png

    or the classic could work too.

  • I really, really want a super snowy map at nightime. Mount Ormond is close, but I want stuff like heavy blizzards and stuff like that. Plus, there was some cool underground tunnels in The Thing iirc, which could be interesting.

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/800509#Comment_800509

    I don't get why people disconnect against him.

    I just had a match where a Cludette screamed and, before the sound had faded away, the player had DC'd.

    It seems like some of the sweatiest players have their hand on a killswitch at all times. Do one thing out of a list of 500000000000000000000000000000000000 they don't like? They disconnect & claim 'I have not died in 20 games!'

    Yeah, man! Because you have not FINISHED 20 games!

    Depends on what type of Doc you're playing, if you're playing Hostage Doc on the game some people just don't want to wait 30 minutes for the game to be over. But normal Doc is pretty weak, so people at high levels generally have no trouble escaping against him.

  • @ZahmZaddy said:

    Nerfing Insta heals were fine they shouldn't have touched my dayum medkits!

    Personally I absolutely love the new medkit changes. Especially the emergency medkit, which makes me running Pharmacy and Self Care feel somewhat useful in a pinch.

  • @acebase said:

    https://forum.deadbydaylight.com/en/discussion/100092/clown

    His bottles should slow down survivor and PREVENT them from using windows , pallets etc

    if you hit the survivor 2 times they get the exposed status effect for 12 sec

    and thats it

    I would love this... however it would literally make him just a plain better Doctor. I'd say make the +5% extra slowdown base and maybe the exposed one, but I don't wanna go overboard. Just make his bottles feel like they're actually doing something.

    in Clown Comment by Tohmo
  • It does not in fact. Plague's perk does work because the Terror Radius is real, just being carried by the Obsession instead of the Killer. However, Doc's addon's TR is fake, its only an audio playing.

    Though I wouldn't recommend running Overwhelming Presence even if it did. That perk is very, very meh.

  • Keep in mind these are just fun ideas. Don't get too mad at me / others.

  • Doesn't Devour Hope and Rancor allow you to kill a survivor for free? And the existence of the Ebony mori? Even if it encourages genrushing, people who run it would be confident in their own pressure enough for it to not happen.

  • As for In The Dark, sure if its combo'd with Ruin is can be deadly, so maybe if you run it you can't have any other hexes. Or maybe not make it transferable. I'm just playing around with ideas here.

  • @Mochan said:

    It is way too OP, surely you can see that? It's like having a free Ebony Mori every match.

    The blindness perk is also ridiculous to be honest.

    You can get 2 generators done in the almost 2 minutes it takes to start. Not counting chase time, time looking for survivors when it starts, stuff like that.

  • Gens take 80 seconds to complete. This perk punishes you for "Underperforming"

  • If you take a look at this game in 2017 and how it is now, its a hell of an improvement.

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/782515#Comment_782515

    I disagree. You could just be new or have a different play style. I'm not good at chases so I'm stealthy and I make sure I am working on an objective while the killer is elsewhere. If there's someone in your lobby who is several ranks higher than you, they will generally be able to handle a chase far better than you and the killer my get sucked into pursuing them. Try to stay out of site and get things done. Of course you will still get chased but you will get better over time. It seems like the expert lopers are the ones with tons of hours of gameplay under their belt.

    I did say "Hiding is generally not worth it unless you're in a dead zone with no safe spots, or unless you're not confident in chase."

  • @Peanits said:

    "Make the most out of every pallet." is the biggest one, in my opinion, but that goes beyond just "loop the pallet as much as you can". If you can have a minute long chase using only windows and maybe a single pallet, that's way better than a two minutes chase where you burn through 8 pallets.

    A pallet makes an area much safer and gives you an opportunity to mindgame. With that pallet gone, all the killer has to do is brute force it. Taking a hit to save a pallet in a really good spot is worth it sometimes (not just shack).

    Oh definitely, but it's a bit tougher for newer players as you really need to know the maps and how they can spawn. Plus you need to know how fast a killer moves and if you can make the window, small stuff like that that just add up. Real fun stuff.


    Also to anyone who drops shack pallet when you're on your first hook you should be ashamed.

  • @Cardgrey said:

    @almondbutter

    i don’t see don’t cleanse on plague....

    im assuming I can cleanse often and your ok with it cause it’s not listed?

    The reason people say "don't cleanse against Plague" is because Corrupt Purge is absolutely brutal. Injured survivors can keep a good chase with a killer for minutes while healthy survivors will be lucky to keep a chase with a Corrupt Purge Plague for 30 seconds.

    It also can ######### your teammates over, usually forcing them to cleanse too in their desperate attempt to not go down, leading to more and more Corrupt Purges. And if they don't cleanse, they risk dying and losing the game.

    Also perks like Dead Hard are pretty common so they still have defensive options, but the only way you're gonna survive a Corrupt Purge Plague is if you have a really, really good setup and constantly break LOS.


  • @Psychopathy said:

    I agree with almost all of the advice, except...

    • Only heal if you really need to. Especially against stealth killers, because they can get the jump on you for an easy down. However, against killers with Sloppy Butcher, Legion, or any instant-down Killers healing is less worth it than doing generators.

    I can understand why you wouldn't want to, but I'd personally heal whenever I could, as long as it's a safe heal. In the event that you want to survive, heal when you can, if it's safe.

    Really depends on your build/the killer. If its a killer that excels at keeping you injured or has an easy access instant down, its not usually worth it. However, you usually always want to heal against Killers that excel in chases such as Spirit, Huntress, Hag, Nurse, or stealth killers like Ghostface and sometimes Pig.

    Also your perks has a lot to do with it. If you're running Botany, We'll Make It, Autodidact, or any other altruism centered perk that can get heals done quick, go for it as long as its safe. Or if you're running perks where you can be comfortable injured like Dead Hard, Resilience, Iron Will, etc. you can go long periods of time being injured and even benefit from it.

    Learning when and if to heal is a skill that comes by just assessing the situation and your own playstyle.

  • It has something to do with using the breath of others to travel through the spirit world.


  • @StupidPallets said:

    Don't tell me how to play.

    Just suggestions my guy, how you play is up to you. This is just how to be the most effective during the game.

  • @humanbeing1704 said:

    object of obession and no mither is a good way to get tunneled sometimes it allows my team to get 2 or gens

    If you struggle with that, run Bond! It'll make it so much easier.

  • @Peanits Absolutely perfect. Nothing is more frustrating than going against a survivor with a good setup or playing survivor with a bad setup.

  • Could be a vacuum maybe? But Billy's sensitivity for his chainsaw is highly increased at the start of the sprint, so that could be the case too. Without a clip its hard to tell.

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