Toybasher
Toybasher
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Being immersed and stealthy is fine.
Remaining off generators and hiding when it's 2 survivors left, and just waiting for the killer to give up and DC after 45 minutes is not.
I'm an immersed David Tapp who strives to get a silver/gold lightbringer. I rarely escape, I'm bad at looping, but I do take pride in the fact I am a gen jockey. I'm doing my part as long as I am physically able to. (I'd rather hide in the area next to the gen when the killer arrives if possible. Otherwise I'm on a generator or once I max out objective, I might switch to popping totems.)
If you don't think you'll be able to finish the gens, search the chests and hope you get a key. If not, you have to attempt to progress generators in some way. (Or at least pop a totem or two, find the closed hatch, bring the other survivor to it, and let the killer kill you so the other survivor can grab hatch if you really, truly don't have ANY other options)
If survivors decide to ignore the generators at that point and just hide in a corner crouchwalking around, it's a potential hostage situation if it goes on long enough and survivors are trying to waste the killer's time only.
Anyways, ideally if a generator hasn't popped in the past 20 minutes (It's a pretty long time, but I think 20 minutes without a gen being popped is well past "Survivors are just taking their time" territory), the killer should be able to whack the exit gate switch to manually start a "Sudden Death" version of the EGC with a shorter timer, and maybe some kind of penalties for survivors such as (Not all of these, but some of them) having their locations blipped, the other exit gate remaining unpowered, survivors being exposed, aura reveal, etc.
This would help fix hostage situations by giving the killer a way to force a match to end if survivors are ignoring gens and hiding for a prolonged period of time. The killer can decide to keep searching for them if he wants, or hit the exit switch to cause the match to end if survivors are actually wasting his time.
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One thing that especially irritates me is originally, Play With Your Food would not use stacks from Vile Purge (the green vomit). Only Corrupt Purge. (the red vomit.)
This made PWYF a great perk to run on her.
Around the time of the Leatherface and Billy reworks, (I think the same update) PWYF got changed so Plague's green vomit now also uses up stacks. This is very annoying since you often have to puke multiple times to fully infect someone in a reasonable timespan. (So rather than M1ing them to hurt them and use one stack, you have to puke like 3 times while they're juking and use all 3 stacks just to take them down 1 health state. Not to mention puking on environment objects)
As salt in the wound, while I haven't tested it post-rework, PWYF also consumes stacks on Clown's bottles even though they don't damage survivors.
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@Mister_xD said:
to be fair, if the killer is AFK there realls isnt any excuse for you to not do all the totems.
do make sure to report them though, AFKing the entire trial is bannable.
you might need video evidence though.
IIRC AFKing the entire trial isn't bannable by itself, but it becomes bannable once you're using an automated bot/macro to enter lobbies, ready up, etc. and this happens over several matches in a row. (Those "Bot Killers" who sit in place swinging constantly.)
If you AFK for 5 gens just to suddenly unleash NOED, Rancor, and Blood Warden that's definitely not bannable. A bit "toxic" but you're were not macroing AFK.
Same with Leatherface hiding in the basement protecting his chest with Insidious.
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I wish it was changed so the power bar was in the middle of the screen. Or an audio cue like the chainsaw sputtering for the last second.
I like the timing aspect but I find it hard to manage. Usually in games this type of mechanic has the "timing window" easier to see by placing it in the middle of the screen or some kind of visual cue.
Zer0's ability on Borderlands 2 put the meter right in the lower-middle of the screen so you could tell at a glance when your window was about to close. (You wanted to fire at the very absolute last millisecond for the most damage)
I think Alien Swarm also had a Gears Of War style reloading system and the reloading meter was underneath your character.
I can't name any other examples but I know I've played a few other games that had a similar mechanic, (I think a few characters from Overwatch) and they put the meter on-screen above your character, around the crosshair, etc where it's easily visible.
Dead By Daylight is the only game I've played so far that had such a timing-critical element with the timer so out-of-the-way on the HUD. One option could be to change it so you just hold the button down and tokens are expended as needed but I don't want it to be completely automated. Just move Bubba's ability bar thing so it's in the middle of the screen, near the bottom. Or add other visual/audio elements to it similar to how Nurse's screen blinks when you're window is about to expire. (Or just re-use the current chainsaw meter. Like it fills up when you rev, when you enter chainsawing mode, the meter stays on the screen, and it starts depleting in time with the little red ring around your ability on the lower left)
I definitely think Leatherface's chainsaw ability needs a few QOL changes but it's not the ability itself that's the problem, but the way it's presented on the HUD.
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It'd be funny if excessive teabagging would cause bloodlust to increase faster when chasing that survivor.
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I'm not for it nor against it. I wouldn't care either way if they added a FNAF chapter. I'd prefer Resident Evil (I DO want Mr. X compared to Nemesis since I feel Mr. X would fit the rules and mechanics of DBD better) but I'd be happy to have both a RE and FNAF chapter.
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@Yords said:
It happens when you are stunned, lose a chase, and hit a survivor.
If it happens at any other time, report it as a bug.
Many, many, MANY, MANY MANY things also cancel bloodlust or prevent you from building bloodlust.
Most of them are killer abilities though.
Examples: Doctor's shock. Clown bottles. (annoying clown bottles also use up Play With Your Food stacks when they didn't before.) Placing snares as Freddy. I think Legion in Frenzy mode can't get bloodlust. Plague's vomit. Myers in EW1. Huntress throwing a hatchet. Deathslinger aiming. Pyramid Head's trails. 99% of them also cancel bloodlust even if they miss.
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Chain blinds are a little weird. I personally don't think they should be nerfed however.
I still think it's a bit finicky. Basically if you tap the flashlight right after the blindness starts to wear off, you can reapply full blindness. Like you blind the killer, turn the flashlight off, he remains blinded for lets say, 3 seconds THEN it starts wearing off. If you re-flash him, even for a split second, at 3.1 seconds, it reapplies the blind for another 3 seconds.
I don't think it should be outright nerfed but it is a weird mechanic.
I will say as someone who hates flashlights as killer, buffed lightborn gives you 100% immunity to flashlights. Franklin's lets you knock the flashlight out of their hands and it gets destroyed if they don't pick it back up. (Survivors will often panic trying to get it back. Lots of fun if you trap the dropped item as Hag or Trapper.) Even though overwhelming presence is considered a bad perk, it IS very good at rapidly draining flashlight batteries since most of the time you're being blinded inside your TR. (Although again, you can just run lightborn.)
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IIRC the game can already sort of tell. If someone quits via LEAVE MATCH there's the "death gong" and their body remains in the trial until they leave the lobby. In the event of a lost connection there's no noise and the survivor vanishes.
At least it used to be that way. I know for a while the DC sound effect used to never play on leaving the match but it seems to be back.
One issue though is if lost connections don't punish you whatsoever, survivors might start pulling the internet cable when they want to DC to ensure they get no penalty. I remember back in the days before dedicated servers survivors would actually do this to save their items and BP. (Since the killer used to be the host, killing the connection would make the game think the killer DC'd)
I think the penalty could be improved a little bit though. But you have to keep in mind if it punishes less harshly for crashes/lost connection survivors might start killing the game via task manager or disabling their internet connection to avoid the penalty.
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360's are a little exploity IMHO.
Because of the auto-aim/"aim-dressing" a good 360 can effectively dodge hits or even force the killer to miss even though the killer made the correct input. (I.E. they were lined up, or even compensated for the turning, but autoaim whips the attack into a nearby wall, etc.) This was ESPECIALLY a problem for console killers since the limited sensitivity combined with low framerate made hitting or even keeping track of a 360ing survivor extremely difficult.
I wouldn't mind 360ing coming back but the auto-aim needs to be toned down a little bit since it's at the point it often works against the killer.
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@Volfgang57 said:
https://forum.deadbydaylight.com/en/discussion/comment/1962647#Comment_1962647
Enduring only reduces pallet stuns. It doesn't reduce perk stuns at all
https://us.v-cdn.net/6030815/uploads/YHB993MP1XHA/capture-png.png
That's what I'm suggesting. Just only have it not reduce DS.
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It should be a perk or maybe even a buff to hemorrhage.
Like, since you are bleeding so profusely you're bleeding all over the generator and it's slippery.
There's so many hemorrhage addons currently.
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Ideally it should require about the same amount of time as kicking a generator.
You still make progress when repairing, just if you don't repair continuously for a few seconds, when you let go, the generator begins regressing again.
I do think it's a bit cheesy it takes longer for the killer to initiate regression than for the survivor to nullify it. Hence stuff like gen-taps mid-chase, etc.
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IMHO NOED is fine but definitely is frustrating to play against.
I almost always run NOED alongside other endgame perks such as Remember Me, Blood Warden, and Rancor. It's a bit cheesy to go from no perks into an insta-downing, exit-gate blocking, obsession moriing powerhouse but it's a fun change of pace.
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@Boss said:
Sole Survivor, for making you want your fellow Survivors dead if you want the bonus, which is already quite meager.
I like Up The Ante's design way more despite having extremely little use, since that one makes you stronger with alive Survivors.
Furtive Chase.
So firstly, you can only gain strength by hooking your Obsession.
Secondly, the reduction in Terror Radius is while in a chase.
Thirdly, the Obsession gains a form of immunity if the Killer wants to keep their Tokens, a.k.a. they'll let them live for less Terror Radius.
Insidious.
Standing still, riveting gameplay!
Overwhelming Presence.
Just don't use your Item, Perk beaten.
"But if they don't use their Item, it's as if they don't have one, so it's kinda good."
Only where you are at, if you're in one corner of the map doing whatever, then Survivors who are far away will just use their Items.
Overwhelming Presence is kind of good if you want to rapidly drain flashlight batteries since they're typically in your terror radius when trying to blind you.
But if you really hate flashlights that much just bring Lightborn or Franklin's. Maybe Overwhelming is a little useful for making people not able to self-heal with a brown medkit.
Anyways on worst designed perks, I'd argue there's a few mediocre ones.
Monstrous Shrine for being just plain useless outside of basement builds.
Fire Up. It's not that bad but it's very underwhelming.
Up The Ante. Luck needs a SERIOUS buff and needs to effect more things. Currently IIRC it's only chance of escaping bear traps (And even that might have been removed with the recent trapper changes) and chance of wiggling off the hook. I mean it has synergy with luck offerings and slippery meat but luck needs to have an effect on more things.
Small Game. Not really badly designed, but when I'm totem hunting I prefer Detective's Hunch 99% of the time.
EDIT: As someone else said above me, I forgot about Vigil. Doesn't affect the statuses enough and is just bleh. Even Wake Up isn't as underwhelming. (Other survivors see you opening the gate)
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Hard disagree. It WOULD definitely make red ranks harder to reach, but it also means survivors who do gens, totems, unhook, heal, etc. and contribute to the match only to get sacrificed near the end get nothing yet a Blendette who does nothing but hide all game and wait for everyone else to die to grab hatch is rewarded.
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Is it possible you actually did lose connection? In my experience often in cases where I DC'd due to an internet issue, it looks as if it was the killer who DC'd from my perspective.
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I'll drink to that!
It's in a very weird spot currently. OG Dying Light (25% slowdown on everyone once the obsession is dead) was unhealthy for the game. (I am not ashamed to admit I ran it pretty often with a Mori to kill the obsession ASAP on 3-gen Doctor or Black Box OG Freddy)
New Dying Light is just poo-poo. I like how it synergies with the other Myers perks, but by the time you get to the old Dying Light slowdown, 2 survivors are dead, the third survivor is on death hook, and the obsession doesn't give any stacks, gets a speed boost to healing, and is immune to the effects of the perk! And if he dies you lose your entire perk.
Damned if you don't kill the obsession, damned if you do kill him.
The only real way to use it is to slug the obsession as much as possible until they're about to bleedout before you start hooking the obsession. I've also had a few obsessions disconnect once I started doing this which deactivated the perk early.
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They do have autoaim for basic M1 swings and I think lunges.
It's important to note however that unlike autoaim in most video games, I'd argue DBD's autoaim actually makes it HARDER to play killer. A 360ing survivor can easily make a lunge that should have connected bump into a wall, or stop short, etc.
There is definitely some messed up hitboxes though. I partially blame the animation update but I'm not a dev so I can't be sure.
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I feel survivors should be allowed to switch until the 15ish second mark. Maybe even 30 seconds.
When "locked" you can only change cosmetics, perks, offering, and addons.
This would still allow some customizing but eliminate people people from suddenly quick-switching from a default Dwight to a P3 Claudette with a key.
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IMHO Enduring should only not affect DS stuns. Wiggle out stuns, head on stuns, etc. should be reduced via enduring.
Head-On can be annoying sometimes but I find it funny when I get hit with it. I do think the hitbox of it is a little weird. (You can try to bait it, get Head-On'd nowhere near the locker, etc.) It should be made a little more consistent where exactly the stun radius is since as I mentioned I've been stunned while standing off to the side, I've had what should be a stun not actually stun, etc.
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Add some extra BP score events for the killer when interacting with the obsession. (Survivor already gets some extra points for dying/escaping as obsession)
I do want the obsession to be base-kit but the killer should get some kind of functionality with it too. Since anything that especially affects gameplay would be bad, I think double BP for hitting them, chasing them, etc. would be ideal.
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I find that very amusing with the license stuff. "Well we couldn't get the license for Scream.....BUT WE GOT THE RIGHTS FOR THE MASK AND COSTUME! :D"
It's very weird but it turns out the ghostface costume actually was a thing before the Scream movie even released. Yes, that's right, the costume came first. Bet the movies made the costume go from "meh" to infamous.
I do like Danny Johnson's lore and backstory.
Now I'm curious if the company will make a Dead By Daylight inspired version of the costume.
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Dead Hard For Distance annoys the heck out of me but I don't know if it really needs nerfing. Ideally I'd remove the dash forward, but have it activate endurance (and deep wound if hit) for a few seconds so it's more reliable for tanking swings but can't be used to "artificially" extend loops.
Oh, and remove dead harding through trapper traps. I think it works by removing the survivor's hitbox during the dash, kinda cheeky to get a good trap set up, lure the survivor to the trapped loop, and they just dead hard through the trap while you get your leg caught in your own trap.
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IMHO the score BP events should be moved to the left-hand-side of the screen like before. On the right side they're hard to notice.
The new hud isn't a lost cause but IMHO the placement of the UI elements need to be re-arranged.
Someone made this picture and it describes it well.
UI element 6 (Survivor portraits) need to be moved down so they're right above where the power/item is. (Element 4)
UI element 2 needs to be moved to the left where UI element 6 once was.
UI Element 5 (Total hook count) should be moved where UI element 2 is.
UI Element 1 (Gen count) should be moved on the bottom left hand side somewhere.
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I'd rather have Mr. X/The Tyrant.
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@Lexilogo said:
Myers doesn't need a fundamental rework. Frankly, I think his simplicity is his strength, especially in terms of fun factor.
In terms of rebalancing, all he really needs IMO are changes to Evil Within 1 to potentially make it easier to escape when against skilled Survivors. That could also be accomplished through addons (such as maybe allowing Boyfriend's Memo to reduce the cost of escaping EW1 by 1/5 total evil "points")
In terms of addons, Tombstone Piece is absolutely overpowered- Judith's Tombstone is much tamer and doesn't really need major overhauls. Scratched Mirror absolutely isn't overpowered whatsoever, but Vanity Mirror is definitely lackluster in comparison to it. Most of his Stalking addons also need a value reassessment.
However, I think there's a lot of room for great ideas for Myers addons to replace some of the worse ones- I'd suggest an addon that dramatically increases Stalk drain speed against any Survivor you're viewing through a vaultable window.
I feel Judith's Tombstone needs a rework (For an ultra rare, it's ONLY good when combined with another ultra rare and IMHO is less powerful than running other addons).
Allow locker and ground moris at the cost of needing more stalk to hit EW3 (Combined with tuft, you'd need to drain every last drop out of all 4 survivors, not just 3 and a half) and being unable to lunge. (No using the EW3 extendo lunge to down someone in a loop then tombstone them on the ground.)
After buffing Judith's I'd be willing to accept a tombstone piece nerf. Currently Judith's + Tuft is a novelty build only good for the Evil Incarnate achievement and not worth running otherwise, even for fun.
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In my opinion it's debatable.
Originally the skill check was harder + it was affected by Unnerving Presence and Huntress Lullaby.
They made the skill check easier when DS was first reworked, and they also got rid of it being affected by perks.
I don't know if the skillcheck is necessary. It's not too hard to hit (You can still miss it sometimes) and considering it's no longer affected by perks anymore I don't know why it still needs a skill check at all.
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Seems like a nerf to me. It's basically a weird NOED side-grade at that point with a built in mori.
Current Rancor lets you ignore the obsession while still having a chance to insta-gib them in the endgame.
Personally I want Rancor to proc the exposed + moriable effect if hatch is shut rather than just when the final gen is completed. There's some potential for hilarious synergy with PWYF, Dying Light, and STBFL, (ignore obsession all game, one hit mori at the end) but you have to let survivors complete all the gens.
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@WishIcouldmain said:
I'm getting sick of nerf BBQ people all they say is killer clutch. A perk with 4 counters. I'm sick of people not going into further depth on why they say it is OP. So all you baby survivors who can't do the four easy counters to a perk. Explain to me how every Killer can effectively use the Aura reading don't say anything that includes every killer. Becausese every killer is different don't treat them the same. So go ahead explain why BBQ is apparently OP and super oppressive on every killer. Saw a Nerf BBQ supporter say it's good on Trapper so someone surprise me.
I don't think it's outright oppressive but I think the aura reading is very strong across all killers.
All killers: A guiding hand which gen to check after hooking someone.
For killer specific interactions:
Billy: BBQ N' Billy. Hook, chainsaw over to next survivor to keep momentum up.
Doctor: Sadly his electrodes got nerfed but Railgun Doctor (Interview Tape + green electrode) was excellent with BBQ since you could literally zap peoples auras across the map.
Freddy: BBQ and Pop is a good combo on Freddy since you can hook a survivor, teleport to a generator being worked on to scare the survivor off, and kick the generator with pop.
Spirit: Similar to Billy. Keeps momentum up.
Nurse: Similar to Billy.
Pig: Can show which box a survivor might be headed towards, although this is a niche thing.
I don't think BBQ needs a nerf but maybe the BP bonus from BBQ (and WGLF) should be base-kit, making BBQ solely the aura reading and reducing grind.
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@MrsGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/1917999#Comment_1917999
Didn’t know keys could instantly be used, in the start of the match!
Actually, I think they could!
It's been so long but I think in the early, early, early, early versions of DBD the hatch spawned at the beginning of the trial. I was in a closed (semi open, anyone could sign up iirc) beta for DBD for like a weekend. Trapper was the only killer. I didn't buy DBD until way later (around when Freddy released iirc).
I also know for quite a while the Mori didn't even require hooks and you could Mori people on first down. Lead to a lot of butt clenching when the second survivor goes down and you're not sure if it's an Ivory or ebony until they get hooked/mori'd.
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It'd be great if the basement chest was the "Killer's" Chest, and if he manages to search it before survivors can, he gets an extra addon added to his inventory post-trial.
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@Phasmamain said:
This is why we need scissorman from clock tower! Got a pair of garden shears to do the job
Nah, how about Edward Scissorhands? Although lore wise he'd have no real reason whatsoever to be a killer.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1916648#Comment_1916648
How? Does the hook widget jump out and shield tunneled Survivors?
They explained by clearly showing which survivor has been hooked how many times, it might encourage people to tunnel.
Since you'd be flat out shown that Dwight over there is on death hook, so when you run into Dwight being healed by Claudette, you might decide to go after the Dwight over the Claudette, etc.
I think it's a lame reason personally (People who want to tunnel will still tunnel) but I understand the reasoning. I do think there should be more encouragement to hook survivors and not just tunnel/camp everyone to death. The widget was designed to try and encourage the mindset that it's total hooks that matter. (Which is somewhat true. You can sometimes pip from matches where you hooked everyone twice and everyone escaped. You can also depip if you camp everyone to death on first hook and the last survivor escapes.)
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The total counter hook widget for killer is also staying. Devs have confirmed on the stream it was to prevent tunneling.
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Hex: Your Desire should let the killer choose what rarity. It would definitely add some more panic to an endgame build. (NOED, Remember me, Blood Warden, etc.)
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Wraith is innocent.
IMHO the mercenaries were killed out of pre-emptive self defense, they were killing everyone and burning down the villages. No different than the Nazis. They had to be stopped.
What happened at Autohaven? I honestly think Azarov deserved it. He was using employees to unknowingly murder for money. It's very likely Philip would have been killed after he discovered people were in the trunks of the cars to be crushed.
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I think there should be a hefty bloodpoint bonus for doing a Mori. Right now a Mori offering is pretty much a Mortal Kombat Fatality: A more interesting and flashy way to kill a survivor who is on death hook.
While there's nothing wrong with that, I think the Mori should do a little more so there's more incentive to use it. A BP bonus (Let's say 10k BP per survivor Mori'd that is separate from the normal BP categories, or a 25% BP bonus per survivor mori like BBQ) would make the Mori more desirable to use.
It wouldn't impact gameplay, just a BP bonus as a reward for doing it. Mori's are technically "expensive" items on the bloodweb (green and pink rarity) and you're purchasing them just for the opportunity to execute a survivor with a cool animation when they're on death hook.
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I think Infectious Fright will get gutted at some point. Given the "Basic Attack" treatment so many other perks have gotten. Because of the infamous "Big League Slugger" build. (Infectious Fright, Deerstalker, Knockout, Distressing or whatever on a killer who can insta-down with their power like Oni or Billy. Granted Knock Out doesn't work on basic attacks anymore.)
I also would not be surprised if Iron Maiden also gets changed so it no longer applies to Huntress reloading hatchets at lockers. It feels like the devs just hate perk synergy sometimes.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1907122#Comment_1907122
Is that why lullaby is getting a buff with undying essentially?
quit this nonsense whining
Yeah but Lullaby no longer effects Decisive Strike and Snapping Out Of It. The only really good use for Lullaby was the infamous Impossible Skillcheck Doctor Build but that got gutted.
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@WretchedElk said:
I always hated Mr. X. Maybe it’s the little hat he wears.
I’d prefer the lickers. They always seemed more obviously Resident Evil to me.
I think the hat is great. Ideally if they add Mr. X his hat would just be a cosmetic. Or a "Classic RE2 Tyrant" set which is modeled after the original PS1 Tyrant design.
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IMHO Plague is in a weird spot balance wise but she was both buffed and nerfed since launch. (Or at least the PTB.)
IIRC originally pallet stuns didn't knock her out of Corrupt Purge (I think?).
Nerfs: Black Incense used to show dying survivors on the ground and doesn't anymore. Play With Your Food used to only use stacks when using corrupt purge (Red vomit) but around the time of the Billy/Leatherface rework IIRC it was changed so now Plague's vomit (Both Green and Red) and Clown bottles use stacks.
Buffs: One fountain starts corrupt at the beginning of the match. I also think since launch they increased how long vomit stays on the environment by a few seconds.
I'm cranky about the Play With Your Food changes. I used to run it on Plague all the time since you could puke on people to indirectly injure them by applying Broken, then down them and use a stack via an M1 attack. Since each "Puke" uses a stack now you can hardly keep your stacks since it often takes several pukes to fully infect. Grinds my gears since it had good synergy. (But it doesn't annoy me as much as Clown's bottles using stacks.)
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I want this so I can run Lightborn with it.
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@TWiXT said:
I disagree, as Franklin's Demise has strategic value to it in multiple ways. Survivors tend to value the items they bring in more than any they can collect from a chest in the trial/match (more on the chests later), be it a simple medkit or an ultra rare key/map, FD dropping it creates urgency to retrieve it, and that's something the killer can rely on. This was made all the more urgent with the addition of the 90 second timer before the item gets destroyed for good, and some killers can perfectly take advantage of this such as Hag, Trapper, and Pyramid Head, who can trap the fallen item(s) and force the survivors to give away their position when they try to retrieve it. In PH's case this is particularly cruel since he can cover the item with one of his trails of torment, giving survivors the sadistic choice of either retrieving it and getting tormented or letting it disappear, essentially though all 3 of these killers not only knock the item out of the survivors hands, they take them hostage.
Currently the most broken item in the game is Keys, which have the potential to reward one or more survivors with a 5k BP escape no matter how poorly they played. Being that the only ways of preventing this escape are:
- knocking the survivor to the ground so they can't use the key,
- knocking the key out of their hand with Franklin's Demise,
- or shocking them with doc to prevent interactions with the hatch...
The easiest and most universal choice to all killers should be obvious. Killers who bring in this perk against survivor teams with items do so because survivors who bring in items often have a build and a plan to go with them. It's unfair to believe that a killer who uses FD isn't good at the game, without also criticizing the survivors in the same ilk for feeling they can't win a match without bringing in said items in the first place. Playing around flashlights can be tricky enough as it is, but how exactly does a killer play around 6 second healing time medkit builds, Brand new part, or a map that shows the hatches location? I've already mentioned the only methods for beating a key, and surmised that FD is the easiest and most universal way, but while the killers have other perks like Overwhelming Presence, Coulrophobia and Lightborn to deal with the other items, those all rely on the conditions of either the Terror Radius's size, or the survivor using the item against them in their presence. They do nothing unless those conditions are met, and survivors can very easily play around all of the anti-item perks, including FD.
What are the weaknesses to FD you ask? Simple:
- You can always replace a lost item by collecting another from a chest at any time during a match
- Jump in a locker before the killer can hit you.
- Dropping your item.
The first is a no-brainer. Unlike killers, survivors don't actually have to rely on the bloodweb at all to gain items. They can pickup items dropped by teammates, or they can search chests for new ones. While the Chest searching option is more random than the bloodweb, It's recently become a lot less so with the buffs to perks like Plunderers Instinct, Ace in the Hole, and even the newly added Appraisal, which increase the odds of getting really good items. So if the killer destroys your item with FD, you have a plethora of tools at your disposal to counter this and possibly gain something better than what you had/brought in.
The second is a simple method that forces the killer to grab you instead of making you drop your item with a hardy slap, but this is conditional. If you aren't on death hook, and are 1 hit away from being downed, still have your item, and in a chase... by all means, hop in the nearest locker to keep your item. Otherwise it's basically a surrender to the killer, and unless you brought in a white ward, it won't allow you to keep your item anyway.
The third weakness is so laughably over powered against FD, I'm still shocked it hasn't caught on. If you're confused, don't worry...You read it correctly: Dropping your item. If you do this, then the item will not get devoured by FD, and you can pick it back up at any time to use when you need it. This weakness to FD renders it as a COMPLETLY WASTED perk slot for the killer. Sure, with FD's tertiary effect, the killer can see the items aura, and possibly take advantage of it if they are Hag, Trapper, or PH, but otherwise it's completely safe from FD's Destructive Secondary effect. Some examples of how to use this:
You bring in a key, but get it knocked out of your hand with FD/or see another survivor drop their item after getting struck? Well then... stash it somewhere you trust to leave it, and return to get it when the hatch spawns.
See the killer hit one of your buddies, and their flashlight hits the floor? Drop your own item, pick their flashlight up and drop it again where they left it.
Killer swiftly approaching your gen? drop your item at the gen before getting chased, and return for it if they chase someone else, or after your chase ends and you either juked them successfully, or get unhooked.
So OP... Knowing this, where does that leave your Opinion regarding Franklin's Demise?
Do you Still believe that it needs to be "Nerfed" by adding a cooldown?
I'd really like to know, Because from where I'm standing, it's a simple strategic perk that provides a decent counter to most items that survivors feel they need in order to achieve a win, but it's far from being worthy of your or anyone's complaints. Honestly, the counter play to FD is so ridiculously in the survivors favor... I cringe whenever I see posts like this. The only thing Idiotic about FD is how easily it's rendered a wasted slot.
On the subject of Trapper, sadly it is possible to retrieve the item from the bear trap if they're careful when approaching it. They don't even have to disarm the trap.
I actually wish trapper could interact with dropped items to place the item directly in the trap, similar to a mousetrap baited with cheese. A baited trap HAS to be disarmed before the survivor can retrieve the item.
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Overwhelming Presence isn't complete garbage but I agree it is underwhelming. (more like Underwhelming Presence *rimshot*) I believe one of the developers said at one point it was actually the least used perk in the entire game, used even less than Monstrous Shrine. (But this was like a year or two ago)
While it can be countered by not using your item in the terror radius, it IS good for rapidly draining flashlight batteries since survivors almost always have to use them inside your terror radius. But at that point if you hate flashlights so much, you might as well use lightborn for complete and total immunity to flashlights.
The only times I think Overwhelming might be good (not just "useable" but good.) is on Wraith and Hag to try and rapidly deplete flashlight batteries when they pallet blind you so they have less battery left for lightburning you and disarming your hag traps.
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Record it and report to BHVR for holding the game hostage.
Hiding is allowed, hiding so you can search all the chests and maybe get a key to escape through the hatch is allowed, but hiding, ignoring gens, and just hoping the killer gives up looking for you and DC's is not allowed.
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Disagree. Head-On can be annoying sometimes but IMHO it's nowhere near the power of Object Of Obsession in a SWF.
The only nerf I think Head-On needs is to have enduring reduce the stun maybe.
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I wonder if it'd be a big improvement if Dead Hard didn't gain you any physical distance, but instead gave you endurance for a few seconds (and deep wound if hit.).
It'd be more reliable, arguably stronger (you get the speed boost when hit and killer has the weapon wipe animation) when hit, but can't be used for distance anymore. (No counterplay, although doing this effectively requires a fair bit of skill to know when to use it)
Also no more dead harding over trapper's traps. That irritates me.
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@[Deleted User] said:
I mean, I can tell you a really mean way to play, but it's really mean.
Tell us!
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Play With Your Food being reverted so clown's bottles and plague's green vomit don't consume stacks anymore. I think same with Deathslinger's gun.
They originally didn't, then I think alongside the Leatherface/Billy rework they suddenly started using stacks for bottles/vile purge. IIRC a bug report on this in the bug forum was marked as "Acknowledged" by the devs but nothing came of it. The description now says "Basic or special attacks" (originally it was only "offensive actions") so I'm curious if they're acknowledging it as "Yeah it using stacks when it shouldn't" or "Oh yeah we should update the description, that's intended behavior.".
PWYF was great on Clown and Plague. I get the reasoning somewhat for Plague since the green vomit can indirectly damage by causing broken, but Clown's gas doesn't physically hurt you. If you think "Well the clown gas debuffs you" so does Doctor's shock and Freddy's snare and those don't consume stacks.
Deathslinger I'm torn on, but it does mean if you shoot, real someone in, and hit them, you're using two stacks just to injure + deep wound someone, or down them.
Heck, even Myers basically doing a Mortal Kombat Fatality on you via Tombstone (Inflicting the "Freakin' Dead" debuff for the rest of the trial) doesn't use a stack, and that literally kills survivors.



