Tzeentchling9
Tzeentchling9
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How about the base power though?
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/741966#Comment_741966
A nurse main made a thread about why she isn’t trash tier, I suggest you check it out.
Yeah, they suggested a substantial base speed boost because of the changes. Not a good example as to why this is fine.
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Isn't kind of backwards to say these changes are fine, but then say she needs a fairly substantial speed boost to compensate for them?
It isn't just her chase power that takes a hit, her map pressure gets significantly worse as well. What's the point of teleporting to gens if you can't immediately go after the Survivors who run away from your 32m TR? I kind of think she needs 28m TR and the increased movement speed to make up for this.
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Her map pressure takes a huge hit too. Do you waste blinks traversing? Do you crawl around at less than Survivor speed?
Did you teleport up to a gen that was being worked on? Good job, now wait to even begin to try to chase someone because they already ran away from your 32m TR.
This is anything but "SLIGHT" devs!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/741753#Comment_741753
If three seconds is a deal breaker, I don't know what to tell ya'. There's even add-ons to reduce it further.
Three seconds for a single blink which won't be enough because the survivor will be blocking LoS that whole time, so she'll need to wait for her second blink to allow for a correction. 6 seconds of being slower than the survivor running away from you.
I don't see how making the Nurse add-on dependent is a good thing.
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@BBQnDemogorgon said:
A 6 second wait to get your 2 blinks back is gonna be rough.
Shes already hard on console this is going to kill off Nurse for good over here.
Only slight changes to her base power btw.
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Medkit update? Did I miss something?
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So if adjusting the "reasons people DC" is the answer, how do you stop more things from becoming the "reason people DC" in order for them to be adjusted?
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/741611#Comment_741611
There is no subjective definition. That's kinda the thing - there isn't really a solution that works. There are some unanimously agreed upon things which could help if they were fixed but a lot of it is subjective too.
That is my point though, unanimously agreed upon by whom? The vocal minority? It's too subjective to determine and you can't base it on what gets the most DCs in a match either because that just weaponizes DCs like what happened with Freddy.
Again, no one is saying that better balance won't result in less DCs, it probably would, but that shouldn't be the focus of the issue.
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@ScottJund said:
Just want to emphasize the uselesness of harsher punishments for disconnecting. It will still not solve the problem of people not wanting to play the particular game they are in. Its just a flow chart:
Disconnecting bannable -> Suicide on hook -> Suicide on hook bannable -> minimize the game until its over -> AFKing bannable -> minimize and move every minute to prevent crows.
No matter what, its the same result. The survivor doesn't play the game and the people left in the game are damaged because of it. You cannot fix that with punishments, you fix the reasons why to begin with.
And how do you determine "the reasons why people DC" with such a subjective definition?
And don't just say the "commonly agreed upon things" because there is no common ground among players in an asymmetrical game.
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@Aikanaro I think the OW blocking thing just prevents you from being paired on the same team as another player, but it's also extremely limited on the amount you can do it. Basically only worth using on real trolls and throwers.
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Of all the Plague's add-ons we're really complaining about the Apples?
Not the wall hacks or the instant Broken ones?
The Apples are heavily dependant on RNG that she doesn't get a corrupt fountain in some distant corner of the map and it's incredibly easy to just wait out the timer.
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/741320#Comment_741320
Are you even thinking 2 steps ahead? You CANT punish it. As soon as harsher punishments gets implement people start suiciding on hook. Good luck trying to punish that aswell.
Who said we need to punish suicide on hook? That is part of the game, requires the killer to take the time to go to a hook, and costs the killer that hook unless they run an incredibly obscure perk.
If suicide becomes such a problem, then it can be added to as reportable offenses under unsportsmanlike conduct, which are not automated and have investigations conducted.
Honestly though, Survivors just need to quit being such cowards about every slightest challenge. Ever match I've ever played against Prayer Beads has been at least two people escape. That's because those matches had Survivors that actually played smarter and better under such conditions. Of course the Killer is going to seem OP when half your team immediately just crybaby out without even trying.
Edit: Apparently a certain offensive term gets through the swear filter. LOL
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Sorry, I thought you were looking for suggestions. I just don't see Exhaustion on hit for every killer going over well, what with how everyone reacts to the Clown's and Huntress's add-ons.
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Remove the 50% restriction on gens and increase to 3/4/5 seconds so it's not cancelled by a single pallet.
That's it. The perk does it's job, giving Survivors the choice of rushing gens or letting their exhaustion recover.
Exhaustion on hit is too oppressive. It's like giving all killers exhaustion add-ons.
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Still waiting for them to revert that buff to 5 seconds because the reason for it no longer exists, but probably not.
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The problem with his suggestion is that fun is subjective and it further weaponizes DCs as a way to get "the reasons people DC" "adjusted."
Would better balance lead to less DCs? Probably, but that shouldn't be the focus. Bad behavior should be punished.
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@Watery said:
Thanatophobia. (than-Uh-ta-foe-be-Uh): noun. The fear of dying.
Thana- (Greek root): death, dead.
phobia-(Greek root): derived from Greek word Phobos, it means irrational fear.
There’s your Greek Root lesson for today!
EDIT: Let’s extend on this.
So, when the perk only activates when a survivor is injured. The survivor(s) are now in a state of panic— they fear the killer because they believe that said killer will, kill them. The stress of the situation affects all survivors. Stress is shown to cause issues with concentration, hence, the slower action speed.
Why do survivors outside of those injured experience this same factor? Human Empathy. By knowing someone is injured, they know someone is going to die— which is something they’re afraid of. Hence they experience the same feelings to some extent— worrying about the other survivors will cause stress upon themselves, and make them focus less.
Very well explained. It just makes me giggle when you think about how the perk works in relation to that explanation.
*Jake gets hurt* "Oh God, they are going to kill Jake!"
*Jake gets sacrificed* "Ah, Jake is dead now, who cares? Never liked him anyway."
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Thanks guys. :)
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You can make it more detrimental to DC than to grow a pair and stay in the match. Even suicide on the hook is more preferable. That's costs the killer time to hook and that hook can't be used anymore, at least.
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/733954#Comment_733954
Because they want every killer at Nurse level so the bar is set by a broken killer, bad idea in a terribly toxic game.
Feel free to provide any quotes backing up that claim. You'll find that it is actually Billy who sets the bar.
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Its because they can't handle killers adapting again. This time to deny their free insta heal.
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@Mr_Goodman said:
How would you buff it without making it OP tho? The concept of faster movement speed is really good.
Require a successful offensive action to lose a token. That's all it needs.
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Yeah, they will just "slightly" tweak it
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/734280#Comment_734280
That's all well and good, but that only really works if you have dailies that you can do simultaneously. If you have to get chased with one survivor while opening gates as another and catching a bunch of survivors in bear traps, you can't multitask that.
Only if you are trying to do them all at once for some reason, but you don't need to because you have several days to complete one. You have forever, technically, unless you don't want to miss out on more dailies.
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It's a very powerful effect, but the activation condition is too clunky in practice.
Even if the other Survivor self cares for 0.000001 seconds, Second Wind doesn't trigger.
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@Peanits You also still had the option of rerolling the dailies and you don't even HAVE to complete them in a day. Technically, you have almost 4 days and even then, you are only just missing out on new dailies.
Even the people who only play "two or three matches a day" still had options.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/733346#Comment_733346
Good question. For starters, the daily part of it wasn't attainable for a lot of people. If you play several hours each day, sure, you could keep up with it. But if you maybe only played two or three matches per day, there's no way you'd be able to. Beyond that, five gates is a tall order, especially when there's multiple people grinding away at it. You'd go running to gate only to find someone else already opening it, run to the other, someone's there too. And you have to do five of them.
This way, anyone can do them and have a reasonable chance of completing their daily ritual in a day.
So why not tweak the obviously most egregious one instead of just removing the whole lot of them? The exit gate is the most extreme example, but the rest were not that difficult to accomplish in a few matches.
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@altruistic said:
“Adapt and overcome.”
So why haven't Survivors?
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@Aikanaro said:
https://forum.deadbydaylight.com/en/discussion/comment/733334#Comment_733334
It wont make any difference, the most OPed killer is broken it goes thru walls ceilings/everything and the other one almost does the same, nobody will bother using regular killers for an EZ peazy game.
Buff them is a waste of time, better nerf the OPed and broken so they invest more time in the game to learn those other killers that are ¨garbage¨.
If that was true, why are so many people asking for buffs for those Killers? Killers players want to play their beloved Killers and allow more diversity, it's only Survivors who can't handle anything more complicated than Nascar calling for nerfs.
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Constantly. Devs, why you take this nice thing away from us? *Peepohands*
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I never understood this mindset from Survivors. Whenever I realize it's a Killer with a "sweaty" build, my reaction is to knuckle down and use all the tools as my disposal to make them glad that brought that build.
Of course, it's really hard to accomplish this when the immediate reaction of the majority of other Survivors is: "REEEEEEEEEEEEE! *Gong*"
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No one is stopping you from advocating buffs for other killers to allow more diversity.
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Because I'd rather get rid of Ruin as fast as possible for my 60 hour SWF buddy, or at least have the killer stumble across me looking for it rather than him struggling through Ruin.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/730111#Comment_730111
Even though many, if not most, killers also agree Nurse's add ons need to be balanced.
The Spirit changes I see advocated for by most people are reasonable.
So why is the base nurse getting changed?
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Survivors have gotten the Nurse changes in the works and are moving on to the next target.
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Yes, it does, because percentages are additive in DBD, not multiplitive.
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I hope they keep it. "Balance" aside, red rank ques have never been this fast.
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Still being worked on. Pushed back to fall.
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I'm less excited for another "do special gens/hooks" event than for the original hallowed blight. The OG event had some problems, but it was a solid idea that could be made better.
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It depends on how many charges the item starts with. T2 is 5% and T3 is 10% of the items charges. You can look up the base charges of items, but you can't know if the Survivor has add-ons that increase the charges or not.
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Where is the "Wait and see how it turns out" option?
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The one change that Spirit really needs.
The esc button on the keyboard is disabled for the duration of the match.
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@TAG said:
Kindred's "trumps any of the Killer's stealth abilities" line of text was written before they released Myers, who is not affected by Kindred while in Level 1 Evil Within. That line should probably be updated/removed to avoid confusion.
Yeah, that line is probably more directed at the Wraith's cloak.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/712821#Comment_712821
Imagine the survivor got a 50% chance to get off your shoulder as killer. Just imagine.
*Slugging intensifies*
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Probably too early to tell, but I've been doing pretty decent in the purple ranks with him. Having shred break pallets base was a very good step in the right direction. It compliments his playstyle well.
Edit: His perks are 100% gargarbe though. Those need work.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/718397#Comment_718397
I actually LIKE the temple. Half the map is QUITE killer sided if you dont let those gens get done.
Yeah, Temple isn't as bad as some of the others. Those loops of downed pillars though. Damn things are long and easy to see the killer over.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/718080#Comment_718080
This...
When there's huge areas of the maps with completely unmindgameable pallet loops, it becomes obvious that the match is just going to become 1 long dull time sink. Loading into blood lodge or Gas Heaven is a groaner for much of the roster.
Exactly.
Also Temple of Purgation.
Also any of the boxes loops at McMillan.
Also most of Haddonfield.
Easily half the loops of most maps have absolutely no mind games possible.
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/718381#Comment_718381
Not really, saying it takes skill or any risk to build up bloodlust and lunge to either side is very wrong.
Who said that? And why would you do that when it's exactly what the looping Survivor wants because it takes almost half a gen to get a single hit?
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Because it's boring, requires very little skill or thought, and there isn't much many killers can do about it except just take it.
People whine and complain about Spirit not being a "real" mind game, but they are perfectly fine with a large amount of loops being completely out of the Killer's control because they can be seen over the loop at all times.