Warcrafter4
Warcrafter4
About
- Username
- Warcrafter4
- Joined
- Visits
- 9,097
- Last Active
Comments
-
@MadLordJack said:
I feel like a much better, though admittedly more drastic idea would be to make all totem spawns hidden and curse people at the start of the trial if a Hex perk is in play.
I wouldn't as it would hurt hexes like Devour Hope and Lullaby which purposely don't curse survivors until they get enough tokens to actually effect them.
While good in theory it dramatically hurts the viability of several hexes while also restricting what types of hexes can be made as devour hope wouldn't be made with this system in place.
-
@WexlerWendigo said:
We have like 10 of these discussions a day, the survivor’s you’re talking about generally don’t frequent this site.
I'd wish you were right but given all the evidence I have seen here...
The reality is to the contrary to put it lightly.
-
Its really hard to keep up with the archives lore with how much of it is locked behind ridiculous challenges as those challenges gate keep the rest of the story.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2269189#Comment_2269189
That’s because it was way weaker before usually activating when you literally couldn’t reach the gen
Its been in this buffed state for nearly a year and I can tell you it hasn't been meta for anywhere near that long.
Btw I am still wondering what streamer/content creator sparked this sudden anger towards Tinkerer.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2269243#Comment_2269243
If a Killer makes its way to the Gen with 1 person working on it, they have 24 seconds to interrupt. This is 110 meters for a 4,6m/s-Killer. 105 meters für a 4,4 Killer.
This is a lot of distance.
That's not accounting for obstacles in your way nor having to literally drop what your doing to go directly at it to have said time and that's without anything increasing the generator speed.
Realistically no your not reaching the generator unless its nearby or your playing as a fast killer.
-
@femotek820 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269189#Comment_2269189
Tinkerer is the best killer perk right now for good killers. You don’t need anything else to win a match . I see more and more killers using it. Yesterday I saw a plague with it. When killers realize about it power you’ll see it almost every match.
This not to be rude but your experience against is probably not as bad as you think(confirmation bias).
Also you seem rather new given the idea that you think that tinkerer alone carries games given that it doesn't help most killers at all.
Being notified a generator is being completed doesn't matter if you can't reach it and several killers just flatout can't use undetectable like Huntress/Trickster as they always have the Lullaby(Warning sounds) regardless of if your undetectable or not.
-
I am here mainly wondering what streamer/content creator cried about tinkerer to get the community to try to get it nerfed?
I mean tinkerer isn't a very good perk as its symptomatic perk as its usually a "Hay your losing" perk a lot of the time and if the killer is getting constant value from it that means survivors are pressuring generators hard.
It getting constant value means generator completion speed has gone crazy as it never saw any play when gen rushing wasn't the status quo.
-
@femotek820 said:
https://forum.deadbydaylight.com/en/discussion/comment/2269125#Comment_2269125
I always use tinkerer, and when I kill 2 survs I know I have win. Since the perk buff 2 survs couldn’t repair a single gen in my matches, and I’m not the best killer
Generally speaking survivors aren't exposed to complete generators AT ALL when its down to the last two.
Tinkerer doesn't realistically do anything in those situations as you have effectively already won.
-
I'm mainly indifferent either way I am mainly just curious how that would even work given that penny wise's real form is ALSO an emotion eating spider eldritch godlike being.
-
I feel like if this was introduced it would be a troll survivor offering:
Its a hidden offering used by survivors to make the killer appear as another killer(While using the killer's normal animations) until said killer successfully gets their first hit/empowerment.
This offering is free with an infinite uses and is only usable by 3+ man SWF groups or in private games.
Chain saw Michael anyone?
-
Most tunneling is caused by my teammates and not the killer themselves.
For example from today: I had a Nea who kept on running straight for the hook in front of Pyramid Head without BT and to no one's surprised pyramid head M2's every rescue and Nea farmed half the team to death(and nearly got me farmed to death too).
I really don't like the idea that me being farmed by my teammates punishes the killer with a 5 second stun from DS(Not that it would have mattered against PH).
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2268174#Comment_2268174
it's a very bad slowdown perk alone, yes. however, like i said in the comment you quoted, it gets good when combined with other slowdown perks for a significantly more lethal effect.
I know but even at full power with pop its only contributing an extra 4 seconds which when compared to surge's 6.4 seconds per generator effected(it was changed to effect regressing generators).
There's almost no reason to run thana pop over surge pop in most situations other then the surprsingly rare occasion where you'd want to pop a surged generator.
-
@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2268103#Comment_2268103
to be fair that's 20 seconds combined with any slowdown effects like ruin or pop, which makes that +20 significantly more, especially on nurse, spirit, legion, or plague.
Its actually much less then 20 seconds as its only 20 seconds IF all 4 survivors were injured BEFORE the generator was touched.
Realistically its only 20 seconds for the last generator and ~10 or less for all others.
Thana is a very bad slowdown perk due to needing to be built up as the longer it takes to get built up the weaker the slowdown is.
-
I feel like it should force skill checks every X seconds(The bonus skill checks grant half of the normal extra generator progress) on everything to help you practice skill checks while letting have synergy with perks like Autodidact or Fast Track.
It would make it better as a learning tool and making it have better synergies.
The generator bonus progress reduction is just to make it not a gen rush perk by potentially cutting down 8+ seconds of generator time with all the extra bonuses while not affecting normal skill checks.
-
I have and rather easily when survivors respected my ability to reliably hit them through unsafe pallets.
Also smart survivors with flashlights when there's no cover to let you uncloak safely near them.
He's B tier for a reason as he can be countered rather easily.
-
They gutted him so survivors would stop crying about him much like they tried to do with nurse.
I mean there was about the same 5-10 people spamming nerf billy threads daily for nearly a year straight and I think the devs just don't want to deal with it anymore.
-
@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2266143#Comment_2266143
And simply by nerfing his addons and adding an overheat mechanic to his base kit he went from being one of the best killers to a Tier C killer? Tier C killer is basically being one of the worst killers. I just don't understand how that can happen.
The problem is that even Hillbilly without the instasaw addons was incredible, for its infinite mobility, infinite oneshot ability, fast turns on loops, etc.
He has a cool-down whenever he misses/bumps into something.
So adding overheat is a double cooldown which no one likes.
He also no longer has a point in the game as he used to be the "average power but the most reliable" instant down killer but now due to over heat, animation changes,Roar,FoV nerf, and countless game breaking bugs makes him no longer reliable at doing anything.
This is in addition to being completely invalidated as he stands due to Blight/Oni/Bubba doing any specific thing he does better and are usually more reliable to boot.
-
Killers with a strong chase are good for the game and force survivors to play differently if they'd want to win.
Also the less basic M1 killers there are in the game adds to the variety of gameplay the survivors have in the game.
Finally great skill checks bonus progression are partially responsible for gen rushes as they can shave off a surprising amount of time(Even after they been nerfed by 50%).
-
@GeneralV said:
Double pallets are ok, but triple? That sounds a little rough.
I wish I still had the screen shot but at least it wasn't a triple pallet with the third linked pallet being shack with the link being the open window wall like I have had spawn.
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2265762#Comment_2265762
Fast Track
Resilience
Repressed Alliance
Blast Mine
Rookie Spirit
Deja Vu
Visionary
Better together
Dark sense
Detective's hunch
Flash Bang
Poised
Technician
There's honestly a LOT of generator perks at 15 in total.
Edit: 18 if you count spine chill and the better items perks that effect toolboxes.
-
@CluelessWanderer said:
....ok, I know I'm old and out of the loop, but what "new ban system"? Have a link?
Auto ban after X(Undisclosed amount) of reports.
They didn't explain any further and well I don't think I need to point out why what they have told us has scared the community.
-
I feel like blood hound could see use if its effect made it so all survivors suffer from hemorrhage while injured(regardless of what injured them).
Its because as it currently stands Sloppy Butcher with its hemorrhage is debuff on normal hits just does the job of tracking with blood much better then Blood Hound.
Sloppy Butcher does this is while also slowing down healing with the mangled debuff.
-
@humanbeing1704 said:
I don't think I've played against a monitor and abuse deathslinger is it bullshit?
Not overly as long as your paying any amount of attention as your expose to run before you hear his TR anyways as maximizing initial distance is how your expose to last a lone time in a chase.
-
@velosinhooo said:
https://forum.deadbydaylight.com/en/discussion/comment/2261132#Comment_2261132
It makes the survivor exposed if he gets the redeemer to hit me more then 15 meters further, what makes me not able to hear his terror radius and be insta downed.
Dude if you ever tried to do that as Deathslinger you'd realize how unusable that add-on is 99% of the time.
Its map dependent,Survivor awarness dependent, countered by running spine chill, Does nothing if the target is already injured,can easily be stopped by other survivors even if you managed to land it, and so on and so forth.
-
@velosinhooo said:
https://forum.deadbydaylight.com/en/discussion/comment/2261115#Comment_2261115
Its just what I said, he doesnt need a lullaby ecause he is already weak, he needs 8 blades to get 1 single health state, but when we talk about deathslinger, he can use iri coin to instadown you after jumpscaring the ######### out of you, his jumpscare is even better then the ghosties jumpscare. I am not saying that he should have a huge lullaby, he should have a lullaby at the size of his normal terror radius.
If you or a Deathslinger you faced in a game had a Deathslinger in a game ever get an Iri coin off they deserve a trophy for how horrible that add-on actually is not a nerf.
-
Technically he does have one already but its only for when he's aiming(Which is why reduced TR while aiming add-ons are worthless).
Also Deathslinger really isn't strong enough to warrant a lullaby and heck Trickster doesn't need his lullaby to be balanced either.
-
Its also showing exactly what people have been saying about how only the spirit/nurse are viable at high levels of play.
This is a good thing for the game as it gives more evidence for empowering other killers to allow them to be played at high skill levels.
-
I think the main thing this is showing is that base MMR is WAY TOO HIGH!
I think MMR as a whole is actually working but the base value everyone is set to is the main issue.
-
I am just not interested in potentially eight 3 hit chases with him along with him having to build up his power when it really doesn't help that much.
-
(Playing devi's advocate as I am ok with the current spirit)I think if they'd want to bring the breathing back without breaking the spirit's back; Then they should make it a periodic exhale.
Effectively instead of constantly giving you directional sound for where she is it gives you one sound every ~1-1.5 second.
Letting you know roughly what direction she's in without letting you ever pin point her like her breathing did.
-
I wounder if the devs forgot to make the MMR count correctly again:
The more you lost in the first test the harder the games it put you in and vice versa.
-
I do like blue glyphs but sadly I think this style of glyph will probably be exclusive to the survivors as 60 seconds of aura blindness or deafness(closest thing to oblivious) because the killer can literally lose the game due to gen speeds in that time.
Remember a 60 second debuff on a single survivor only negatively effects 1/4th of the team's effectiveness(3 unaffected teammates) meanwhile the same thing on the killer effects the entire killer team as the killer is solo.
I would however think that a green glyph for a killer that requires them to hook a survivor or two within 20-24 meters of it before its collectable, but always reveals its own aura (and compatible hooks while caring a survivor) in green to the killer so they can actually set it up.
-
This is a good character change...Just not for David.
He looks to soft and not like a guy who has been repeatedly beaten at home/When he gets into bar fights.
Hard line on his old jaw just makes him look a lot tougher to me.
-
@WexlerWendigo said:
None of your points have swayed me from thinking it is much harder to deduce a Spirit’s add ons than other killers
Here's a question for you:
When was the last time you could tell what add-ons a ghost face were using in game? Outside of meta knowledge that only cooldown add-ons are good he has no tells to ANY of his add-ons
Same goes for most of Wraith's add-ons.
Or most of trapper's.
Or most of Billy's.
Or most of Nurse's.
Or most of Michael's.
Or you get the point.
Most add-ons in the game are effectively undetectable and several are balanced around them not being detectable until they go off like the Iri Blight Tag or Mint Rag(The moment a good survivor realizes this they will set off and break all of your traps on their side of the map the moment you hit someone as you can't punish them for it).
-
I think anything past UI is banned(and even then UI is use at your own risk) simply because if people could edit appearances it could let them edit object's appearances to let them see through them.
Aka people would use them to effectively give themselves wall hacks and given that people try to achieve that with stretched resolution... Its not hard to see why.
-
Should old undying come back? No
Should undying be buffed anyways: Probably as its a barely more reliable totem defence then haunted grounds without the actual main effect of haunted grounds(global exposed for up to 60 seconds).
-
My only issue with the video is the slight fact that nearly all of the add-ons numbers are WRONG EVEN FROM THE SOURCES CITED!
Both the charge rate add-ons and the movement speed add-ons all have nearly double the numbers from what is in the game's code.
For example: The Zori only grants 5% movement speed but he says and shows it at being 9% and the yellow Movement speed is 10% but he shows it as 18%. No idea why as movement speed is almost always additive in this game(Almo has too many contradictory statements on this to be used as an example either way).
The charge rate add-ons I think he simply got the numbers wrong on as it seems to be for if the add-on reduced the total amount of time by X instead of its real effect effect of granting you an extra 0.XX extra charges per second.
This video is sloppy as hell research wise for the add-ons.
-
A T-bagging Nea ontop of the unopened hatch who had self care(two survivors left).
They purposely waiting for me to come over and melee them as they were t-bagging on top of it.
However because they had self care and waiting for me to melee hit them they accidentally began to self care long enough for me to get the 2nd hit and down/sacrifice them.
So they died despite having a key on top of hatch because they wanted to BM me and let their last teammate die to me during EGC that would have instantly started... All because they wanted to BM me and sandbag their teammate.
-
No most people don't want there to be basic M1 killers.
However the extremely vocal minority of survivors who tend to be both sore losers and sore winners tend to make it seem like most want just M1 killers by complaining about any killers power.
Its just another case of a vocal minority stigmatizing a majority with their toxicity.
-
Somethings are multiplicative and those are usually decreases like iron will.
However something are additive and those are usually increases like Stridor.
Standard order of operations says multiplicative go first then additives.
So this is 100 X 0 = 0
Then its 0 + 50 = 50.
Or 100 X 0 + 50 = 50
I do however agree that what is additive and what is multiplicative needs to be labeled better to avoid this confusion.
-
Its because people know SWF gives a large advantage and are too ashamed to say they won because of said advantage.
Its just kinda funny yet very very sad watching a post game swf lobby explode into anger when I simply say: Hi SWF.
-
Given that the developers have said just having the two zombies is currently pushing the game's engine to the limit(7 total characters).
I doubt the game will be ready for 10+ players/characters(11-13 if someone is Nemesis and/or twins) being inside of a match.
-
@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2244678#Comment_2244678
People may be referring to the lunge bug. There was a problem for a few weeks after the windstorm buff that made the uncloak speed boost slower to build up so the lunge was trash for awhile. It was after the bug patch that it got fixed and also is when these wraith complaints started. If you need proof I can find a thread where Mandy confirmed the bug existed
They are talking about Wraith having a longer lunge then before.
NOT a shorter one!
-
I think it is specifically to throw people off:
Given how reliant on the TR legion its easy for people to assume that they are safe when they don't hear it leaving them vulnerable to undetectable cheese hits/downs/grabs.
Its so bad its good!
-
Blocked generators don't regress.
Think of blocked generators being in stasis/Frozen in time:
They can't gain charges(By survivors working on them) nor can they lose from from regression effects.
Edit: This is also theoretically possible to have the last 3 generators near permanently blocked and thus requires a cooldown on the repeated blocking of the same generator.
-
Predator is a strict downgrade.
However Hex: Blood Favor.(Which isn't on the list) is a hex that's nearly strict a downgrade in most situations but has insanely niche positive applications.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244649#Comment_2244649
https://forum.deadbydaylight.com/en/discussion/225035/wraith-got-another-slight-buff#latest
It happened here in the 4.5.0 update. The top is my discussion about it.
https://forum.deadbydaylight.com/en/kb/articles/274-4-5-0-mid-chapter
Here are the actual Patch Notes.
The Wraith:
While cloaked, the Wraith is completely invisible (no shimmer) to Survivors when more than 20m away
Increased the duration of the uncloak speed boost from 1.0s to 1.25s
Restored a missing bone-rattle sound cue at the beginning of the Wraith's cloaking animation (sometimes referred to as "bell tech")
Fixed an issue where the Wraith would appear to uncloak completely while kicking a generator or breaking a pallet or wall while cloaked. The Wraith now only uncloaks the necessary bits.
Fixed an issue that caused the Wraith's add-on "The Serpent" to reset the uncloaking progress after completing an interaction. It will now leave the Wraith completely uncloaked and able to attack, and trigger an uncloak speed boost, after damaging a generator or breaking a pallet or wall.
That's not what everyone is referring too.
As people are saying his most recent change buffed his lunge which there is no evidence of such a change.
-
@NomiNomad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244387#Comment_2244387
This is untrue. While it didn't happen at the same time, Wraith's movement speed bonus was increased by .25 seconds. Which means his post stealth lunge is better.
This happened at the same time he got his true invisibility past 20+ meters.
Source, I'm a Wraith main.
Or, I used to be, Demo is taking that spot.
I have found no where that says that not have i found any evidence of it.
So idk what your getting that from.
-
@Kirkylad said:
https://forum.deadbydaylight.com/en/discussion/comment/2244518#Comment_2244518
I just said my own experience of playing the game for four years or did you just ignore that.
Its really hard for me or really anyone to believe that when 90% of what your saying is: "Content creators said X is real so it must be real."
Please reread your own comments as it really freaking hard to believe this is coming from your own experiences with how much you seem to rely on the word of content creators.
-
@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2244202#Comment_2244202
LOL that last comment. XD
https://forum.deadbydaylight.com/en/discussion/comment/2244289#Comment_2244289
I can't stand chases because I don't like to loop. By definition a successful loop is either being good enough to waste the killer's time for a while or to get away. I get away sometimes, I guess I'm moderate at this skill. But tying the killer up? Back and forth for five minutes? Ugh. I wouldn't do it even if I could. To me that's not even playing the game, it's tag simulator. Hell not even tag simulator, it's American Ninja simulator.
Having said that, the chase against the Wraith usually begins by being whacked before you even know he's there. And I don't get the argument that "you should always know he's there if you're good". Maybe if you're spinning the camera 360 degrees around yourself at all times through the entire match, constantly and without end, looking for the tiny little 15 percent shimmer that races up to you from out of nowhere, on maps full of obstacles and atmospheric effects, at 150 percent speed, sure. And then there are people who say "just be by a window". Crap, that's a good point, I should start carrying those around so I'm always near one. Or "you can hear his breathing". Right, again, from a hundred feet away rushing at you from any possible direction at 150 percent speed. Over the sound of generators.
I'm sorry but the people who minimize the Wraith as easy to counter and "B or C tier" consist of two types:
- Experts
- Killer mains who are desperate for the character to be anything other than, in their opinion, garbage (oh no, he M1, he so bad), and thus will aggressively defend ANY improvement to him regardless of how cheap it makes him
https://forum.deadbydaylight.com/en/discussion/comment/2244387#Comment_2244387
I can't speak for the data, and I can't speak for anyone else's experiences. All I know is that he didn't totally piss me off before a few weeks ago, roughly at the same time a bunch of other players noticed that he pisses them off too.
My guess as for why Wraith is pissing you off now:
Your seeing him more.
Simply put until the recent changes(Higher base Slightly weaker max power) Wraith was very unpopular and rarely played.
This happens with literally every kill that becomes "Flavor of the Month" every single time they become said "Flavor of the Month"