White_Owl
White_Owl
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- White_Owl
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Comments
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Overall I appreciate the changes, but I fear what soloQ might become because of some of them.
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I actually never use it, so...
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She should be able to do that with 3 hatchets at a time also.
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Think of it as the Clown's gas, it's main purpose is to close the distance, but it has the additional function to dishorient the survivor
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I really wish for a button that gives you a totally random build instead of having to use 3rd party sites.
Also, survivors should be able to share items/addons/offerings, since they're skins.
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I think playing solo Q will become even more miserable...
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remove hook timer and self unhook attempts, survivors will stay on hook until rescued with no time limit
You trust the community too much. There's no doubt trolls would abuse it to make the game miserable for some unlucky solo.
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Imo exhaustion is ok as it is. The downside of exhaustion is that you can't chain more exhaustion perks together.
If anything, it could be nice if it increased more notably the breathing sounds.
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I think he has a decently high skill ceiling. His main strenght is his unpredictabilty, and it's not easy to be unpredictable while still knowing what you're doing.
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I think it's ok that female survivors are a bit louder than males since they're smaller, so it balances out, but aside that there shouldn't be such huge differences. Playing someone like Jeff gives you a huge disadvange and nothing to compensate.
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I agree. If we really want to disincentivise tunneling we might as well make it usable twice per match. With all the conditions the perk has it would still be balanced and would promote healthier gameplay.
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Absolutely. I always hope they update Myers, he's the one that aged the worst.
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@Oiry said:
Can someone explain to me, why CoH is not getting touched? I don't get it.
Like, leave self-care as it is and make CoH provide everyone with self-care in its radius without the healing speed bonus. People have been asking for this since its release.
Didn't they touch it already enough? It's not that strong anymore and it's way rarer than before (at least in my region)
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Yeah good luck escaping high mobility/ranged killers with a pathetic 3 second stuns, 1 second of which you're animation locked. Imo if the change goes live, DS will become a dead perk and tunneling will become even more prevalent.
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all the strong slow down perks also got nerfed
They also got all indirectly buffed by the 12.5% increase to gen times.
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Yep, considering all changes facecamping Bubba got massively buffed.
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I think the new Spinechill might be most useful against stealth killers, especially stalking ones. But if you want a perk to know when the killer is near there is already Premonition.
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I think the "grab game" should stay, especially if survivors get built-in mini-Borrowed Time and can bodyblock preventing the killer from getting the unhooker. Unhooking a survivor should be dangerous and if you do it in the killer's face you must accept that you're most likely going on the hook.
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Honestly if it has an animation to let the killer know what's about to happen I'm fine with the new version. The worse aspect of the perk was the distance that made safe unsafe spots.
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@ad19970 said:
Yup, big, big oversight.
They need to increase the hook phase duration of survivors on hooks from 60 seconds to 80, or hopefully even 90 seconds. That way camping is actually nerfed, as the killer has to wait 3 minutes instead of 2 to kill a survivor with camping.
There is just no way they can increase gen times without increasing the time that survivors can stay on a hook. And keeping camping at the same power level as it is now is also not a good option, because killers are already getting loads of buffs. It needs to be nerfed, so they need to increase the hook phase duration by a lot.
And also remove the ability for killers to grab a survivor during the unhook animation.
Can't agree more. Without changing that, they're just massively buffing facecamping Bubba, which is already unhealthily strong.
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There are other options for who can't use their hearing: for example both Divertion and Stake Out let you know visually if you're in the terror radius. I happened to use them a couple time when playing with no audio and they're very useful.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3015600#Comment_3015600
My solo Q team mates wont mind I'm sure
Emphasis on "nobody in their right mind"
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Even if that was true, it would be a less powerful Spine Chill usable only up to 5 times per match. Doubt it would make a huge difference.
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46 seconds to self heal (57 with Sloppy Butcher) is kind of insane. Nobody in their right mind would want to use it.
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Well if you're the last survivor it's automatic that you already have the 3 tokens, unless the others already escaped (in which case you don't need the new effects)
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I actually like the change but I think that since you won't be able to start a match and readily grab a medkit, you might risk that all chests have been opened by the time you need it. If it allowed to rummage an opened chest like Haddie's Residual Manifest it would be a great healing perk imo.
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Yeah, that speed debuff is really unnecessary. It's not like the perk would make you invisible.
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Never faced a killer with that perk, not even once.
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If i didn't like them i wouldn't be here writting about it
I'm sorry but how can liking stealth killers and wanting to completely rework not be mutually exclusive?
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If you don't like them don't play them, it's simple as that.
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Completely agree with both points.
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Maybe the activation time could be tiny bit higher, but I like the concept a lot.
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That would just make her less unique
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Unpopular opinion: moris involving traps look stupid.
I like the concept of his mori: he is a simple and efficient killer, he doesn't need fancy stuff. What he needs is to make it seems like he is actually killing someone, not casually cutting grass.
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I get what you mean, but if I'm doing by best to be nice and not tunnel, and you shove BT down my throat I'll get pissed.
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That's a problem with Solidarity too. Imo those perks should set the minimum progress at 50%, so you still can't 99 the heal but you won't lose the effect of the perk.
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The citizen managed to make the generator last twice as fast due to its consecutive failures
Well at least they had more time to practice skillchecks...
Jokes aside you bring good points, as a perk aimed at beginners it shouldn't punish failure.
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@bubbabrotha said:
https://forum.deadbydaylight.com/en/discussion/comment/2987544#Comment_2987544
Finding creative solutions or other pathways to fix a problem rather than outright cancel an ability.
In your example of Trails of Torment, what would be those creative solutions and other pathways? Genuinly curious.
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Well it's a new mechanic, I think it's normal. I played just one match against the Dredge and Nightfall confused the ######### out of me, but honestly I still had fun.
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some things should just be strong and force people to play around it
I'm sorry, but how can you play around something if there is no way to play around it?
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Same, sweated hard to get a merciless and no achievement.
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Personally I like the idea of general perks being added every once in a while. It might be especially good for newer players to have more choices at the start.
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Tbh I find the perk already amazing without needs for buffs. People might even start to complain about it in the future.
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Every licensed character is not a copy-paste of the original but rather a DbD version of it, the only exception is Steve which is very close. As long as they are of good quality (which old Quentin was not) imo it's ok if they look a bit different.
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My best guess is that the chat filter randomly picks the words to censor.
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He's one of my favorite killers to play but I have to admit he does feel cluncky.
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Imagine if the killer had a perk to remove 1/4 of a gen, multiple times per match.
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with the delay of the shots they can avoid you [...]
they can even react to your shots or dodge them
That's the whole point of the delay, to give survivors a small window of time to react. You can just play around it and be more predicting rather than reacting with your shots.
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RNG is part of the game, it's one of those things that make it unique.
In any case if you reach a point of complaining about a little thing such as the 4% you might be taking the game too seriously.
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I don't think the nerf was too harsh (but still... ouch), but they definetly panic-reacted to his increased lethality, despite them saying they wouldn't repeat Freddy's mistake. My theory is that people weren't accustomed yet to Wraith but him being a noob stomper by default could make it too hard for newer people.