Yords
Yords
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@TragicSolitude said:
Aim dressing is not aim assist. Aim assist helps you get hits you wouldn't have otherwise gotten. Aim dressing will never help you get a hit you wouldn't have gotten, it is there only to make hits look better. That is why you can't turn it off, because it's not exactly for you.
Here's a full explanation from Peanits:
https://forum.deadbydaylight.com/en/discussion/comment/1026216#Comment_1026216
There have been countless times where I have swung at a survivor I know I would have hit, but I am pulled by the game towards that survivor but miss. This has happened so many times. Aim dressing absolutely messes with you.
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Blight? Yes, but only nerf some addons.
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I could be at like 20 by now, but im too lazy to spend about 15 minutes maxing out one set of 50 levels.
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Fun... for the survivors
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3112628#Comment_3112628
Every killer is now A tier or higher
No.
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Revert the aura part of it entirely. The perk is still not going to be good, so there's no need for an aura penalty for activating a perk that is hard to even get working in the first place.
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I think she should get reworked far off in the future at least. There are much more important things to fix right now.
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Don't forget about basement demo
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3112187#Comment_3112187
Unoriginal? There's only two killers that are even similar to how he functions, and that's only for the tentacle and the infection - his zombies were incredibly original and groundbreaking for the game.
I'd argue the power is far from underwhelming. Arguably the best licensed power we have, one of the game's few true anti-loop powers and a very robust chase power to boot. The zombies may be inconsistent, but they're still useful as information.
Though, I do agree that Tier 3 is way less of a jump in power than Tier 2 is. Still, technically it's an extra metre and increased movement speed while holding it, which is worth mentioning.
Having demo have an ability that lets him leap forwards to attack and break pallets is one thing. Having p head to have an attack that shoots forward and through walls but doesn't break pallets is another. But having nemesis have an ability that shoots forward, break pallets, OR hit survivors is a bit unoriginal wouldn't you say? I myself don't like that at all.
The zombies are eh. There is literally only two of them on the map. Sometimes they help, most of the time they don't. They are weak and inconsistent.
I think nemesis could have been more. Another S tier killer. Not only that, but he is an RE killer. He could have been so much more than what he is.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3112155#Comment_3112155
Yeah, Nemesis is still a pretty good killer. Good blend of accuracy and integration into DBD specifically, fun to play as with skill expression helping in countering him, and aesthetically on point.
He is above decent, but not great. However his power is very unoriginal, underwhelming, and lacks map pressure (completely RNG zombies). His tier 3 is so underwhelming, you'd think a RE character would have a more powerful secondary ability, or at least one that fits him. But no all you get is an extra meter on your m2 ability, which is helpful but come on thats it?
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the stbfl thing has always been a weird one for me on demo
Yeah he is absolutely terrifying with 8 stacks now, but that whole time you know what you could have been doing? Hitting shreds, and ending chases faster.
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@jesterkind said:
Nemesis is a good killer, so I'm not sure what your bar is?
As in good design all around, not just main power-wise.
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Wesker better be good or im not buying
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Meet your maker looks interesting. I don't really care though, I am waiting for DBD.
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Just give him a donkey to ride around the map so he has better map pressure.
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Here is what a dev had to say about it.
"It is the case. To explain:
Auto aim gives you a hit you otherwise would not have gotten.
What happens in DBD is that the game recognizes that you've gotten a hit by checking a cone shaped area in front of you for survivors, then pulls you towards them to make it look like you'd expect (so your weapon actually makes contact). It will not give you a hit unless you actually aimed at them. Basically it dresses it up after the fact.
That's not to say that it can't cause a hit that should have connected to miss- I'm not trying to convince you that it doesn't happen- but it's not "auto aim" or "aim assist".
EDIT: Just noticed the other part of the question.
It is not there to hide lag. To hide lag, you would have to predict their movement and move the killer on their screen in advance. This is not the case. If there's a lot of latency between you two, the killer will appear to miss wildly regardless. As the killer, you have the authority over hits. It's not compensating to help you out. What you see is what you get. It's purely just to make your hits more visually appealing." - Peanits
I still don't understand though because there are moments where I could almost be touching a survivor, swing, and miss due to this. It makes no sense.
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we know
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She has counterplay, it just barely works against good nurses with good addons.
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@IsJustMe said:
Iam not 100% sure, but the devs said they would never make killers as powerful as Nurse or Blight again?
seriously? that is straight up bs
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51k
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@SnRw said:
https://forum.deadbydaylight.com/en/discussion/comment/3101073#Comment_3101073
because what are useless survivors who don't know what they are doing going to do with that information? The problem with dbd solo Q isn't that nobody knows what every one else is doing, its that many people are doing boons rather than doing gens, or going for saves when they should be resetting, or hiding in a bush/locker when they should be doing gens, and the list goes on and on. Tell me, how is kindred base kit going to help any of this?
Useless survivors will be useless survivors obviously, but the perk is going to work well for those who are paying attention. Kindred gives critical info to people when it is needed the most. Not everyone you play with is going to know how to play due to no proper mmr system, but the ones who do will get good use out of it.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3105156#Comment_3105156
Well, he did run him for four gens.
Also, you'll never guess where NOED spawned
lmao poor bastard
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Not necessarily, not everyone is reaalllly good with thousands of hours. And solo queue has every right to be upset about this patch considering they got completely forgotten about... again.
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@Pulsar said:
https://us.v-cdn.net/6030815/uploads/8N4AF4V534M9/2a824504-c2c0-4e96-9fc9-28ad6bc646b4.png
Skill Issue I suppose
A good survivor would not have let bubba get them in the first place *shrug
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Nurse addons needs nerfs for sure. Playing against a nurse with range or recharge addons makes me want to get Oni moried.
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All the more reason to nuke that god forsaken map. It is so unbelievably bad that it makes old new haddonfield seem like heaven. At least on pre nerfed haddonfield there was a game. On RPD its just run around in a maze and sometimes run into the killer.
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Is C33 even busted? I was under the impression that only AC ring and double speed addons were. I feel like C33 is somewhat fine? If not, then I think the pallet stun should be increased by a half second.
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@Pulsar said:
Sunk cost and the fact that there aren't any alternatives is a killer.
Me and the boys have been playing Overwatch Comp over Survivor. That's how ######### our experience has been.
ya like team fortress 2?
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why
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I dont understand the tier list
but A
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or just add kindred without the killer aura reading as base kit
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3098820#Comment_3098820
Wow!
That's like the Nurse we faced last night except she had Starstruck, Lethal, Agitation and Deadlock with Double Range and a Midwich Offering!
Dw just break los and you'll be fine
Hopefully...
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Definitely a bad and unnecessary change to all already mediocre perk.
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They probably could but it would create a sense of elitism among an already toxic playerbase and also increase queue times dramatically.
What we need is a proper matchmaking system.
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"dead hard is trash now, at least give us back our e to win it you're gonna buff killers"
- a not so lovely streamer I ran into
And yeah, the perk is not dead. But I am so happy that it is no longer busted op.
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pretty sure you dont have to catch them, you run into them because the second you load into the match you hear constant screaming
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3098989#Comment_3098989
Balanced is only bad on the 1-2 maps that don't have drops. Overcome can be used while injured if you have Endurance somehow.
Exactly, its more situational. SB is much more free and you will get more use out of it.
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@danielmaster87 said:
Balanced and Overcome are better. Those are the ones I'm bringing every time.
Balanced is limited to hills and elevation, and overcome only works if the killer injures you. Insta downs or plague can completely counter its effects. Also, it only works in a chase. Sprint burst works throughout the game and also in chase.
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hell no they gonna nerf pig again
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@Nirgendwohin said:
3x flashlight in the lobby
*user named "no mither enjoyer"
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They find your reactions fun, thats why. They crave seeing people get upset in the endgame chat. The best thing you can do is say nothing and move on.
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The devs don't care about maps being balanced, they care about maps looking good.
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The perk is fine. it takes until at least mid-game to build up to, and it is not overpowered.
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@Lyonic said:
https://forum.deadbydaylight.com/en/discussion/comment/3094193#Comment_3094193
If they can add lockers to maps for dredge - why cant they add places for traps to be hidden?
bruh exactly and it wouldnt even be hard to do
literally just add more grass
I have no idea how to help him specifically with indoor maps tho
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3094193#Comment_3094193
His traps have already had a rework to reduce the amount of RNG involved. They're basically much more likely to require multiple attempts, but cap out at 6 attempts max.
It should have never been reduced though, it should have had it removed entirely.
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Increase the amount of tiny grass in the maps for starters.
In case you somehow don't know, there is normal grass, and then there is tiny grass. If you look closely at the ground like autohaven or macmillan you can see small grass. It can actually be really hard to see traps placed in those patches. This grass should be increased.
As for what else he can do I have no idea. He definitely needs his traps to last 10-12 seconds though instead of having RNG. I think his traps should last to 12 seconds before a survivor escapes to make his traps more threatening.
I am also pretty sure otz made a video on this. He includes tons of good changes that can be made to trapper's traps that make him much more threatening.
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@GingerBeard said:
I've always wanted to see the reset upon being hooked get removed, but without some sort of downside I feel it would overshadow other aura perks.
Instead of even having a downside/reset, another possibility would be to just increase the difficulty of attaining the auras. An example could be something like only applying when you unhook someone.
It is already hard to get the auras in the first place though, you have to save or heal teammates which happens over the course of the game. You would likely only get two by mid game, and the third by late game.
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@Brokenbones said:
If they want to balance it out, then they should just add a small cooldown to it instead
Instead of resetting, maybe once you're unhooked the perk is disabled for a bit then comes back
I don't think it needs any sort of restriction. It is a mid to late game survivor perk anyway since you have to slowly get links to your team via healing or unhooking.
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bastard had it coming
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absolutely