Yords
Yords
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- Yords
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Comments
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He is weaksauce. Breaking LOS or running into corn negates his power and even when you get to tier 3, unless you are using a tombstone you are pretty much just a joke since you are still an m1 killer with slight buffs in tier 3.
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Because it is a good perk, and too many killers having good perks is a no-no.
Also, money.
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@Dizzy1096 said:
https://forum.deadbydaylight.com/en/discussion/comment/2042496#Comment_2042496
“I think the problem comes from poor map design”
This could be the tagline for the game at this point. It applies to almost everything.
It really does though. Map design is definitely the most pressing issue for the game.
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@Dizzy1096 said:
This is why he’s so overrated. There are plenty of safe pallets to drop early making it impossible for him to gain momentum. As long as all survivors are on gens during this time it’s an easy game, Oni will forever be on the backfoot trying to play catch up. Its also why DH is so overpowered, DH for distance to a safe pallet can absolutely cripple an Oni game by itself I’ve seen it happen to many good players.
Shocker but the same applies to Freddy. Play pallets safe and rush gens and he doesn’t gain any momentum.
I think that problem comes from poor map design, on a more balanced map it is easier for Oni to get his power.
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@GoodBoyKaru said:
Oni's entire power is balanced on the fact he needs an initial hit to get it. Removing this requirement and essentially making him a ticking time bomb would remove a lot of the fun and counterplay to facing an Oni (not all of it, but being able to pay around his power by denying the initial hit and then in other ways too I'd what makes him so fun and a genuine test of skill v skill). This change would mean that his power would have to be nerfed heavily in response, less he become one of the, if not the best killer in the game.
Yeah I guess so, it just sucks when playing against that.
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@HuDawg said:
https://forum.deadbydaylight.com/en/discussion/comment/2042464#Comment_2042464
Talking about a russian survivor
We already have someone who is Russian, I think it would be better for another person with a different ethnicity to be in the game.
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Surprisingly a lot of metal fans.
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Is huntress not enough?
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No, it is not OP.
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tbf playing killer is a sin, you should be ashamed of yourself
/s
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The fact that they CAN communicate with the community but rather choose to repost fanart is pretty irritating to hear.
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@HexSoLonely said:
Who cares. There are deadzones in almost every map that benefit the killer so suck it up?
Careful, your entitlement is showing.
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At least they are taking their time on this chapter, unlike the last one...
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@landromat said:
Imagine PWYF bubba running at you at 135% speed
That's assuming the bubba gets 3 PWYF stacks and gets stunned by a survivor who gets a warning of the perk. Getting 3 PWYF stacks can also be very hard to get and time-consuming. In the end, it would probably not be worth it for the bubba.
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@NoOneKnowsNova said:
Sounds a bit too strong, that 5% is a lot more than it might seem even if it’s a bit situational.
It is not enough to win the game and it only works when chasing the obsession. The survivors can also tell when they are affected by the perk, I don't think it would be too strong, if anything it is still weak.
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@DawnMad said:
No need for a new perk that encourages tunneling.
Nemesis changes the obsession when being stunned or blinded, how does this encourage tunneling?
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The problem with a fifth perk slot is that it would just cause complete chaos, 4 perks that can stack on survivors is already pretty bad to go against. Also, imagine a spirit with stridor, sloppy, thrilling, and stbfl. Or what about a nurse with corrupt, ruin, undying, BBQ, and infectious fright. The game needs to stay at four perk slots max, maybe in a custom game you could change this, but that's it.
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The fact that he is a normal m1 killer out of feral frenzy is very underwhelming. You can loop him for days and he can do diddly squat about it.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2041302#Comment_2041302
The second addon (Tear soaked tenugui) is just plain bad.
It reduces the penalty for downing survivors in Blood Fury for just 4 seconds.
Every single duration addon is better than this and you would need like 2+ downs in Blood Fury to beat them.
I wouldn't just say it is straight-up bad, just meh.
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People are upset because the devs didn't nerf keys with them which would have been nice.
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For the killer we get for it (trickster level strength)? No, but it makes sense as to why they are expensive.
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@ALostPuppy said:
That second add-on is already good enough and doesn't need a buff. Combine it with lion fang and you'll slug the entire team in 30 seconds. Even on its own and if you're not slugging it's good, the less blood fury you use the better if you're gonna cancel it after a down. I think the crutch is also fine, the speed increase is more than enough to warrant it being a purple imo because let's look at Oni as a whole:
His power is already REALLY good and he doesn't add-ons at all to begin with. If you start making his add-ons more in line with other killer add-ons stats-wise (or giving them multiple strong effects) it'll be too much. It's why his add-ons aren't all that exciting and are there to instead compliment his power instead of massively buff it like other killers. And it's also why topknot is so good and needs a nerf, because it buffs his already strong power way too much.
I disagree with that, the tear-soaked tenugui is currently a little underwhelming without the help of duration addons. It can be nice sure, but eh you can definitely manage without it for sure. However, the addons for Oni while they do compliment his power, should buff it in some way just like every other killer.
His power is very strong but is very counterable if the survivors you are up against are good, so I don't think this change would push him over the edge of being too strong. Addons are supposed to really make killers shine and threatening.
Slugging with his bloody fury mode is only made possible if the survivors within a certain range and if they are out of position, it is also not always the right decision to make when using blood fury.
But with the topknot, I do agree with that being too strong for the rarity it's at.
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@Bootlegmoth said:
https://forum.deadbydaylight.com/en/discussion/comment/2041096#Comment_2041096
Becoming more skilful means you survive. Sure the solo god would still be a good in a swf, and the swf guy would get wrecked solo. But if swf guy stays in swf they’ll learn more and gain skills quicker. If the solo guy stays solo there’s only so far you can go before lack of communication holds you back
Not necessarily surviving, being skillful is being an efficient survivor and a good teammate. If you can loop the killer for about 30-40 seconds before going down each chase consistently, that is good. And if you are efficient when it comes to healing, repairing gens, and saving teammates, then you are good at teamplay. If I do well as survivor and still die, I consider that a win in my book, same for if my teammates do the same.
A SWF does allow for some pretty crazy things, but it doesn't necessarily mean that the survivors become more skillful, they just have more to work with.
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@Bootlegmoth said:
Swf 100%. You could be best player in the world in solo queue, but if you get unreliable teammates you’ve lost. I’m swf, even the weakest person has a chance with communication and good team mates
It isn't about surviving, it is about becoming much more skillful through playing with solo queue teammates, or SWF teammates.
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@Nosferatu3145 said:
It's better a delay than a broken update
Flashback to the Binding of Kin chapter.
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I just want to be able to get firecrackers normally as a survivor and be able to use addons on them.
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@Mr_K said:
Are you taking into account the three strikes?
Yes
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@Dingo88 said:
This games already dead
I would not call a game with almost 40,000 players on average dead.
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@dspaceman20 said:
I don't mean to distract from the main point but why do we always have concerns over new survivor perks? Last chapter it was power struggle, and I think before it was any means necessary and for the people.
Smash hit is probably going to have the same effect.
Because the actual killer is often disappointing.
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@KingFrost said:
That's cool that small game detects fake pallets, though who's going to run Small game just to counter the 1 in 500 Freddy's who use fake pallets?
Yeah, it is a meh perk for a reason.
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@landromat said:
Maps work with snares but this is not very useful
good to know
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If generators weren't already boring enough...
But in all seriousness, meh. It just doesn't seem that interesting since there wouldn't be a point.
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Agreed, this chapter was pretty disappointing, like the one before it...
I am also more excited for the Wraith and Blight buffs.
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Yeah, ruin is good for the early game and pop for mid and late game
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Who the hell would not like cow pictures? And who got upset about them?
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Trickster is sorta fun looking, but incredibly weak and he didn't get very good changes after the PTB. As for OoO, I have not seen any news on its suggested nerf.
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I think it would cripple trapper and maybe even hag if it did this, it also would make totems obsolete. I think it's fine as it is now and can be useful enough.
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The problem is that most good survivors already know about these trap spots.
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I'm not really sure how to respond to this.
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I would say that Plague takes no skill, especially when playing at rank 10. She definitely takes skill to play and is by no means OP.
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@JinSime said:
Hauhauhauahua I don't know if I hate more this or the Crotus Prenn offering, especially when it spawns those nasty infinites in the middle.
I think you should hate Haddonfield more, the whole map is an infinite.
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I learned about 5 new cuss words in this post.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2038239#Comment_2038239
Ah okay so you're referring to it effecting the rescuer, not the rescued, got it.
I typically lean away from Hindered effects (same as repair speed) as many find it "unfun". What if it applied Broken and Oblivious to protection hits and to the slug rescuers (but only if they're already injured, IE it doesn't cause an injured state).
I like Oblivious as a status effect as it's strong enough to matter but still has reasonable counter play. Oblivious also makes Broken actually matter as now being stuck injured is a danger. Without Oblivious the Broken status effect is just flat out bad. It causes survivors to not waste time healing and just gen rush you. Without the added danger of Oblivious being injured just isn't threatening enough.
Broken and oblivious could probably work together, but I think it is weird that 2 of p head's perks inflict the oblivious status effect.
Oblivious itself is usually weak because it is very situational in all other perks and just not useful because it doesn't last too long, and you aren't always going to find the survivor afflicted with it.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2038224#Comment_2038224
So if a slugged survivor is picked up off the ground they would have the broken status effect applied and their aura shown for 5 seconds when leaving your TR for the duration?
No, I meant a survivor healing that downed survivor. The savior of that survivor could be afflicted with broken and maybe hindered if they are healthy. I am unsure, but that is a concept that could be made to work with forced penance. It could also work if the downed survivor is in your terror radius.
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@KayTwoAyy said:
I love you Yords <3
Enjoyed running your forever-mend Legion build against other sweaty survivors.
the wat, have I played with u before?
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@Blueberry said:
The issue is how often are protection hits really happening? Especially once they know you have the perk.
You could give it this affect you proposed and make it apply Oblivious to those people for the duration as well and it still wouldn't be ran. That's how bad it is.
Protection hits are rare enough that the pay off needs to be extreme. I mean honestly once every few games protection hits are procing...at most. The only time you really see this is two scenarios: 1) SWF squad, which once it applies once, it's never happening again. Is it worth a perk slot so survivors won't body block you? No, absolutely not. 2)They're potatoes and they're just hook trading, which in that scenario they're throwing the game anyway and the perk is irrelevant.
Anyway I like your idea. Just pointing out how weak the perk is in general when its power hinges on protection hits (which is its real flaw), regardless oh how much we keep attaching to it.
TBH the real solution to this perk is expanding the radius of what's considered a protection hit tremendously. IE maybe like as long as any other survivor is within 10m or something it's considered a protection hit. NOW we're talking. That is much more reliable.
Yeah, the main problem with the perk is that it requires a protection hit to activate which are uncommon. I would change it from a protection hit to maybe being in range of another survivor or some other condition, but that would go against the lore of the perk which is to punish survivors for being altruistic. The buff I have could help a little, but the main problem is how infrequent you will get protection hits.
If I was going to change it, I would make it do what I suggested, but I would make it have to do with rescues on a dying survivor and protection hits.
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@Chilli_man2400 said:
Sounds good but how about if it made it so your oblivious and you get a repair penalty of 5%
The oblivious effect already works for deathbound rn though, and the 5% repair penalty would do pretty much nothing.
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Tips are the last thing a company like BHVR needs to make more money, they are doing just fine on their own.