Yung_Slug
Yung_Slug
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- Yung_Slug
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Comments
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I know for a fact they announced the flashlight changes.
And how is the generator sound a killer buff? I can't hear the gens at all half the time.
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I used Tombstone Piece because my DH always breaks. And the one time I build around it breaking... I actually got to do the quest as intended before it broke. Even named myself "DevourHopeWillBreak" or something like that and the game made it work for once just to prove me wrong.
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I love Open Handed as is, but I'll admit that it could use a buff. Up the Ante should just be reworked entirely.
They also need to try again with Mindbreaker because a few more seconds of exhaustion ain't it.
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This perk is literally only busted with DS. No need to bring every other perk combo down with it.
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If you're talking about stealth, Yerv often "plays like a rat", as he calls it.
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A year later and they finally buffed the perk. In the wrong way. Honestly, unless they remove that extra requirement, the exhaustion duration would have to be ridiculously long for this perk to be good, and I don't like the side of the perk they're pushing anyway. It should make you choose between waiting out your exhaustion or doing a gen, not just give you exhaustion right away.
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@LetsPlayTogether said:
How about stopping this whataboutism nonsense?
This is like the new r/woooosh where it becomes popular and people start using it where it doesn't apply.
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@Sluzzy said:
Because cancelling his M2 has no counterplay. That should be a long cooldown. He also shouldn't cancel out survivor perks.
The absolute AUDACITY of the devs to add a killer that can counter broken survivor perks. Not like survivors have perks that counter entire killer powers.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1607936#Comment_1607936
Spine chill is NOT an aura perk.
As i said kindred is good for solo que.
Bond is... niche, by itself it's not a bad perk, but not worth taking over things like dead hard, unbreakable or even prove thyself. The only perk that it overthrows is selfcare... and selfcare is an overrated perk.
Did you miss the part where I said "almost entirely"?
Also, you never mentioned Kindred before in this thread.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1604219#Comment_1604219
I'm supposed to believe that you run:
Aftercare, Better Together, Deja Vu, wake up?
Bond and empathy are niche perks, but if i had to choose i would go with bond.
Detectives hunch and all perks that show killers aura are the only good aura perks, but still fairly situational.
https://forum.deadbydaylight.com/en/discussion/comment/1604256#Comment_1604256
Yes because solo que will use 2nd program for voice comms. Adding in game voice chat would reduce the gap between swf and solos.
As i said only new players perceive this as survival horror game, with rare exceptions of course. Not to mention that being survival horror game does not prohibit voice chat and if it would REALLY be a problem for some players, they can always turn it off.
Not quite. Open Handed/Kindred/Bond/Spine Chill. It's surprisingly effective.
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@SleepyWillo said:
Borrowed Time is supposed to punish tunneling off the hook. If its such an issue for you them perhaps try not tunneling off the hook?
The reason those two are such common "meta" perks are because there are so few viable survivor perks they use what can actually help them. That said, most of their perks dont have any effect if you dont tunnel and camp so the issue seems to be on you here...
"Not tunneling" isn't much of an option when the unhooked guy body blocks for the person who saved him because he has BT + DS + Unbreakable. I like having perks to counter camping/tunneling, but it's annoying when they're abused outside of their intended purpose.
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/1603838#Comment_1603838
Get at least 100 hours in game, before you will start saying what this game needs and what not.
Like c'mon, who uses aura perks on survivors? Who plays this as a survival horror game?.. Well, except new players with 5h playtime.
I have 1.5k hours and my usual build is almost entirely aura perks. They're more useful than you think.
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I usually slug a survivor if they've been unhooked recently just because I feel bad for them, but sometimes I don't have a choice but to "tunnel" them because their teammates are all immersed.
I'm not running MYC but I've had games where survivors will go for a save and then duck into hiding, leaving the person they rescued to be found. Last time this happened, they actually started doing stuff AFTER the first survivor died (and I did not even pick that survivor up fast enough to risk DS, so they had plenty of time).
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@Izo_Quartz said:
https://forum.deadbydaylight.com/en/discussion/comment/1597655#Comment_1597655
It's not that they aren't doing anything. It's just that the devs are assuming the perk not working is because of server latency. So instead of actually looking into the perk to see how they can fix it, they're just assuming the perk will somehow fix itself as they improve the server and reduce server latency.
I don't think they're assuming. It's pretty clear that it's caused by latency. The best they can do is make your client check if the dead hard successfully activated before showing you the exhaustion effect.
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Well it's caused by latency. When you press the button the signal needs to reach the server before it actually activates. If you get hit before that, it does nothing. I believe the exhaustion showing up is a purely visual bug that results from your side of the game THINKING you used dead hard when in reality you were hit before that.
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@yukairi said:
It takes away the pleasure of being able to play with my Xbox friends, I'm on ps4 and I don't want to play with it's pc trash
Sounds like a you problem to me. Not sure what you have against PC.
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The true purpose is b l e n d i n g.
Also Ace's bloody hat goes really well with his dark red suit.
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Have some water, you're thirsty.
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You can still use it, but you need to lunge. Most killers can make it with just a tiny lunge at the end.
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Basically just gauges the killer's intelligence or knowledge. Many killers used to have no idea how to counter it but I think they're starting to catch on. It's called the "dumb tech", probably because it is actually pretty dumb and doesn't seem like it should ever work (yet it still does).
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1590049#Comment_1590049
I need to get Corrupt on him. I'm trying, but the Entity is being a real ######### about it. I usually run BBQ right now for the BP since I am trying to blow through these level 50 bloodwebs to get Corrupt to appear. Let me know how Thrilling works out. I haven't run it much since Peanits explained a while back that gen progression is paused while Thrilling is blocking a gen.
While that's true, unless you're using Ruin you probably won't have very many regressing gens.
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@Kilmeran said:
https://forum.deadbydaylight.com/en/discussion/comment/1587856#Comment_1587856
Actually, I have a mechanics question. How well does Infectious pan out if one is running either M&A or Dead Rabbit?
I usually run both. Tier 2 has like a 4-6 meter TR and Tier 3's infectious fright range becomes insanely large. The other two perks I run are usually Corrupt and BBQ but I've been trying out Thrilling Tremors + Pop.
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@PrincessPoop said:
No because she already has to reload her power, it wouldn’t make sense.
Doesn't make sense for nurse to have two separate cooldowns either.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1587795#Comment_1587795
I don't recall either one being the case. There were definitely sizeable groups of people in both camps who were complaining about their base kits, especially Nurse (just like there were sizeable groups of people defending those characters' base kits).
Okay I can see some rank 20s complaining about base nurse, but Billy? Who complained about base Billy?
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@ble3kaudio said:
Def agreed on this statement. Should make dumb strong perks on both ends and see how it plays out. Lots of discussion on the board about making strong perks, then adjusting afterwards. It would also be a lot more fun. I saw someone on this board suggest a "BROKEN MODE" that would permanently be fixed to the game. Just broken meta with random crazy buffs to see how it shakes up the meta and what could be adjusted. Basically a permanent PTB that is just updated all the time with trial stuff/game breaking stuff until its good/balanced enough to be implemented .
Yeah I've always wanted something like that where they could actually try small suggestions from the community or ideas of their own. Sadly, I don't think they would actually do that, but one can hope.
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Few players complained about base kit nurse and even fewer players complained about base kit Billy. Yet both had their base kits nerfed.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1586888#Comment_1586888
This is true, but to be fair, the only things people are complaining about regarding Huntress is with regards to Iriheads and janky hits stemming from latency issues.
Again, that never stopped the devs before.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1586888#Comment_1586888
This is true, but to be fair, the only things people are complaining about regarding Huntress is with regards to Iriheads and janky hits stemming from latency issues.
Again, that never stopped the devs before.
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@TAG said:
Isn't the fact that she needs to reload at lockers equivalent to a cooldown?
Nurse fatigue was also equivalent to a cooldown, but that didn't stop the devs.
Throwing all those hatchets so quickly makes her arm tired, it only makes sense she needs a break between each one. She's only a superhuman.
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I doubt they're planning to nerf him after they literally just made him not garbage.
There are plenty of loops that bubba can't catch you at before you make the pallet, unless he's using speed addons. Play safer than usual, but you definitely don't need to camp every pallet.
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@SkeletalElite said:
Same thing applies to survivor perks
Look at second wind
Look at Lucky Break
Look at Visionary
Visionary is literally a joke
Who the hell thought visionary needed a cooldown. Compare visionary to deja vu or detective's hunch. Those aren't even good perks but visionary is clearly worst pick. Every scenario that might get value out of visionary, the other two do better.
Yeah Visionary and Zanshin tactics got cooldowns for literally no reason other than the fact that their predecessor Windows of Opportunity also had a cooldown, also for no reason.
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Much like keys and perks/items that counter specific killers, it was something that looked like a good idea at the time but causes issues now that people care about this game being balanced/competitive. They're already such an iconic part of the game that getting rid of them entirely is pretty much impossible.
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@darkened said:
https://forum.deadbydaylight.com/en/discussion/comment/1584753#Comment_1584753
kinda like ddos in other games ? man you cant enjoy anything online with these type of people around :|
Kinda, but a lot easier. Lag switching only requires you to lag out your own connection. This used to be a lot more prevalent but DBD has made a lot of changes over the years that have made it less effective (for instance, dedicated servers made it so lag switching killers couldn't just get free kills from bad connection). This next patch is supposed to make it so laggy killers won't be able to hit you from really far away, so hopefully they also fix the hook issue.
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@darkened said:
https://forum.deadbydaylight.com/en/discussion/comment/1584671#Comment_1584671
only with that guy ? i hooked anothe guy and had no lag, but the cheater was imposible to hook, i know that some times you get a bit a lag and you have to start the hook action again, but this was not the case, like i tried to hook him up on a hill, he just froze me and then pushed be to the side of the map where he broke free, when i was "frozen" i could not move or look around and was just being pushed little by little
Might be lag switching then. People have been abusing that lately. They usually run no mither when they do it so you can't slug them either. Hopefully it gets fixed in the upcoming patch.
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The hooking issue is caused by lag.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1580450#Comment_1580450
and you want to be slowed down that entire time?
I agree that it would be cool in theory, but you're going to have to offer more in changes to make it actually feasible.
--
Kind_Lemon
An advocate of place-able totems, a priming-pallet interaction, and the removal of Exposed from tier 1 Devour Hope.
Also supports changes to how many survivors need to be present to start repairs on a generator.
#revertNurseaddons #reverttieroneDevour #reverttieroneBL #nofreechaseresources #placeabletotems #revertBillysounds #workwiththemusicyouhave
Billy is also slowed down while feathering his chainsaw. It might not sound great but I feel like it could be good in practice.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1584519#Comment_1584519
It's not fair when all survivors can know where you're at all the time, that's how it works when all survivors bring OoO. There is nothing they can do about SWF using it other than removing it all together.
Or just rework the perk to not have such an abusable ability.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1584489#Comment_1584489
I never mentioned SWF with this fix.
Well my point is that OoO is a balanced perk as is for solo survivors. It is only when it is used in SWF that it becomes a problem.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1584393#Comment_1584393
I suppose you ignored my suggestion of letting survivors see other survivors' perk. And as to who changes their build, they would decide themselves, it's so simplle I didn't think I would have to say it. If they are too stubborn to change their build, it would be their fault if they can't use it.
I actually did not see that suggestion. I myself have actually suggested that multiple times in the past. Still, it does nothing to fix SWF with OoO.
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@InsaneNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1584063#Comment_1584063
Not necessarily as they'll all most likely be using ds which increases obsession chances so it's an rng perk. Blood pact already has something sinular so I dont see why OoO can't
I believe blood pact decreases your chances of becoming the obsession, which makes it highly unlikely that you'll be unable to use the perk since there's 3 other people. For OoO, if it only worked with the obsession, all it takes is for one other person to bring Object/Mettle of Man/DS/For the People and you lose a perk.
Also, this change still doesn't fix the problem with Object, which is SWF abusing it. This only affects solo survivors.
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1584095#Comment_1584095
Then just let console players able to chat, or let survivors see other survivors perk set, or don't tab out/afk when in a lobby. So many potential solutions, and you choose none of them.
There's no guarantee that other players will do it. Do you really trust randoms to give you that information? And even if they do, how do you decide who has to change their build?
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@LintyScorpion said:
https://forum.deadbydaylight.com/en/discussion/comment/1584063#Comment_1584063
"Hey guys, I'm running OoO, is anyone else running OoO?" "No" "ok, cool"
Have fun telling that to console players or people who are AFK/tabbed out until they load in.
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This change only nerfs solo survivors. SWF only needs one OoO to know where the killer is at all times. Solos might not know that another survivor is using an OoO and then they have to play with 3 perks unless they also use For The People to rob it from the other player (which is the only way to change the obsession you ACTUALLY have control over).
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Definitely Nurse, unless PWYF doesn't work with blinks for some reason.
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@AhoyWolf said:
I agree, also I would make Dying Light work even when the Obsession dies...
I think 3 protection hits is perfect for Mettle of Man, 2 would be too easy to get tbh.
Also I think that if these changes would be done, MoM on tier 1 & 2 would be unusable tbh.
MoM is already unusable kekw
But yeah, there's a possibility that MoM is too powerful at 2 stacks. They could at least test the 4/3/2 version in a mid-chapter PTB and if it's too much they can just set it to 5/4/3 on the live release.
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There is counterplay, it's just that you have never needed to learn it because Nurse is extremely difficult to play on anything except PC. You need to break line of sight and focus on mindgames rather than abuse their bad controls. I made a post on a different thread about how to play against PC nurse, but I don't really feel like typing it all again. I'm sure you can find guides online though.
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Yeah unsafe unhooks suck, but if you're already going to run the killer to me while I'm on hook, the least you can do is actually commit and get me off of it. I'd much rather risk getting tunneled than die on first hook because survivors keep running the killer around me.
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@ZephanUnbound said:
My opinion:
-Make his footsteps and other noises quieter, he is loud as heck currently which makes running a stealth portal attack build on him largely ineffective since survivors can still hear him even though he has the undetectable status effect.
-Increase base undetectable effect when emerging from a portal from 2 seconds to 2.5 seconds
-Make the effects of Rat Liver (reduced slow down while preparing a shred attack) part of his base kit and change the effect of Rat Liver to something new.
-Increase the base portal destruction time from 12 seconds to 16 seconds.
Pretty much exactly what I was gonna say.
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If it was on any other killer, then maybe. But because it's on Clown, it is balanced.
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Out of the people who post the usual DBD gameplay vids, I'd go with Otz.
But I'd also like to mention Sir Rodion for amazing montages, and Dark Hood for spectacular animations.