Zarathos
Zarathos
About
- Username
- Zarathos
- Joined
- Visits
- 3,054
- Last Active
Comments
-
@IlliterateGenocide said:
I really like Hawkins, but I will admit it had a lot of worthless pallets.
I never understood killers other than maybe blight complaining about it though
A lot of powers dont work on hawkins. Huntress, slinger, hillbilly(espicially now). You have zero indication how gens are progressing without being right next to them.
Yes stealth killer could be solid but otherwise it was a awful map because you could never effectively use 90% of the killers power rooster.
@Pulsar said:
As much as I liked Hawkins aesthetically, no indoor map has ever been good in DBD.
I'd say they're getting better, but the last one was RPD
You forgot the new version of gideon meat plant. No the devs are absolutely awful at map design. Someone seriously needs to have a talk with them over these god pallet plagued maps. Then they make them giant so half of the low mobility killers have zero agency. No crap killers will camp there not gonna cross a map to arrive with the gen done and the hooked person unhooked and healed before the next chase even starts.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3041010#Comment_3041010
Current Demogorgon isn't mid-tier, and will be even better after the Mid-Chapter.
Portals are not unreliable, not if you play around them. If you use them just for mobility, you're not going to get a lot of usage from them.
Using them as both mobility and information, but also as passive slowdown (placing them under Generators) causes a lot of pressure combined with Shred, which is an amazing antiloop tool
I'll try it out thanks for the advice. 100% agree demo will be great next patch. This patch hes not bad he is good i just think if you look at some of the anti loop and passive slowdown on other killers demo is much fairer in comparison. Like easilly top of b tier.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3040919#Comment_3040919
Demogorgon is a mid-tier Killer? Do you even play Demogorgon?
He was and maybe not anymore. But currently demo portals are very unreliable for creating map pressure. The creme de la creme killers have way more powerful anti loop tools then demo and have much wider effects on the map. New patch stbfl demo is looking incredbly powerful so i wont be suprised if he becomes a lot stronger.
-
@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3040946#Comment_3040946
I mean the post was more then just about D strike but...
As it stands the patch cannot go to live, it can't. You're right I don't think 5 econds would fix everything but it would be an improvement. This is just awful.
https://www.youtube.com/watch?v=v50MggXgOks&ab_channel=notOtzdarva
You know you can add the simple counterplay off nurse and blights power going on cooldown after being stunned. Besides most of the changes dont actually make nurse or blight better. Both have a cooldown based on there power cooldown not the standard blood wipe. I assume these are different. Nurse does not pallet break and blight breaks with his power unless you stunned him through his power. The dead hard change is built to be not only better at dealing with huntress blight and nurse. All these killers give a big heads up with there going to hit you and if they miss there moment the will be stunned or lose the angle for the shot.
Fingers crossed the 1 second is something you can actually bait out and play around with m1 killers. More time maybe needed to see how well people adapt to it. Gen speeds being increased while regression perks reduce in effectiveness. Helps the killer who lack pressure early on. Whilst change to corrupt intervention means killer with fast snowball potential lose corrupt after a fast succesful down.
I dont understand how people dont see the nuanced ways that all these changes are being implemented. Again there are perks being overtuned but those can be changed in time. Whats interesting is that its not just one side getting busted crap for once.
-
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3039356#Comment_3039356
Literally at what point does a nurse EVER get stunned....
Decisive strike, head on any future stun perk,item designs. A live service is not built on sprint design. A live service game is built to win marathons. Head on is suprsingly effective vs nurse at least getting the stun. You wont often get far admitadly but thats why im saying gforcing her to recharge her blinks give some excellent counterplay that gives certain perks more value.
-
@MikaelaWantsYourBoon said:
Weak killers should have strong add-ons, nothing wrong with that. I would remove Myers's mori add-ons and buff his base-kit.
Strong add-ons are problem on strong killers, like Nurse and Blight. Strong killers should not have busted add-ons.
No 100% no. Ripping mike iconic tombstone out is bang out of order. I would double down on tombstone and build michael around the mechanic more. Like a less crappy sadako. All you would leave behind with improving everything else is a sub par stealth killer with scratched mirror being his only interesting add on. No ones interested in play m1 stealth killer espicially with current map designs.
Hell even now myers is a rare sight even with his busted add ons. The only thing proping him up is his tomestone piece and scratch mirror. No amount of pallet breaking, vaulting is gonna interest people. You need a grander or more interesting idea then onga bunga stealth killer break pallet faster, vault wall good. Myers needs to be more distinct espicially considering he shaped and defined the slasher genre. Make him an m1 basic killer with stealth is a joke.
-
@CookieBaws said:
Just make her blink attacks special/non-basic.
But it will also gut her perk choices, which is not cool.
Again your encouraging gen regression perks only. Trust me a fast downing exposed dealing nurse is far less obnoxious then one that hammering and blocking your gens every twist and turn.
If nurse is stunned her power goes on full recharge Is a small but solid nerf.
-
I mean lets say we all agreed nurse was to powerful with exposed perks. Pick your poison? Myc, starstruck nurse or pain resonace, overcharge, deadmans, call of brine. You get the idea regression perks.
I chose the exposed option. You can always keep your head down and move focus on avoiding the nurses aura perks. But you will simply have zero input if shes continously procing pain resonace like gen regression. She is signficantly easier to hide around on account of her movement speed. Utilise stealth more often as its can seriously mess up a nurse more then any second chance option you bring.
But hey i guess you could just scream bloody murder and demand we slinger this killer. Not sure its wise long term for the game to nerf everything that remotely changes up gameplay but hey you got yours and thats all that matters.
-
@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3036278#Comment_3036278
Everyone plays the game for their own reasons though.
Ya and most online multiplayer games ban people out of there game if they choose to leave the game early. Its incredibly entitled to sit down play a game of dbd and decide nah this sucks I'm out the minute people decide to play using different tactics. Most games have a concede option which requires the entire team or majorities approval to end the game.
-
@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3036268#Comment_3036268
Again, I don't mind other people using whatever builds they want lol. I'm just not going to be forced to play a match I don't want to play in just because my team wants to meme.
You cant discover anything if you play the same conventional crap. Especially now when you have perks like overzealous where you are encouraged to not immediately hop on a gen. I'll never understand the obsession with wanting to escape in dbd. Your there for the chases right. The game win system even promotes scoring points over actually escaping with pips and bp encouraging a varied play experience. Doing gens and opening gates is not the be all end all of dbd. I wouldn't even rank them as worthwhile experiences.
-
@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3036251#Comment_3036251
Nope. I buy my tiers to 70.
Alright play with a dedicated group of players if your hell bent on playing the game in a competitive manner. Stop playing solo queue if you no interest in playing causally. This is an online multiplayer game you have no business playing it your only interested in satisfying your own experience at any cost. There are large number of games out there that have a focus on being competitive dbd is a casual game.
Alternatively play killer.
-
@JudithMorel said:
https://forum.deadbydaylight.com/en/discussion/comment/3036243#Comment_3036243
I have no interest in playing those builds. I am a aggressive player that prefers chases, and i want my team to not be useless. If they are then i die go next.
Don't do tome challenges? Besides if your in it for the chases what do you care about surviving. Seems kind of pointless to throw peoples games if your getting what you wanted.
-
@BadZilla said:
https://forum.deadbydaylight.com/en/discussion/comment/3036204#Comment_3036204
I'm telling it's not even camping just randomly people suiciding because killer found them first or they couldn't loop for too long or a they get hit through a pallet.. Like most of them suicide and the killer is far away looking for someone else and it's not fair for the 3 others working so hard on finishing the gens it's bs.
Literally this! I can't count the amount of time I seen someone dc because the got caught out in a deadzone with a bubba. Put the dcer's and suiciders in there own queue that will show'em what it's like on the other end.
@JudithMorel said:
That's why i die go next, if my teammates are useless i want out of the game asap.
So you never been guilty of trying a sabo build, flashlight build or treasure hunting build? Some survivor could be cleansing totems, doing tome challenges ya its annoying but can you really tell me you never did this before.
-
@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3036173#Comment_3036173
That's the thing, there's no way in hell my MMR is high enough to encounter nurse this often because I constantly throw games to meme around lol.
So your saying you should be playing against mid range killers. The ones that get nearly infinite at the garden of joy map, haddonfield? The ones that waddle across rpd gigantic corridors. These maps don't even affect nurse they just screw over the weaker mid range killers. Nurse growing popularity is likely due to another map with awful design being added to the game. The map design team needs to cope on this is the third awful map design in a row. Think about it would you play a typical killer when the past few maps have been Gideon meat plant, garden of joy, eyrie of crows and rpd. Oh were also going to be getting hawkin's back if the leaks are to be believed so yay I guess. These maps aren't built for giving killers and survivors an equal chance loop wise. There obnoxious to traverse and absolutely obssessed with giving survivors a ridiculous number of safe pallets. Let not make another slinger incident please. Nurse will become way less of an issue if they stopped screwing every other killer in the game.
-
@Sally_S_gay_son said:
I am not sure why are people mentioning that you can hear her, it actually does not matter if you are not close to a safe pallet to drop it she will down you regardless because she hears you. That's why IW was the only reliable counterplay because if she does not know where you are you can escape her. Not anymore.
Actually what I would consider a good Spirit (since her power is super easy to use in comparison to Nurse and Blight where you obviously can see if someone knows how to play them or no) is someone who can mind game you at loops using phasing and the only reason why that was even needed to do was because of Iron Will existence, that single perk actually made playing Spirit somewhat challenging because you have to use your game sense and try to outplay the other player.
Now you just hold m2 and follow the scratch marks, if they do not have a pallet they are dead, if they do you break it and phase again until you eventually hit them.
This just in killer can hit you if you a re in a dead zone! You have zero audio to read against iron will. You are heavilly dependant on scratch marks which has never been reliable. Now its an even playing fileds she hears you, you hear her. Shes faster you have pallets and vaults.
You entire ending paragraph descrbes every killer. Do you have a pallet or vault no then get hit. These really good spirits must be really exclusive because since a month the nerf i have seen 2. Both of which lost me multippes times because guess what i never leave the fog without my iron will.
-
@Shroompy said:
-Stunning him depletes his tokens (Id do the same to Nurse)
-Alchemist Ring makes token regeneration take 50% longer
Reasonable nerf tbh. Alchemist ring is imo a bit overated but gradually nerfing the killer would be my preference. Also if you get hit by ds you probably shouldnt be able to make up that distance immediatly iwth your power.
-
You people dont have a clue what suffering is if you havent been against the variety of annoying hag builds out there. Dont get me wrong shes rarely to never played but shes easily the most annoying espicially basement. Even alan wake aint gonna rescue from that situation.
Eidt. I take its back this thread is infinitely more fun.
-
@RenRen said:
For me I don't like his anti-loop and it's not a matter of it being anti-loop but rather it's just a anti-loop that feels very unfair. Maybe I just don't fully understand how to counter them yet.
You can walk into the remnant to destroy it. But again use your best judgememt as his ability to teleport back to it means its a bit of a mindgame. I do advise looping tiles together as opposed to sticking around one but watch out if you do it too often the dredge player will catch on and fake using the remnant.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3032167#Comment_3032167
If I show one game of me playing Nurse, people would start saying that I picked the one game where I won and ignored the 20 where I lost.
If I would put up a streak, people would say it is fake.
Really, not worth the trouble. Learn her yourself and you will see that she is not that hard to play. And this is from me who in general sucks at most games.
I did it took time and it was one of the few killers where i genuinely lost survivors in a chase. Most killer you can always stay on top of the survivor actually losing a player is almost impossible. Nurse can overshoot her target. Spend prolonged periods stunned with her eyes directed to the ground. She has to wait for her second blink to charge in a lot of circumstances.
Despite being the most powerful killer in the game still has one of the lowest play rates discounting the unplayable killers. The point stands that they buffed every killer with pallet, door breaks and weapon swing cooldowns its not making the nurse stronger. The only thing that is buffing the nurse is the reduced movement speed post hit.these changes massively help the killer. Even the gen changes are more geared to helping weaker killers with more time but nerfing gen regression perk.
Spirit, freddy was a problem because any killer could play them with little to no time investment. Nurse is not the case she more closer to slinger where only a select group of players could play them. However nurse was able to evade brutal horrible nerfs. Whilst slinger now is a gutter tier killer who is widely regarded as terrible. If thats what you people want for nurse you can't be trusted. No behaviours should fix slinger first before they even dare destroy another high skill expression killer espicially one as unique to video gaming as nurse.
-
@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/3027423#Comment_3027423
People say those changes are useless because Guardian and BT do very little with a camping tunneler, assuming you can even get the rescue in the first place. It depends on many factors, but there's no need to pretend 5s BT and Haste are compelling.
Tldr bt is one of the most popular powerful perks in dbd it dosent do nothing.
Wait bt does very little? Why would anyone use it if it did little. If a killer is going to tunnel there going to tunnel/camp. Nothing short of putting the survivor in a safety box in a corner of a map is gonna protect the survivor. Tunneling and camping is being discouraged in a nuanced way. By giving the killer more time to actually hunt. Its the carrot apporach for once.
We try discouraging killers with bt and ds and whilst it helped killers still tunnel and camp. (Though some people will call a tunnel even after 5-8 hooks.) Distance and a gurranteed bt health state gives a confirmed reason for a killer to change targets. The unhooker still has to present a chase and not just disapper and leave the unhooker to fend for themselves but hey still the killers fault right?
-
Do not buff the zombies remove them. Ffs no one wants to be tag teamed and taken out by pve in a pvp game. Ditch the zombie idea lean into the mutation idea and commit to nemsis becoming faster and more aggresive. He should have some form of nimble tyrant form similar to how he mutates in the game have it function similar to onis power but have the power extend as you inflict more and more hits.
Nemsis is an re tyrant his mutation should be more then a tentacle strike he should be taking on more agreesive violent forms. To be honest I just hope they do wesker justice. Nemsis was the most disappointing adaptation of an iconic horror villain bar sadako.
-
Trying to fix sadako is a nightmare of a task. She underwhelming in a massive number of ways. Hyper restrictive teleport locations, Incredibly large audio cues, has zero anti loop. I havent seens a killer this undercooked since orginal freddy. Yes the dream transition one. She needs some form of anti loop and way more oppurtunities to teleport around. Her lethality should be way higher.
This might sound drastic but half measures isnt going ot save this killer. Shes already made her debut and every pat h she remain in this state kills any chance of people actually engaging with her gameplay. Basek kit not add ons needs
Video tapes apply the exposed status whilst carried.
Sadako now gets additional movement speed upon exiting a tv. (Not attached to an addon what the hell were they thinking?)
Any survivor who unhooks another survivor gains a stack of condenemed. If a survivor is hit by sadako 1/2 tvs will reactivate.
These are big changes but sadako needs massive help and little changes to cooldowns on tvs is pig level changes.
-
@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/3030821#Comment_3030821
I can agree with that. I don't know how many people would take the time to git gud with a mechanic pulled straight out of Bayonetta or Devil May Cry, but if they do, they will become the single hardest thing for a Killer to deal with. That said, it would require a pretty good amount of skill to pull that off regularly, and personally, I couldn't even get mad at that. I'd just be like "Nice" every time it happened.
Also this would be playing:
I like to use the case of parry systems in dark souls to explain how hard it is to balance parry mechanics. In ds 1 you could effectively go through the game parrying 70% of attacks and it was devasatingly effective. So much so it made the final boss fight a bit of a joke.
So in ds 2 they massively toned down how imtuitive it was requiring way more accuracy and bigger start up. This ultimately went to far and was iterated on in future souls game. The point im making is parry mechanics are often balance aro7nd micro seconds of reaction time dead hard theoretically migth need to be .5 seconds or require a 1.5 second grace window depending on how intutitve it is.
-
Im pretty sure the exhaustion change was to encourage survivors to run a survivor build that dosent run exhaustion. It would be refreshing to see survivors builds encourage using one slot for exhaustion no matter what. Though I agree iron will probably could afford to have the crouch 100% quiet clause to sweeten the deal.
I cant help but feel this change in particular was a result of the counterplay added to spirit and her playrate tanking so much whilst iron will was still hard countering her. Then you look at perks like bite the bullet which is kinda pointless when you can just run iron will. It seems the devs wanted to open that perk design area up by weakening iron wills effectiveness since it will outclass a lot of perks designed with sound reduction in mind.
-
@Shaaei said:
Theres a ton of aura perks that just dont get use on any other killer than nurse (and in lesser cases Pyramid head). Perks like I'm all ears, floods of rage (to a lesser extent), hex retribution, basically any perk that let's you see survivors through walls is limited on the fact that they would be too strong on nurse. Have devs said this? No, why would they state a killer is problematic for perk balance? But anyone with an analytical view of the game has seen it, and knows its there.
There are way more examples of this then you think. Old slinger, huntress spring to mind. Aura reading is actually busted on a lot of killers. Look at the nerf to compound 31 on blight all seeing eye on wraith. Aura reading perks on a killer that dosent need baseline gen regression perks to keep up take a lot of the challenge out and are broken. Nurse just has more time to abuse them.
Side note make your choices on hag and dredge is a free exposed effect and can immediatly be abused alongside aura reading. There are even more examples of niche perks that get very unfair within niche situations like doctor with thin long range shock with old thrill of the hunt hex builds or play with your food tombstone myers.
Also unfair busted crap like map offerings. (Balanced landing haddonfield anyone?) Med kits green speed add ons and charges. There are so many busted things im dbd thats kinda the appeal. Being analytical about dbd would give anyome a migraine at the sheer list of abuseable crap.
-
@Aven_Fallen said:
Nurse obviously needs a Rework (but BHVR is too scared). And she is also partly responsible for difficulty to balance the game.
HOWEVER - she is not the sole reason. Killers in general are responsible that the game is difficult to balanced. Solos vs. SWF are another point. And finally, Map-RNG.
Solos vs. SWF-->Should be clear.
Killers-->You have a huge disparity when it comes to their strength. You have Nurse, Blight and Spirit on one end and then Killers like Trapper, Clown, Myers on the other end. Something which might benefit Clown might be too busted on Blight. And something what barely helps Blight might also not be enough to help Trapper. Nothing can fix this.
Map RNG-->You have so many different things... Number of Pallets for example. One game you can end up against a Blight with the Minimum amount of Pallets, next game you go against a Trapper with the maximum amount of Pallets on the same Map.
Nurse requires a different approach to evade. The problem is survivors keep doing stupid things vs her. Like vaulting windows and giving free info to her or throwing pallets down to try and stun her. To beat nurse you keep moving, break los constantly and double back on occasion to gain distance. I had two games against nurse today both moderatly good and i ll tell you the counterplay implemented above bought me the time we needed to win the game. The counterplay requires high skill play and excellent reads not everyone can play nurse this is not freddy or spirit.
You are in no position to argue a nurse nerf when you look at what they did to slinger,wraith and billy. It was bang out of order and the counterplay was there for those killers to begin with. Behaviour should fix the killers they messed up before further damaging there original rooster. Even if they buffed every killer and it resulted in a buff for nurse what a mere 4-2% of matches would be against her. Are we going to ban swf for the same reasons hell no. The percentage and gameplay both swf and nurse offers is important for satisfying key niches of the game.
As for solos i m so sick of saying this but again give solos a ping system and baseline methods to communicate. Perks should not be used to band aid a lack of in game chat. Put swfs and solo on a level ppayign field a ping system is relatively easy to implement there is no excuse.
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/3030779#Comment_3030779
I get what you're saying but we can't really do anything about it. People are going to do it no matter what.
Take there names down and keep a personal document of people not to play with. Obviously not on public forums or social media. Thats a no no!
-
@StibbityStabbity said:
Once Killers get used to the fact that sloppy players will hit E too far in advance so they can just wait it out, the only players left using Dead Hard will be Featuring Dante from the Devil May Cry Series.
https://i.kym-cdn.com/entries/icons/original/000/015/584/tumblr_inline_mtujtxu1jJ1rw38tc.png
And that's honestly a good thing. That takes either the reflexes of a 14 year old CoD player drinking WAY too much Redbull, or the mind reading powers of Professor X. In advance to the players that regularly get that Endurance hit without giving the Killer ANY warning they were going to press E, I salute you.
Dead Hard will be the Perk of absolute GigaChads that Witch Time every single incoming hit, and I'm all for that.
Side note: I cannot complain about the Dead Hard change. At all. It is almost word-for-word the suggested change I wrote up like a year ago.
Well have to see what the general reaction time of survivors is like but it would be silly if dh usage didnt drop. This is not a nerf its a proper rework. Long term this could become a problem if survivors dedicate themselves to mastering dead hard.
-
@bittercranberry said:
https://forum.deadbydaylight.com/en/discussion/comment/3030569#Comment_3030569
teammates werent looping, just jumping in front of me to body block because even they realized it was extreme.
but why should i accept this every time i want to loop? instead i have to play like a baby survivor in order to not tilt killer.
So general advice. Do not taunt the killer. Its really stupid how far 80% of killers will go to make your experiance terrible the minute you teabag or gesture. Reasonable killers will ignore you but there a lot of egos in dbd. Good killers will drop chase if your doing well but you need to get your mmr up to see that.
Survival is not the only hallmark of skill if your getting killed messing up a killers game by looping them like chumps take pride in it. Victory isnt indivigual survival its the teams overall survival. I would take a single game of brillaint looping and being tunneled/camped if it meant i got one or two great chases. Over ten games of reapairing gens and surviving.
Most importantly do nit give up buy as much time as possible it shouldnt be the communities job to correct tunneling and facecampijg killers but unfortunatly it is. Never give them a win.
-
@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3027423#Comment_3027423
Ehh might is the right word to use there. There's still HORRIBLY balanced maps like badham, RPD, and gideons... BHVR doesn't realize maps can also carry and not just perks.
Pain resonance in its current state dosen't fix that. Nothing short of a nuke every map would fix how poorly designed they are. The point of next patch is to encourage killers and survivors to move away from old crutches. To give more room for killer's to engage in non tunneling activities and give survivors powerful tools to discourage it. In time they can fix the maps and find a way to actually make good maps but they cant upturn half the maps in a single patch that's impossible so more gen time and a meta shake up is a fantastic substitution.
-
Too many people are underestimating these changes. I have seen a ridiclous number of posts about how useless basekit bt 5 seconds is on top of the haste. Then there the killer crowd screaming bloody murder over the perk regression changes.
This patch is going to seriously change up dbd. Overall these changes are great. I believe theres a healthy number of changes some perk changes are worrying but id rather the team takes chances and trim back powerful perks as we use them.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3025134#Comment_3025134
The stronger BT only works out of the Survivor who unhooks you has BT. Which is the same flaw with current BT.
Yes, there is a baseline Endurance and a Haste-effect, however, those are also really short. A Killer just has to count to 5 to counter that. And most Killers will be able to do that.
Sorry pepple dont run bt are you insane its ridiclously popular
If the tunnler eats the ds thats 7 seconds to 9 seconds to find a better position depending on how good the killer is at waiting out the bt. 9 seconds is a long time to find a good loop or structure.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3024788#Comment_3024788
https://forum.deadbydaylight.com/en/discussion/comment/3024789#Comment_3024789
If you are talking about the stun before the Unhook-Requirement, this is not really worth a discussion and a poor argument. Back then DS was far stronger, because it can be activated on any Down. So Killers either slugged the Obsession or dribbled them to a nearby Hook.
Comparing the 3 second DS-Stun when it was at its strongest with 3 second DS-Stun when it is suppose to be an "Anti-Tunnel Perk" is really wrong.
But your neglecting the haste effect and baseline bt to get out and reach a non dead zone. As said if 3 second stun wasnt an issue then why did killer play around it. Why not eat the apprently meaningless 3 second stun?
Inconclusion survivors are getting baseline bt, astronger version of bt and movement speed post unhook. Wjen you weoght up the pros and cons your actually getting way more ppwerul anti tumnel tools many of which are basekit. Ds existed when those were non existent bar bt. Which didnt even give haste.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3024752#Comment_3024752
Head On: Because people who run Head On know it is a bad Perk and just for the Memes. DS on the other hand is supposed to be an Anti-Tunnel Perk and you can expect that this Perk does something against tunneling.
And back then there were complaints about the Stun Time, however, DS was also not really used that much. One reason is because it was a recent Nerf (Nerfs tend to cause a drop in usage) but also because it was just not worth picking up with 3 seconds.
I mean, even 5 second-DS is not good at countering tunneling. The stronger Killers just ignore it, a Nurse or Blight will just laugh about it. But with 3 seconds, basically every Killer will laugh about DS and just tunnel through it. And while DS gets neutered for the sake of changing the Meta, you will still face Nurses and Blights on a regular basis (but due to other changes now with even less distance gained when they hit you - yay!).
Back when it was a 3 seconds stun people slugged more. To get around it. That "worthless" 3 second stun was being played around. Dont believe me look at zubat lel old videos. A 3 second stun is very good.
Remeber you also have the ms haste increase + enduramce status to reach a non dead zone. But hey take it off next patch. See what happens I gurrantee you everyone will throw it back on the first game there tunneled. I feel like im seeing the old bbq complaints all over again. Bbq range was nerfed by 8 to 10 meters. The reaction oh this perk is worthless ah it does nothing. Reality everyone comtinued using it because 100% bloodpoints.
Ds might give you less time but its still the only perk that give you another chance vs killer who will tunnel you. Do you really want to be schmuck without ds?
-
@fulltonon said:
No mither gonna be seriously annoying perk to deal with
Not really pressure wise if your hit them once thats it. There getting hooked immediatly and lose access to the speed boost one hit often gives.
-
@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/3022797#Comment_3022797
32 meters is there to help give the Killer basically the ability to tell if Survivors are in their Terror Radius, which can help them in multiple ways. Mostly to know if the Killer can safely leave hook to get the secondary effect.
I get that but i do think a survivor whos chilling close by should have more meters to manuver around and position for the save. Espically with the upcoming changes. 2 or 4 meter might seem small but it helps out a great deal and as annoying as that can be i do think the speed boost to another gen will more then compensate for a swift save.
-
@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019441#Comment_3019441
I find solo queue painful. Being left on hook for too long, gens not getting done, getting farmed, survivors spending time doing nothing etc. Now this doesn't happen every game, but it happens often enough to be an issue I think.
I do think communication baseline with icons and markers would correct a lot of solo queues. Voice chat i would avoid. Mostly because i dont trust the community to be responsible enough to speak to each other civily. Its not a complex system. A single whitish red marker on the survivors position. Indicating totem, killer or assitance.
Icons indicating your actions or focus totem,chased and gens. It not a revloutionary concept. The swf communicatiom box was open long ago no point in depriving solos of similar communication.
-
@Clockwork_Enigma said:
The new change to BBQ basically just makes it an aura reading perk that lasts for up to 4 seconds. This doesn't really make Barbecue & Chili feel like Barbecue & Chili anymore; it just makes it into Barbecue without the Chili.
So, let's cook up something better with Barbecue & Chili to make it a worthy successor to what we have.
Current Barbecue & Chili (as of the upcoming Mid-Chapter update)
- After hooking a Survivor, all other Survivors' auras are revealed to you for 4 seconds when they are farther than 40 meters away from you.
New Barbecue & Chili
- After hooking a Survivor, all other Survivors' auras are revealed to you for 4 seconds when they are farther than 32 meters away from you.
- Each time that Survivor is unhooked, so long as you aren't within 16 meters of the unhook, your movement speed is increased by 5% for the next 20/25/30 seconds.
- Hitting the Survivor that was recently unhooked will automatically deactivate this effect.
This effect would be a monstrous one to have; the ability to be given an additional boost of speed for up to 30 seconds after a Survivor is unhooked would be incredible to have and incentivize not camping the hook in order to gain the effect. And to ensure that you don't try to abuse the perk outright, you're given an incentive not to tunnel by going after the rescuer or another Survivor with this boost of speed.
This new effect would give Barbecue & Chili something to still be useful for in spite of the Bloodpoint bonus removal. Even if the developers do not agree, I hope that something is done to give Barbecue & Chili the respect it deserves for what we are losing.
What are your thoughts? Do you think this would make Barbecue & Chili feel fresh and juicy or do you think this would be too overcooked?
I like it have an upvote! Maybe trim the range to 34-36 meters 32 is a lot closer then you think
-
@KateMain86 said:
Changing dead hard to do anything different than "press button to dash forward" is probably not going to sit well with a lot of people. Survivors are used to this and have been for a long time now. I suppose in time some players will get used to the new DH and maybe even like it but I don't think most survivors who used DH always are going to like this. Its going to be interesting to see how players react once/if it makes it into the game especially after seeing initial reaction to just the mention of the change. My guess is a lot of survivors are going to be very upset about it. Will they be upset enough to not play the game anymore? Maybe for some, but I think its too early to tell until these changes make it into the game.
I mean old freddy got changed and his playrate skyrockted. If it stronger people wont mind. The reality is dead hard is gonna be weaker for most medium to low skill players. For excelent players it will be much stronger.
Think of the survivors who can consistently hit dead hard the minute enter .5 seconds of attacking. It really depend on how generous one second is and how it measure up to a killers swing.
-
@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021312#Comment_3021312
It's 1.4 meters of distance over 5 seconds lol. But I'm sure I'll dodge nurse blinking with range add ons or blights 180 degree hitbox with double speed no problem.
They are blinking and using bump logic with base survivor movement speed it will take that bit more experiance to account for enhanced speed. Dont take my word for it try out hope vs nurse/blight and you will see her whiff at least one attack due to muscle memory.
-
@Fnatic47 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022022#Comment_3022022
I wonder why the Nemesis can use the zombie head and put a insect or something... People who played RE3 Remake knows what i am talking about xD
I like the odea of augmemting zombies to be more effective. But at the same time it might be really obnoxious to get tag teamed by a nemsis and ai.
@ad19970 said:
No I think Nemesis is fine, especially with the upcoming basekit buffs to killers. His chase is already very strong, the sprint burst is absolutely needed.
His chase is strong but its onpy one aspect of his kit. He lacks map pressure outside of the zombie ai randomly stopping gens which is a rare occurance and just has zero input on your end. Again I wish they threw out the zombie idea and have nemsis mutate properly into a more nimble agressive threat.
Both re 3 game has nemsis effectively become more feral and aggresive as his mutations grow in an uncontrollable manner. Even if it was an oni timed boost it would add so many cooler layers to nemsis and make him live up to being a true tyrant.
-
@YOURFRIEND said:
Most of the nerfs were too much. They were obviously done to make the perks unusable. Didn't yall want the meta "nuked"?
The thing is ruin was on the way out. Most killers had migrated to deadman's switch. Its way more reliable at stalling and the meta had shifted to dead lock and dms because well most of the regression perks got heavy nerfs. In ruins case its a hex people learned the locations and it lost a lot of its power. After a nerf like this the power can afford to be re lit.
-
@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3015160#Comment_3015160
https://us.v-cdn.net/6030815/uploads/KI8XVAPHZRY7/download.jpeg
Thanks I'm sure that will help against Nurse and Blight. Oh and I'm sure they're terrified of my 3 second DS stun as well.
Actually no 7% additional ms means the nurse has to account for you having that much farther to go and forces more difficult blinks. Blight wise turning a corner that bit faster is huge for messing up his lethal rushes and turning those all important corners. If a killer's gonna tunnel you they will now know baseline that injured survivor will be that bit harder to catch. Useless is a nonsense statement. It will still be on the unhooker to encourage the killer to chase them over the injured survivor. Don't take the good loop from the injured survivor you should be baiting with a hit or a weaker tile.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3016351#Comment_3016351
It's- bro, the Developer Update for the perk shakeup is out right now, you can go read it. PTB in a week, update a few weeks after that. It's on track, it's happening right now.
Ok I'm shocked this is genuinely incredible base game changes. A base game bt effect what in the hell I swear I don't work for behavior they actually did it. Self care nerf is an overreach imo but so many perks look really good. Overcharge looks nuts, monstrous shrine hag might be a problem. But a dead hard nerf that cuts the i frames and rectifying (hopefully) distance issue is bp from heaven. No WAKE UP pls pls just this once let it be real.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3016351#Comment_3016351
It's- bro, the Developer Update for the perk shakeup is out right now, you can go read it. PTB in a week, update a few weeks after that. It's on track, it's happening right now.
Well I guess I'm eating my words there are actual baseline changes. Great perk changes some feel a little overboard the self care one seems a little rough. Monstrous shrine is a little dangerous with hag basement builds imo. But I got the biggest grin looking at a lot of these changes. Expecting a wake up wake up quote to wake me from this massive shake up.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3015792#Comment_3015792
Sure, but your MMR on the weaker killers isn't going to change if you aren't playing the weaker killers, so there isn't going to be a point where it's at a level you're more comfortable with?
Also, kinda wild to say the devs are "lounging around letting the meta stagnate" on the day they give the dev update on the big meta changes, lol.
Come on were not goldfish here. We spent 2 years waiting for that ds rework. A lot of updates have been gruelingly slow. The mc lean patch was the last really big patch and even then they half assed it with widespread changes that needed so much more tweaks Cough slinger cough spirit. I will give props to the ghostface, legion update there was a lot of genuinely smart improvements added to there kits. But its worth reinforcing just how important it is to get these perk shake ups moving. We have stared at ds dead hard bt/coh for so long its very frustrating its taking this long.
-
@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3014017#Comment_3014017
Well I can't convince you and you can't convince me. She is broken in my opinion, at least with her addons. If she could only be gone against in very high mmr it wouldn't be an issue, but obviously that doesn't happen and never will happen, if it did happen, I'm sure nurse players would find it hard to ever find matches. So the way I see it is she needs to have her addons nerfed so the average player base don't keep finding themselves in impossible to win matches, because you can't expect most people to be able to have the ability to beat her the way she is, most people don't, and that's not an issue of everyone else having to adjust themselves to meet the criteria, but for nurse to be nerfed so people at least have a chance.
That's assinine. You will encounter good nurses if you play well or matchmaking has a fit. I layout the strategies the methods of beating her and you efectively say not my dbd. No quite frankly were sick of this tantrum attitude of oh its to strong I can't beat it even though we give all the tips and advice to overcome it. Gating killer play so we don't have upper level killers because the average players cant handle it is assinine. IF there was no counterplay if there was no counterplay there would be grounds for change but there is and its create a completely different kind off dbd experience. A break from the same looping crap that is getting tired and old especially with current map designs very unfeasible.
-
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3013619#Comment_3013619
I can't speak to Hunt since I've not played it, but one exception doesn't really disprove that the default expectation is that your MMR is going to be hidden outside of ranked modes.
Again, I'm not even necessarily against showing MMR, I just want to make sure it's clear that it being hidden right now isn't weird, it's completely normal.
Your arguments are not really great proof that it should be shown, though. What do you mean by "not waltz into a high MMR game with trapper or clown"? How would they avoid high MMR games if they're at a high MMR? Even if the matchmaking were broken enough that they could just lobby dodge until they got lower numbers, all that means is that showing MMR has increased lobby dodging and therefore made wait times between matches worse.
As for it making the experience worse, that is not a point that is up for debate. It will lead to the kind of toxicity people have talked about, that cannot be denied-- the question is if that's enough of a downside to deter showing MMR, not whether it'd happen at all.
Agreed on your last point, and it's a great sign that they're starting to do that now.
If you know your current mmr is high you can avoid playing weaker killers till you feel its at a level where your not gonna get stomped for playing a weaker killer or running a meme survivors build. Even then people can at least go in with the expectation they are gonna have a harder time. You obviously wont know a survivors or killers mmr till post game. So no dodging will not be made worse people will know beforehand that when they queue up to bring the appropriate build. If anything it will encourage higher mmr killers and survivors to play more meta which wouldn't be a problem if this company would do some big balance tweaks instead of lounging around letting the meta stagnate.
-
Engages in explaining the imtricacies of buying time vs nurse. Response hur dur streamer say killer too strong. Fact even the best streamers have been wrong before. Cough sadako is A tier cough slinger will still be very powerful post changes. Mmr will help the devs fix the game. Otdz despite the rumours is human and his takeo n nurse is bad.
Nurse wasnt built for average players. Average killers struggle to play her and make all kinds of stupid mistakes. She currently fill the niche of being for excellent killers and allows these players to compete vs the creme de la creme survivors. Her addons being busted is nonsense it it in line with the power of every other nonesense perk/item in survivors aresenal. Dead hard, coh, green med kits. Bapance meams botj sides jave an even power level if you slinger/billied nurse you would leave it to only blight for high end dbd games.
-
@SimplyPixelated06 said:
https://forum.deadbydaylight.com/en/discussion/comment/3013032#Comment_3013032
Nurse definitely needs a nerf to her addons. If you can't see she's over powered with them, thats a you problem, and you haven't played enough survivor to realize that.
Boy i been playing survivor since the days of 5 blink nurse and oringinal omega blink nurse dont you dare make stupid assumptions. If you think distance and range answers every problem your wrong. Los blockers which there are way more of in map updates (not that you would notice judging by your tone).
I bet you vault every window and wonder how that nurse can hit you through a mindless hold w strat. Distance means nothing vs nurse its all about utilising los blockers and forcing the nurse to read whether your doubling back or pushing forward. If the nurse takes short blinks you push for distance if she blinking far range be ready to double back.
Vaults are a death sentence they give free information and plant a giant neon lights warning the survivor jumped a window and is here locked in an animation thats gonna kill you.
Again los bloclers every open route you take is just an invitation to get stomped. Nurse is effectively a huntress hatchet that goes through walls once you play with these things in mind you will perform much better vs her.