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anarchy753

anarchy753

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anarchy753
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  • You've got to be careful about the balance though.

    It doesn't JUST affect slugging to wait it out, it also means if you get unhooked with a gate open, you are just GUARANTEED an escape because there's no way to down someone in that case without being stabbed, or you wait 60 seconds to down and they're already out the gate.

    As much as people will be like "I am entitled to escape just for bringing a perk!" it would be an incredibly unbalanced situation. As both sides you are always meant to have a potential chance to succeed, and this simply removes it for the killer.

    Also if a killer is slugging out your timer, either they're standing on top of you doing nothing and 3 gens get 75% completed, or they're leaving you on the ground to do other stuff and you have a chance to be healed up, either way it's a net gain for your team. A perk should not coddle you as hard as being impossible to counterplay besides just NEVER downing anyone within 60 seconds.

  • @Brawler said:

    https://forum.deadbydaylight.com/en/discussion/comment/768222#Comment_768222

    What about the Splinter for licensed characters which cannot be purchased with Shards - Ghost Face and Demogorgon?

    Yeah, all the licensed killers before them still have splinters, it makes sense that "free" killers don't, but these ones should have them.

    Also they're basically a trial run for the DLC to see if you want to buy it. Rather than no perks it should start you with tier 1 of each of the killers' teachables to give you a better sense of the DLC's value.

  • At the moment I'm running:

    Thanatophobia, Dying Light, BBQ and Chilli, Pop Goes the Weasel.

    This was getting me pretty consistent 4ks in red ranks without any add ons.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/769974#Comment_769974

    Well I can KINDA do that as Legion. DW is a health state...

    Yeah, just a completely irrelevant one because you still have to hit them again without touching your power button, wounds or not.

  • I'm a Plague main atm, I bathe in the salty tears of survivors who wasted their instas.

  • "Instaheals are so rare."

    Are you kidding, even before the patch was announced there was at least one every other match.

  • I still think they should make both sides' adepts a single pip.

    Make survivors have a good game rather than just hide in a bush then skulk out a gate, but lower the insane degree of perfection required for certain killers.

    Some of the new killers especially have nothing going for them with a bunch or really weird perks that don't really get much done. (Dark Devotion, Furtive Chase etc)

    It would normalise the achievements and be an "adept" performance, not an "absolutely flawless performace" and better yet not "slugging someone 16 times to get enough points for chases and hits because NOBODY GODDAMN CLEANSED."

  • Not to mention perks aren't just nerfed left and right for no reason.

    Both Decisive Strike and Mettle of Man originally gave a free bonus hit to everyone using it, basically without any drawback. They destroyed the momentum of the game with little to no counterplay.

    If you look at the killer perks that are top meta right now, the biggest two by far are BBQ and Ruin.

    BBQ will probably not get nerfed at all. For one, it HAS been nerfed several times over the last year or so as many options for aura blocking have been added. Hiding behind gens, (iirc this was a bug which was kept, could be wrong though) the perk Distortion, and lockers blocking auras all let you completely nullify the perk 100% of the time if you choose to. Its 2 effects are also directly created to reward NOT tunneling and NOT camping, as going for different survivors grants you huge bloodpoints and you are shown targets to move away from a hook. Nerfing it would only lessen the reward for playing in a positive way.

    Ruin shouldn't be nerfed, it should be completely reworked. Survivors don't enjoy playing with it, and killers don't like relying on a gamble of a perk. The game momentum needs an overhaul or secondary compulsory objective, but that's a massive change. Gen speed can't just be lowered as we've already seen people start to bawl over the fact that Dying Light works in a slowing build now.

    Beyond that you have Enduring, which took the huge hit of no longer affecting perk stuns.

    Ideally many other perks would exist at a usable level, but a meta is always going to exist and they can't just kill perks and obscenely buff others to force the meta to change.

  • @Frosty said:

    Exposed also means to made vulnerable.

    Also, most games have a learning curve. You will probably figure it out pretty quick. We have enough hand holding in this game.

    Exposed does mean vulnerable, but it also means revealed, vulnerable does not.

  • Vulnerable is much clearer, as it isn't a synonym for "visible" as well.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/762639#Comment_762639

    A lot? All you need to do is lap up the vomit from the fountain. That is not "a lot."

    It is significantly harder to stun a plague with red vomit than to drink from a fountain. If you are getting palette smashed with Corrupt Purge there is something wrong with how you are playing.

    You need to put on enough pressure that survivors actually feel the need to cleanse, which IS a lot of work.

    From there, any survivor who can rub 2 brain cells together also knows to cleanse far away from gens so you're walking most of the map and back and risking other gens going off.

    Then you have a map-wide alert that says "be stealthy now" so you have to hunt down survivors while they all sit in lockers doing nothing.

    Then a single stun just says "######### you" and removes it. The reasoning? Because it was consistent with other killers with an active power. Because it's totally the same thing to have a power put on cooldown as it is to remove a limited use buff that takes more than just pressing M2 to activate.

    I'm not saying it happens a lot, as most pallet drops are just free vomit hits, but when they do clip you with one and it just removes corrupt, it's a really ######### mechanic.

  • @Zagrid said:

    https://forum.deadbydaylight.com/en/discussion/comment/767495#Comment_767495

    I applaud you for checking it, I just assuming it was right from the copy pasta, but the point still stands of her maximum potential or skill ceiling being lowered. Not as much as I originally thought however, it’s still there.

    So is DbD really trying to remove the competitive viability of killers? At least no addons no perks no items, competitive play.

    "No addons no perks no items, competitive play" is 100% NOT what they should ever aim to balance the game around. They've used the vanilla experiment to get information about it, but that should NEVER be considered more than real gameplay, where 99% of the time, the killer has add ons and perks.

  • I would assume more that it refers to copyrights outside of the game, like you can't mimic a film poster or an album cover or something.

  • There's a lot of perks that only do something as a countermeasure to something else, like Franklin's Demise, Hangman's Trick, Lightborn, Overwhelming Presence. They're already far from commonly used.

    Burning perk slots on these only functions in specific circumstances and they otherwise don't contribute to the game at all. It is important for the killer to have information as to whether they are necessary or even more perks serve 0 purpose.

    It would also be a massive buff for keys, as there would be no option to use Franklin's in a reactive manner, so it would rely on spotting the tiny model, and even then the only counter is tunneling the ######### out of someone which still doesn't even remove the key from the match.

    If you want to argue that then killers should bring Franklin's EVERY match, that would also create a frustrating environment for all survivors as basically every item loses significant value. At the same time killers are losing some advantage in chasing, stalling or tracking just to MAYBE counter items.

    As for player names, from the killer side it is honestly the best way to get involved with the community in games. You get to know players more than just seeing their name on the end game screen.

  • This is just blatantly a bad idea. For one thing, chases break around most of the common loops half the time anyway. The frequency of chases breaking is in no way representative of a chase being "won" and not deserving of a stealth mode.

    Scratch marks are a fundamental of the game. Pacing is already largely survivor favoured, and with no scratch marks, survivors are free to sprint over the whole map consequence-free.

    This would be an overall negative change for both sides. On the killer side, finding people without specific perks appearing in the bloodweb would become a nightmare, and on the survivor side, removing looping entirely would drastically reduce the duration of chases. Survivors would feel powerless once found, but killers would have to just wander aimlessly until someone makes a mistake.

  • Some people seem to get confused and think Corrupt Purge is a one hit down. That's the only time I've heard people say it about her.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/767593#Comment_767593

    Well do you want to have the blink ready for a chase or not?

    I gave you the math for both decisions, and they are still far better off than the vast majority of Killers are.

    And all of this is basically negated by a single green add on anyway.

    Oh no, Nurse isn't flawless without add ons, the horror!

  • You're both saying the exact same thing.

    A hostage situation arose BECAUSE it's hard to repair gens solo with no hatch, so the survivors would prefer to hide for ages rather than risk death on a gen.

    The way I see it, the hatch still rewards survivors far too highly for doing nothing since the EGC patch, and if less than 2 gens are completed when survivor #3 dies, I believe the gates should be powered and the EGC timer should start, as though the hatch has been shut. No hatch.

    This would still give the survivor a small chance of escape, but remove the "7000 points: Did Nothing" score event.

  • @WickedKatz said:

    https://forum.deadbydaylight.com/en/discussion/comment/767547#Comment_767547

    This is actually such a dumb post because yes, nurse is only slightly faster than a survivor if they are in a straight line, but it simply does not matter. In a chase she simply blinks 20 meters, than an aditional 10 (she walks a little) and that is in 3 seconds, so she can more than reach any survivor.

    People will just go through a ridiculous amount of mental gymnastics to try to find a way to justify keeping Nurse as broken as possible. If I were them I'd just be happy "Nurse can no longer blink out of LOS" was an add on downside, not a base kit downside with an add on to reverse it.

  • Nurse actually moves at 96.25% survivor running speed, or 3.85m/s.

    Compared to current Nurse, the only difference is 6 seconds of cooldown between double blinks. As this starts from the start of fatigue, you remove 2.5 seconds for the fatigue time as that was already present.

    In the 3.5 remaining seconds, a survivor can run 14 meters.

    In the 3.5 remaining seconds, the Nurse can run 13.475 meters.

    The difference in distance a survivor can gain from current patch to the rework is 0.525 meters. HALF A METER when you can still move and see where they go.

    That's before considering she has 2 different add ons to reduce the cooldown time to almost nothing after fatigue.

    That's also ONLY to double blink, after already double blinking, you can still single blink out of fatigue basically infinitely.


    TLDR: It's half a meter difference. Nurse was not "balanced," be happy you got a tiny nerf not a full Legioning.

  • I just find him way too inconsistent. His power depends a LOT on the survivors being unaware or bad with their camera.

    And personally 1 slip up being 45 seconds of 0 power just isn't enjoyable in the slightest to me.

  • @GennyFromTheBlock said:

    Remove scratch marks when a Survivor wins the chase until a Killer chases someone else.

    Clearly, the Killer doesn't know how to take "no" for an answer... make it even hard for him/her to keep tunneling.

    o/

    ROFL ending a chase is tunneling now. Classic.

  • It's the best when you already looked at their profile before the match and saw they're all friends, then they pretend they aren't together.

    The only time I'll ASSUME swf is if 4 people join together and all have private profiles.

  • @AkiTheKitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/765921#Comment_765921

    I don't think it's ok for killers to need to rely on ultra rares to be good

    I've been running Plague in the red ranks with no add ons. She's always been strong, just fairly dull, but since the new slow down build exists people are motivated to cleanse now.

    https://i.imgur.com/aXO7srR.jpg

  • @arslaN said:

    I think they should make pig's reverse bear traps work at the endgame but the timer should slow down to give survivors a chance to take it off. Buffs to her dash would also be appreciated along with changes to her addons.

    I don't have any problems with plague. I honestly think she is a very underrated killer.

    The timer should pause in EGC as long as a trap is on someone, leaving them on only one timer which is what the devs wanted. 2 timers at once is apparently bad for the game or some nonsense.

    Since the EGC is meant to basically be "game's done, gtfo" the Pig would have no problems with halting it while she remains in control of the game. It would bring back a lot of the far more interesting games she used to have which forced survivors to choose between helping at the risk of their own survival, or leaving to give a chance for the hatch.

  • @Mookywolf said:

    they really need to rework Pig's add ons. im still amazed at how Combat Straps, a common add on, is so useful. and its the ONLY one that reduces her time to crouch.

    I dunno though, I had a fair bit of hope for what Pig's add ons COULD be, but the last few killers and reworks have just been on the absolute ends of the scale, either such minor stat changes that don't even matter (like Demo) or a slew of overly gimmickey stuff that changes things drastically to no real overall benefit like Nurse.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/765781#Comment_765781

    Ya know? That's fair.

    I'm hoping the Devs see my Rework Legion Thread.

    Wow, gee, do you have a rework Legion thread? Never would have known without it being mentioned on every single thread that almost says the "L" word.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/763202#Comment_763202

    It isn't 100% RNG. It picks random perks within a certain set of rules. More procedural than RNG. Although we are able to force certain perks to show up if need be, as we did when an error caused a few perks to be unobtainable from the shrine in the past. We don't do this unless it's absolutely necessary (to my knowledge, that has been the only time we've ever used that so far).

    Any word on the fact that new perks aren't being given the higher shard/bloodpoint value on the shrine any more?

    It was never announced as a change and has just been a huge decrease in the value of the shrine.

  • I'm not playing anything but Plague (or dailies) until the patch.

    Getting really tired of people with instas, and it's such a nice feeling to see the end game screen filled with needles that never did anything.

    I had a guy use one on a downed person, and because he was broken it just meant he traded places with them, I'm more than happy with that.

  • Amazing, it's like we've had this no heal meta where gens go way too fast, and we finally have a few things that work together to make gens not go so fast so we use them.

    And then of course the complaint is that it's not fun that gens don't go too fast.

  • Seems like when survivors have lag on their end they just sort of teleport half a meter or so at a time. Makes it real fun to judge a hit when they aren't just in a constant fluid movement.

  • That guy in the video was starting to use the Demogorgon's charge, is it possible he somehow got locked into the lowered movement speed of it?

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/765560#Comment_765560

    Do you not see the contradiction you just made?

    You agree with this:

    "If you can’t connect to a character simply because they don’t share the same sexual orientation as you then I don’t know what to say."

    But at the same time say this:

    “We shouldn’t give characters sexuality because people will be put off by it”

    So which is it?

    Both. People are saying that they can't connect to a character unless it's gay. I'm saying there are a lot more people who have issues with sexuality that would be put off by being gay.

    If you can't deal with a character that isn't "gay" but isn't "not gay" either, that's just sad.

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/765501#Comment_765501

    Are you as gay man alienated from playing straight characters? Because as a gay man myself I can tell you that I’m not. If you can’t connect to a character simply because they don’t share the same sexual orientation as you then I don’t know what to say.

    No, I'm not, but it's dumb to pretend that there aren't people who would be put off a character based on its sexuality.

    "If you can’t connect to a character simply because they don’t share the same sexual orientation as you then I don’t know what to say." has been my whole point through this whole thread.

  • @PrincessPoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/765425#Comment_765425

    Well to be fair, as one poster above us has already pointed out, there are in fact several characters in the game who do have confirmed sexualities (straight). Yes most of them are licensed but you do have original characters like Nurse and Wraith, and while it might be a small minority of the cast, it’s still there.

    With that being said, I understand the desire to want a characters sexuality to remain ambiguous, as it allows you to project yourself onto them, but at the same time I think there’s nothing wrong with giving characters sexuality either.

    And I’m not saying that there absolutely NEEDS to be a canonically gay character in the game, but on the off chance that BHVR did in fact reveal one of the characters to be gay, I would hope that this community wouldn’t lose their minds.

    In the end of the day, it’s 100% up to BHVR what they want to do with their characters, and if sexuality is something they don’t want to focus too much on, that’s totally fine! On the other hand if they do decide to focus on it, (ya know since the archives are coming out it’s totally possible), that’s also totally fine!

    I don't think killers matter as much. Each is unique in their power so 99.99% of the time that's what they're picked for, not their sexuality.

    Survivors are interchangeable, and one of the reasons they have no "passive bonuses" which are asked for so often is so that the player chooses the one that most resonates with themselves.

    Choosing a feature to include which is as likely to alienate people as it is to create a draw to that character just seems bad to me.

  • @gaydavidking said:

    https://forum.deadbydaylight.com/en/discussion/comment/763758#Comment_763758

    "What does it add to the story" and "What does it add to the character" Why does it need to add anything? People are just gay in real life, they don't need a reason to justify their sexuality. And for "does it change the character", if David being gay doesn't change his character, then why does it matter to so many people if he is? It has nothing to do with gameplay so why can't gay people have just ONE survivor that's like them? There are literally like ten other male survivors you can project being straight on, so why crap all over gay people that just want to see themselves in their favorite game?

    Because again, NO PART of the lore says any of those male AREN'T gay.

    It isn't other people "projecting being straight" on them, it's entirely up to you.

    Being neither confirmed straight nor confirmed gay is the most accessible a character can be because it opens that character to everyone no matter how they see them. David already has a large gay fan base but he also has a heap of players who probably see him as straight.

    Giving him, or any other character a sexuality doesn't magically make them a better person or suddenly make them likable one way or the other, it only serves to detract from the players who now no longer have that choice or as close an association to the character.

    I'm saying this as a gay guy; people take the sexuality of imaginary characters far too seriously if you can't connect to characters because they don't have the words "he is gay" stamped on the forehead.

  • I mean, the extent of how much I give a ######### about Medkits is Pharmacy, which has dropped from like 1.9 heals to 1 faster heal.

    It means for a single heal it's better, but I lose the utility of speeding up healing others as well.

    As for the others they're still pretty low charges, and only ~10% faster healing on others, I don't think it'll have much of an impact.

  • Why pipping shouldn't be considered a win:

    In red ranks you can 4k with 12 hooks as Plague and safety.

    The end.

  • The gate opening speed is already fast enough, 50% off it is just way too high.

    Vigil shouldn't cover Madness, Doctor has enough random perks that single out his power, it's unnecessary for a mediocre killer.

    Pharmacy is fine as it is. Ace in the Hole is for add ons.

  • The only people I think are sweaty are those that run ######### like omega blink, or slug when there's DCs and ######### and it's not gonna be a high scoring game anyway.

    As for what @RakimSockem said, I completely disagree about slugging for 4ks. If I've prevented 4-5 gens going off, I feel more entitled to round out the game with a perfect 4k than inclined to let someone go out the hatch after doing nothing. I worked hard and performed well, why is it sweaty to want to end on a high note rather than risk RNG handing someone an escape?

  • Huntress - Iridescent Heads: It basically turns her most basic form of attack into a one hit down. It's major downside it 50% countered by another add on. 3 shots is more than enough for a decent Huntress to get a hit, not every hit should be a down.

    Doctor - Iridescent King: It's not that strong, it's just way too much distracting ######### all going on at once. It could use some serious toning down. Many of the effects could be removed and Doctors would hardly notice.

    Spirit - Prayer Beads: Everyone knows why, basically no counterplay to being instantly gen grabbed especially at the start of the match. Just broken garbage.

    Myers - Tombstone Piece: Especially stacked with J. Myers Memorial, it's incredibly fast to stalk then just instantly kill someone. Being able to kill people without every really chasing or playing the game is just bullshit, at least higher add ons take a long buildup.

    Hag - Mint Rag: Not really OP for the most part, but the fact that it makes it basically impossible to unhook someone withou one of you taking a hit, and basically guarantees a MYC down every time just gross.

  • @martin27 said:

    https://forum.deadbydaylight.com/en/discussion/comment/760200#Comment_760200

    Do us all a favour and stop being a dirty liar, no killer actively calls for the nerf of characters or complains there isn't enough variety when playing as "SURVIVOR"

    Haha are you joking? Killer players aren't allowed to have an opinion that a certain killer is too strong?

    Not all of us approach a game by just finding the most broken thing and spamming it. I play mostly M1 killers, and when I do play survivor and get to high ranks, the amount of Nurses is just gross. It's also annoying to try to watch streamers because it's always the same 3 things.

    Nurse has been blatantly broken for years now, and it doesn't take being a survivor main to want some semblance of balance brought to the game.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/760200#Comment_760200

    Let me stop you right there.

    You can't get carried by Nurse. You need to know how, when, and where to blink or you're going to miss and constantly watch them run away just out of your fatigue sight.

    Getting carried would mean you didn't put in skill proportionate to the reward. You will NEVER get that on Nurse unless the survivors are actual potatoes and run into you after every blink.

    In fact, survivors skill proportionate to their reward is a complete joke. Solo survivors don't have fun because they can't coordinate and make many mistakes as a group, and SWF groups are incredibly strong and game-breaking on every killer but S-tier killers, and even then you still need to be good at the killer to stand a chance.

    "Getting carried would mean you didn't put in skill proportionate to the reward."

    Proportionate being the operative word here.

    Nurse does take a lot of skill to play well, but the reward for playing Nurse well still far exceeds the skill it takes.

    Being the highest skill cap killer does not justify something being an almost guaranteed win just for practicing it.

  • Pig, Prestige gives her a darker cloak. As a stealth killer it's one of the very few killers who actually gains something from prestige. That said all of her store clothes are better anyway.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/762690#Comment_762690

    "abusing the most broken killer". Your words tell me very much about your role and your rank, also your knowledge about the game.

    I think hardstuck purple/low red survivor, refusing to adapt your playstyle. Because many many people showed that the current base nurse is fine. I did a review about the current PTB nurse if you are interested.

    Classy, I'm actually a red rank killer player, and just because not all of us only play games by finding the most overpowered thing and spamming it, doesn't mean I'm a survivor player.

    Nurse needed to be taken down a notch.

  • I don't like it.

    It's one thing with bloodwarden if you get kills, because survivors are literally staying for a minute and a half to mess with a killer with the gates open and they haven't got a hook in that time, it's time to leave.

    If you have an effect that can block the basement, you can block the entrance while a survivor is in there and forcibly progress hook states or guarantee a kill through no fault of the survivors, just luck.

  • If they vault the pallet more than 3 times, it's either spam vaulting because it's very unsafe and they're about to take a hit, or you're just refusing to break the pallet as killer and wasting your own time. There's no need.

  • Nope.

    I go where I need to go. I don't intentionally proxy camp with other options, but if you leave a 3 gen and I hook someone in the center of the 3 gens, that's your problem. I'll generally only camp if the gates are powered, I'm not walking to the gate just to have them saved when I leave and then everyone gets out, I'm nice, not an idiot.

    I don't run noed. I just prefer to play with 4 perks rather than build around the end game. I have no problem with people using it though.

    If you're the person I come across, I don't care if you got unhooked 10 seconds ago, a survivor is a survivor. Being hooked in a match doesn't make you immune to being hit, and that includes people who make poor choices when they have an RBT on.

    I really don't give the hatch either unless there's a very obvious rank 20 in the squad. I don't slug for the 4k a lot unless I have a good idea where the last person is, or they've been cocky during the match and I don't want them getting a freeby.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/762681#Comment_762681

    Yes. I mean, don't get me wrong, it IS a major QoL improvement if you're just trying to unlock all perks on a character, and offering 4 perk choices does give you a way higher chance of acquiring something that you want.

    It doesn't do ANYTHING to help new players unlock perks faster, though. That is the biggest defect in the perk system.

    Basically the only reduced grind is if your goal is "I want every perk maxed out on one character." For most people that means you already put 200 levels into getting a character to P3-50, and it cuts out 75 or so levels after that, it never helps new players to progress, and it doesn't help most normal players get a decent working build together.

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