anarchy753
anarchy753
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@LastShoe said:
https://forum.deadbydaylight.com/en/discussion/comment/495808#Comment_495808
Hey, legion is not a trash killer. Yes they have nerfed his chasing ability but they have also buffed his ability to put the pressure on the survivors. Now he is stronger and the only issue he has is that, the cooldown and duration addons are way too good when compared to the other ones.
Haha, great joke.
He has about 6 different conditions that cancel frenzy and leave you powerless for 30 seconds.
Deep Wounds isn't even a threat any more, you can basically sit down, do a gen then mend afterwards and still not stress about it.
His one feature now is meant to be chaining attacks, but the speed with which he casually walks towards survivors in frenzy means that going the opposite direction to them makes it almost guaranteed frenzy will run out before he can land a hit.
Sitting under a pallet counters his power 100%.
Small loops almost flawlessly prevent frenzy from catching up.
He is the only killer with an ambush style attack that then cannot use any aspect of their power in the chase, in fact, worse than that, his power is an active punishment if activated when a survivor is anything but healthy.
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I agree with you wholeheartedly on Vigil, it's a perk JUST to shorten bebuffs and it basically just doesn't affect anything you want it to.
As you said perfectly, set-duration exposed should be reduced by it.
The extreme amount of mangled/hindered effects that are endless should be made to be ~120 seconds max, refreshed on hit, reduced by Vigil. This either penalises healing or forces playing injured for a long time before healing. This is the most common debuff and Vigil has no effect at all.
Broken from Deliverance and add ons should also be reduced for consistency.
I don't agree with changing Third Seal, it's the same as exposed on DH and NOED, it's permanent with a different method of dealing with it. It's weak enough without being on a timer, blindness add ons prove that through their complete lack of use.
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It does seem that way, and it makes it worse that they're generally TERRIBLE maps for killer.
Like legitimately the survival rate per map was shown late last year, and every coldwind map was in like the top 7 or 8. (Though thank god they fixed the "killers are not allowed to use skill in chases" walls.)
They're also really bland. Oh, a corn field, the killer shack, harvesters and a pig tree loop? Wow, what a unique map from the 4 other slightly rearranged versions of that. At least MacMillain and Autohaven have some sense of individuality between maps. Corn is just ######### in a game like this where you need visual clarity not your whole screen blocked being told by music that someone is somewhere ahead of you when you can see ######### all, let alone on killers like Legion and Pig who change how they see for the worse. As if survivors wouldn't have a tantrum if the game were 5 times more likely than other maps.
I wish we had "Ban X realm" offerings.
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Personally I'd love if they'd make it so that each trap is assigned a number between 1 and 4, and that's how many boxes you have to search. Stop the RNG factor of "maybe I don't have a power this match because all the traps come off in 10 seconds flat" without being inherently favoured to either side. Last Will could be an extra random element, and the plan/sketch could make the minimum 2 and the maximum 5.
Either way, I'd prefer they fix her 75% garbage tier add ons and improve the value of the ambush.
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It was such a strange change. They nerfed a perk that has long been considered garbage tier because it was too strong on ONE abusive killer, but now they've put that killer in the dumpster alongside thana without reverting its nerf.
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I mean Huntress is the worst example of a killer to use PGtW on, and that being said it doesn't need to be perfect on all killers.
She's 110, hits from range which can lead to bigger distances from gens, has reloading to eat up time after hooks already. Really it's just not the perk for her.
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It wouldn't make much of a difference, people would just start last second switching to good killers, otherwise they'd get dodged every time they tried to run Nurse or Billy or something.
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But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong. There are builds that do well around T1 but not every Michael shouldn't be cornered into a mirror build every match because a perk with basically no downsides deletes the MAIN benefit of his power.
Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power.
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Maybe Michael just shouldn't go tier 3. Yeah great, let's just remove a killer's entire power with a perk that would probably be top tier, and that should be fine for balance.
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@wydyadoit said:
https://forum.deadbydaylight.com/en/discussion/comment/493490#Comment_493490
okay. how do I counter iron maiden + BBQ?
By entering a match, seeing as almost nobody runs it.
Even moreso because if you're outside BBQ range then you aren't getting hit in that 15 seconds of exposed.
Reasonable response? Inane reply.
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The point of the new DS is to punish killers for tunnelling straight off the hook, and that's basically the only time it triggers.
It SHOULD be punishing and it SHOULD be a reasonable chance to actually get away from the killer because of it.
5 seconds is completely fair for an effect that you can avoid going off entirely.
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When I play survivor I nearly always use lockers to block it. When I'm playing killer it's pretty common to see nobody and still have clear signs later that they didn't come into BBQ range.
Don't ######### about a perk for being too strong because it has a tonne of counters, including lockers which are ever present on nearly every tile, just because you're choosing to not use the counters provided to you.
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Repair speed? Hell no.
Time to repair? Yeah, pretty much needs to happen.
Gens to repair? Could be interesting.
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I dislike these ideas. The first has a lot of the issues of free second chance perks at the moment like MoM, there's no requirement. You just basically get 3 extra hits in a match if the killer has exposed effects.
It's also wildly varying between killers. Most exposed statuses come from perks, but killers like Michael whose ENTIRE power is applying exposed would get ######### on this so hard by essentially needing to land 12 extra hits in a match. Then you have things like Billy and Iri heads that one-hit down but don't apply exposed.
Also how would this work against effects like NOED and Devour Hope that apply an endless exposed effect until the hexes are removed, do you just get to ignore those perks entirely (or gain 3 bonus hits under their effects) for bringing what is basically a passive perk? DH needs a lot of time and tactics to build up, and NOED is meant to encourage doing something other than racing through gens, so why should they just be deleted by a perk that takes basically nothing to work?
Escaping a chase sounds nice as a requirement, but then you can literally just run in front of the killer whenever they pick someone up and easily gain stacks as they're doing something else while you're considered "escaping."
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@ReikoMori The original "adepts" were actually just get their perks on the bloodweb and unlock their teachables, which explains why they were considered easy.
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Almost all of the suggestions revolve around reducing the gap between survive with friends and solo survivors, or rewarding the killer more for playing against SWF.
I don't know that I've ever seen anything about punishing or making SWF harder, just providing more basic information to solo (like base kit kindred or a totem counter) or providing higher bloodpoints per stacked survivor.
Either way "casual" swf or not you still do gain most of the advantages of it, like knowing when you can just sit on a gen despite not seeing the killer, cos your teammate says they're in a chase etc.
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Billy. Everyone and their dog thinks they're a god at the game for being able to turn slightly.
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@ABannedCat said:
I like those leaks, because they prevent me from doing hasty and stupid purchases (both shards, and auric cells). With so such a long timespan between me being hyped for things, and the things actually coming out, I have enough time think twice, and wonder "Do I really need that killer/survivor/outfit? Or should I just save my shards/money for actual cool stuff?".
Yep, I'm well past the "OH MY GOD IT'S GHOSTFACE I WANT HIM TO LOOK COOL" phase, and already into the "Well I don't have any reason to buy cosmetics until they make a cloak that looks like the original" phase.
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Leatherface definitely needs his add ons looked at, they're up there as the worst in the game alongside Pig's.
The issue is that they were just copy-pasted from Billy's and so many of them affect stats that just aren't relevant to Leatherface at all.
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That's the thing, there isn't a good balance in being able to completely deny a team's only objective.
Your suggestion is to change the range. There's a very fine line of ranges, make it too big and you can't sab many hooks making it unfulfilling anyway. Make it too small and you get the same issue of being able to sab most hooks on the map. Many maps already have difficulty spawning hooks, especially those like the game with vertical distance issues.
It's a really problematic mechanic because it's INCREDIBLY unfun to have broken hooks. Basically you succeed at everything you can in the match and you just don't have any way to actually score a point. It's also incredibly unfun to get slugged BECAUSE the killer can't hook anyone.
Saboutage isn't a minor setback, it's like getting old DSed every single time you go for a hook. Toolboxes can do it tonnes of times and Sabouteur is infinite. If well coordinated it just guarantees a win with no counterplay, or a slow boring death that gets minimal points for both teams.
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@Almo said:
Note: Make Your Choice only works if you are 32 meters away when the save happens, so crouching near a hook wouldn't help with that perk anyway. :)
Yeah the crouch tip was more in general, but it was a bit confusing since it came straight after as I was already thinking about unhooks.
I just meant that lots of new players on Pig get tempted to hide near the hook due to her stealth, but that's going to hurt an adept attempt more than help it.
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Adept achievements are based on double pipping these days so:
- Stay away from 1 hit down add ons. These may seem like a good way to help out your match, but they lower emblem scores drastically. Less chases, less hits, more heals per hit.
- Careful with moris. Again, they drain emblems. If you're going to bring one, avoid the pink mori.
- You HAVE to get a lot of hooks, so even if it seems tactically good, avoid survivors progressing on the hook without being unhooked.
You have to use the killer's 3 unique perks which is the main difficulty. A lot of killers have some pretty useless perks, or perks that counter a very specific playstyle that may not show up at all in your attempts. Most of what you rely on is their add ons.
Trapper: Brutal Strength is great quality of life, but it isn't about to win you a match alone. Agitation and Unnerving Presence are also unlikely to do anything for you. Agi can help you wrangle a basement situation which is great for Trapper, but that requires luck more that strategy. Largely I'd recommend using the best trapper bag add on you have, along with either ultra rare, or both ultra rares. With only his own perks, he isn't a wonderful killer and relies on survivor mistakes often. The Bloody Coil and Iridescent Stone put the power much more in your own hands, injuring survivors so chases are shorter, and they become hesitant about disarming, and resetting traps so you don't have to waste a lot of time resetting traps, just blocking off the strongest loops on the map can be better than trapping survivors sometimes.
Wraith: If you aren't already an experienced Wraith, this one's either a lot of work or a lot of luck. He's not a great killer without perks that synergise with him, and all of his own perks are for better tracking which isn't really his issue at all. For add ons, combine "The Ghost - Soot" with either "Bone Clapper" or "Coxcombed Clapper" to make ambush attacks much harder to see coming, lowering chase times which is where you're going to waste the most time. Alternatively, use add ons that lower your reappearance time to make the power more accessible in a chase, and/or movement speed while cloaked add ons to use his unique bodyblocking approach. Be careful, increased speed slows you while uncloaking so makes the follow up hit harder if you don't throw them off with a good bodyblock.
Hillbilly: His perks are great, lightborn not so much if they don't bring a torch. Make sure to utilise Tinkerer's effect, ideally with a chainsaw and to prevent the gen going off at all. In terms of add ons, steering is the best option if you're inexperienced on him, and then Carburettor Tuning Guide is basically "Improves everything with no downside." If you don't have those, stack charge speed.
Nurse: Her perks are pretty bad besides Nurse's Calling. Most of getting Adept Nurse is learning her power moreso than perks or add ons. Overall I'd recommend reduced fatigue time, and anything after that is personal taste, maybe charge speed to offset the downside of the pocket watch. Extra blinks are great for experienced players but are far less likely to help you if you aren't good with her already. Consider trying the Plaid Flannel, it doesn't improve your power it just shows you where you'll land. It's like training wheels.
Michael: His perks are phenomenally bad as a build. Dying Light will be useless, if you tunnel the obsession they'll get gens done then even if you 4k it'd be incredibly unlikely to have enough hooks to be a pip, try to keep DL tier 1 to reduce the benefits the obsession gets. PWYF is awful, too much set up, loses stacks too fast, basically no net payoff. STBFL is convenient and nice, far from a game changer. Michael also suffers on emblems because he one hit downs, consider running a tier 2 build instead; Dead Rabbit + Vanity Mirror means you cannot reach tier 3 but you gain 16m wall hacks while stalking, and a smaller terror radius all match. If that isn't to your taste, J. Myers Memorial + Dead Rabbit is a fairly standard build that doesn't revolve around increasing T3. T3 is good sometimes but avoid using it for every hit or you won't get a good chaser or malicious emblem.
Hag: Very luck based. As you're running 3 hexes, all of your perks can be removed, and very early. Consider burning a map offering like "the Game" that will protect your totems better. Losing Devour Hope will not be a really bad thing, as like above, one hit downs and moris aren't your friends for adept. Mean, but try to secure a lobby of 4 solo players as The Third Seal will cripple them, where it's laughable against SWF. Most of her high rarity add ons are either bad or bugged. I'd recommend teleport distance with trap setting speed. Increased trap range can throw more experienced survivors off a bit, but survivors will be less likely to be in range of a hit when you teleport.
Doctor: A strange one. In most of his builds you want a large terror radius, however for adept you HAVE to use M&A which lowers it outside a chase. Either you can fight through this, or use 2 calm add ons and utilise his punishment mode more to be incredibly stealthy and ambush survivors like a psuedo-wraith/myers. If you choose to play ignoring the reduced radius, use afflictions that sound useful to you. I enjoy longer duration illusion and red stain altering effects as it makes finding and chasing easier. Iridescent King + a zap range add on can be really great together, applying lots of debuffs by zapping and making zaps easier to land. In the end he still takes a lot of practice to be strong.
Huntress: Her only perk that does ANYTHING in most matches is Huntress Lullaby, if a survivor knows where the totem is, THEY HAVE TO DIE. Mostly it's about practicing and landing hatchets. If you need to, throw a hatchet, then put some tape or something on your monitor to know where hatchets are gonna go, even then she's more about learning how to use them in loops and at pallets and windows. In terms of add ons, wind up time is good, as is extra hatchets. Overall I'd recommend Yew Seed Concoction and Venomous Concoction or their lower tier version. Landing a hatchet as the first hit will slow them and disable exhaustion perks which makes them a much easier target for the second hit.
Leatherface: He has solid perks. Do not camp, it will lower your emblems. I don't care if BBQ only shows you one person, for all you know everyone else is blocking it with lockers. In terms of add ons, stack any combination of movement speed and charge speed as it greatly improves your odds of winding up and landing a chainsaw. You don't need it for every hit though, M1s give emblems more than chainsaws.
Freddy: Fire Up and Remember Me have been nerfed to the point of not even being perks, and you aren't playing around Blood Warden or you're playing a very risky match. My best recommendation is to ignore "block" add ons, they reduce your downside but Freddy does much better with add ons that enhance your benefits. Top build I would say would be Class Photo + Jump Rope or Class Photo + Green/Blue Dress. Your transition time will be bigger, but EVERY survivor will be revealed during the transition. Play him like a good Legion, tag one survivor and use the effect to tag as many other survivors as possible and chase the last. The dresses or jump rope will cripple the survivors you're not chasing or reduce their ability to wake up. Not injuring them means self care can't wake them and they HAVE to regress gens a bit to wake up. Maintain as many slept survivors at once as possible. Again, I'd avoid SWF on this one, the less they can communicate, stack on one gen for a mass wake, or wake each other up, the better.
Pig: Hangman's is -1 perk. Surveillance is a good information tool. Make Your Choice is a one hit down which can be good, but don't overuse it. Don't be tempted to crouch near a hooked survivor and wait for the save, it'll drain your chaser emblem even if it gets you a free hit. You can use her default build for most players, Combat Straps + Video Tape to be able to ambush better, or stack add ons like Jigsaw's Sketch/Plan and Crate of Gears to make the traps waste as much time as possible. You may also try the Rules Set No. 2, some more cautious teams will barely get gens done because they can't get traps off, but this is very rare. While there are builds to make traps more lethal, a kill without several hooks and chases already can harm your emblems hard so avoid making them more lethal. Don't overuse your crouch, it slows you down and loses your momentum in the match. Feel free to use your traps as you please, since end game Pig was nerfed it doesn't make a huge difference any more.
Clown: His perks are pretty solid, PGtW is my favourite stalling perk, make sure to get the most you can out of it, Bamboozle is a solid chase perk, Coul is less useful and hard to make use of properly. I would use any Ether add ons with either Flask of Bleach for hindered, or Solvent Jug for exhausted, it's up to your taste.
Spirit: Decent perks, Spirit Fury isn't as good without enduring, but if you make sure it's tier 3 it can still be a gamechanger, t1/2 are barely a buff. Haunted Grounds is random, try to use it when it goes off. Utilise Rancor's info, but don't rely on its mori. For add ons, I'd recommend the Yakuyoke Amulet as it improves quite a lot, and add on the Bloody Hair Brooch to start your power faster too. You can add in the Prayer Beads Bracelet instead if you feel like being particularly filthy. Mostly a matter of practicing her power. Remember, sounds, movement in grass and colliding with a survivor are much better methods to track than trying to use scratch marks.
Legion: Incredibly hard now that they have basically no power. Mad Grit is nothing, as is Iron Maiden. Utilise Discordance to find many grouped survivors and chain attacks between them before chasing one. USE FRANK'S MIX TAPE. If you don't you get reduced to an M1 killer in a chase with no option to use your power tactically in any way at all. Iridescent Button is solid as well. It really harms your ability to chain attacks as it will show all survivors will killer instincts, but with no way of knowing how close or far they are, however it makes it difficult to know if you're attacking or just frenzying on the opposite side of the map.
Plague: Her power is largely in survivor control. Dark Devotion is a dead perk, Infectious Fright is reasonable but you'd probably prefer to just hook the downed person, and Corrupt Intervention is more likely to cause you issues with the last 3 gens being hugely split up than it is to buy you time in a match. Avoid add ons which rely on the Corrupt Purge effect as it's a coin flip whether survivors will cleanse or not, as not cleansing is a popular tactic against her. I would recommend Vile Emetic and Incensed Ointment as they make it take less vomit to break someone, and slow you down less after a vomit. Basically they greatly improve your time efficiency in a match which is the hardest part for Plague. Also you can include Black Incense if you want. With the frequency of vomiting, it's basically permanent aura reading on broken survivors. It's hard to double pip on Plague as broken survivors make every hit a 1 hit down which hurts chaser, but without sickness you become a basic M1 killer. I'd still recommend puking until they break then hook them. Don't waste your effort puking on gens or environmental objects, it isn't good enough to matter.
Edit: I'd recommend trying to max some of the perks before you try it to give yourself the best shot possible; Brutal Stength, Enduring, Tinkerer, STBFL, Third Seal, Overcharge, Knock Out, Bamboozle, Pop Goes the Weasel, Spirit Fury and Corrupt Intervention are the most important imo.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/487899#Comment_487899
@anarchy753 don't forget the tracking aspect of the perk
Oh I don't think that effect should apply, there's a difference between the "when a gen is completed" effect and "permanently after the gates are powered" effect. A gen is not being completed, but you are in the end game.
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The only situation this would affect is when 1 survivor is left, and the hatch is shut.
In that case it doesn't really matter at all if the killer can one hit down them or not, as they're INCREDIBLY unlikely to open an exit gate and escape in the time between hits 1 and 2. The killer has NOTHING left to do but chase you so they aren't going to stop and let you heal or open a gate or anything.
All this change would do is let you mori them for a bit more of a cinematic end.
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Boy I can't wait for dream world to not slow action speed and not reveal auras and then they can call Freddy "fixed" and "fun."
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Yeah, I was waiting for a Legion rework so he wouldn't feel so abusive to play, now I have to wait for another rework to make him playable at all. Great.
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Yeah they talked about adjusting the animation, not the speed in the devsteam.
Like that's wonderful and all, but that's not going to change how easy it is to loop him or the gap between him and the survivor AFTER the vault, it's just gonna look prettier.
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This is really not great. Many of the current issues stem from how long a chase can last with a survivor who's not even that great. Tack on an item that lets them increase their speed and that all gets amplified.
A limited duration (ignoring the ridiculous recharge concept) would also be useable through the first chase, arguably the most problematic one.
Like you said, there are 110% killers, and while they don't ALWAYS chase regularly they are still required to at some points. It also limits the options for future killers to be based around 110% speed if they HAVE to be able to deal with this nonsense too.
Raising survivor movement speed in any way would just throw off balance incredibly badly. And what's the downside, you see different scratch marks? So what?
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There's some definite issues with this.
First, the hatch is already a second chance for your team failing. It's meant to be the 1v1 point where either you get out or you get killed. The killer shutting it is basically them having done everything they can to have a perfect match.
BEYOND THAT opening an exit gate is pretty much a formality, you don't just have to give up and die as you have a goal. THIS IS YOUR SECOND-SECOND CHANCE. It shouldn't ever be a favourable chance that once you've failed as a team AND as the final survivor, you still have a huge shot to get out. The gates don't need to open faster, they SHOULD be hard to do at that point. Even then you can plan for that and bring Wake Up, or even a key. Wake Up is not considered a top tier perk because its effect was rarely of any value, now there is a very real chance of a situation where it can be very impactful, so people need to stop this mentality of "anything that isn't a free hit is a garbage perk" and experiment with perks they've avoided that are the solutions to issues they're having.
Lowering the time the exit gates take to open once the hatch has already been shut has huge issues, it basically turns both gates into 2 of the old hatches. The killer can get to one, but then has to either guard it or go to the other, but the survivor reaches either and it's a free escape, they'd almost NEVER die in that situation.
TLDR: The exit gates AFTER a hatch has been shut should never feel like an easy thing to do, you and your team have failed to complete objectives, and you have failed to reach the hatch, you should not be coddled with a new mechanic for a third option of an easy escape.
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A killer being "forced to use their power" isn't an issue, it's the point of killer powers. The issue is that the downsides of being crouched are way too heavy, and the ambush is not an accessible attack that's at all reliable.
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Saboutage is just a really terrible mechanic overall. It really doesn't fit the whole point of the game.
If you make it strong, it just breaks the game. What's the point in playing killer if every time you win a chase you just have to drop the survivor because a survivor pressed M1 and prevents your objective. It would be like if a killer kicked you gen it just wouldn't be able to be worked on for 4 minutes.
That's why it feels so mediocre, because it HAS to or it's just a way to permanently deny the killer's objective, progression and points.
The way people talk here they seem to think it's reasonable to just have a mechanic that takes away all the hooks on huge sections of the map so they become unkillable and and can ######### with the killer however they like and there's no chance they'll ever be hooked, just for M1ing at like 5 hooks for 20 seconds each.
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It's been discussed a tonne and there's really no reason for it.
People already play Claudette for the advantages she comes with, adding a real passive will cement survivors in tiers based on them.
Since they are skins, people usually invest in ONE as their main, so are they gonna refund the points spent on my p3 lvl 180 David with all perks if he gets a garbage passive? No, it just means more I have to spend on a character I don't like as much.
Basically either their passive is gonna be so weak so as not to break balance that they won't make an impact on the match, or proposed things like Meg being faster or Dwight repairing faster will break the balance of the match by adjusting stats that are already questionable.
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Ok, if it weren't changed from Pop Goes the Weasel or a translation of it, a perk called pin-pan-pun or bish-bash-bosh would be hilarious.
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@ShyN3ko No reason to argue with @SlinkyJinky really. Their nonsensical ramblings on every thread about MoM is probably doing more to show that it needs to be reworked when that's the kind of insane logic people need to resort to to try to defend it.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/482401#Comment_482401
It's not a punishment for the killer. The killer has already won you took out 3 survivors. That is a win in any killer's book, even The Entity is pleased.
If you really want 4Ks then go above and beyond and do your thing.
Killers already have a huge advantage finding the hatch, if you think it's easy being the last survivor and finding the hatch before the killer, try actually playing Survivor for once.
That's the thing, lucking out and finding the hatch first isn't "going above and beyond," it's just dumb luck.
Instead if there's 0 gens done, I'm more inclined to slug the second to last person until I find the last so I don't get cheesed out of a 4k by a lucky hatch spawn. You say 'go above and beyond,' in what way is killing everyone before they get 2 gens not that? Sorry do I need to also need to run every chase backwards with my eyes shut and do cartwheels to please you?
And I do play survivor, I'm a 50/50 player. You know what that means? I get to spectate blendette allies who did ######### all getting out the hatch because there was no pressure for them to do anything to get a free escape.
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Even if they just reworked a lot of her add ons she'd do better.
Half of them revolve around Corrupt Purge (longer duration, movement while holding, etc) when it's a coin flip going into a match whether survivors will even cleanse to let you use it once.
I'd prefer them to scrap some of those and give us debuffs on maximum sickness, legitimate downsides to being sick that encourage cleansing over ploughing through gens while broken.
Reduced repair speed should be a big one, hindered (possibly only during a vomit) and even exhaustion would all be great downsides that make survivors feel like "I am sick, I cannot sit on a gen and repair because it'll take forever, or I get chased and Dead Hard is disabled so I just die quickly."
The instaheal on fountains is also far too much, it's entirely up to survivors when to use it and WHERE the corrupt buff is available so instaing at the right time on the wrong side of the map from gens to protect just cripples her and adds more hits to the game.
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Billy. I don't practice him at all and even I can land a few chainsaws each match.
He just feels cheap, and like playing with training wheels on. "Oh you heard a chainsaw, couldn't possibly see me, and hid like you should? Well ######### you, you hid on the NORTH side of that object instead of the WEST so insta-hook for you!"
Not to mention there are very few killers that have a "skill" component to them for practicing the mechanics of their power, and Billy is the only one off the top of my head that has prominent add ons that are basically just "significantly reduces skill required to play."
All up, that much mobility, simple 1 hit downs, and always the fallback of being a 115 killer with 0 penalty just feels dirty to play.
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Not every value is added to the wiki annoyingly enough.
It would be great to have an option like Diablo 3 had to toggle more in-depth descriptions with exact values.
If I had to guess, there's a few reasons we don't see stuff like this:
- It's too annoying to keep text values accurate in all language's descriptions. Unlike other games that would use more dynamic descriptions that update as the game does, dbd is a bit too spaghetti-code-ey for that.
- Things that stack would be inaccurate or confusing. Legion's 2 blade add ons extend mending by a different amount (A and B), but when used together they extend mending by less than A+B for balance. Having them say their values would then reflect an inaccurate amount of extended mending unless they added even MORE to the description to list stacking in depth, which becomes more complicated with add ons that have more than 2 variants.
- They want "mystery" around add ons. Keep it unclear, just that A>B>C>D rather than by how much, or what you're actually getting. Things like Wraith's uncloak time are also incredibly low numbers because the base time is very short, so it would stop those add ons looking worse than they are.
Personally I would like to see the values on everything in game. Most game communities want numbers, statistics, CLEAR VALUES to use to work out what we want.
I would even settle for a bar with a dot in the middle and moves left and turns red the more negative an effect is and right and green for positive.
Say you're playing Nurse and you put on Ataxic Respiration, it would display the bars for blink range as "considerably" green, and the blink accuracy as "considerably" red. (It wouldn't need to show EVERY stat, just the ones your current loadout is altering.
Then you could play around with other add ons, see how much Campbell's Last Breath offsets the range increase, see how much a different range add on would provide on top of it etc.
It bugs me on things like Cannibal, when you have slightly increased charge speed AND slightly decreased, and the bar is red. Is that a tiny insignificant amount due to the order they're calculated? Is the penalty more than the bonus? I just like to be able to see this stuff.
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"If the killer is making any tactical decision, I should be given free counters to that because I don't like it"
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Broken for the rest of the match would be ok in my eyes. Mainly because it means you'd be essentially taking one hit from your third chase and moving it to your second, throwing off the timing and momentum of the match rather than just adding a free hit. The issue then becomes if they heal between hits, or bodyblock, they then get punished hard for taking hits early in a match. Broken for a time would be crappy, mostly because it would just mean hiding for probably a minute to let the downside wear off.
The second idea would be ok but still suffers from the issue of a potential 4 bonus hits a match. Dead Hard gets people to pallets often enough, so it would still extend chases a huge amount stacked in SWF, and doesn't take away the problems of it being skill-less, uncounterable and having basically no requirement to gain free hits.
Triggering earlier in the match would be awkward, as the perk is now a vast majority of MoM hits are right before the second hook anyway. Making it take less to charge would either just mean it's charged earlier but still gets used between hook one and two which is basically no change, or push it back before the survivor's first hook which comes with the old momentum issues of the old DS, harming killers before they can even get a hold on the early game which is already a problematic time.
Personally, I'd prefer to see the actual endurance hit changed. Rather than targetting M1 hits that down you, make it resist any form of hit/power that takes you directly from healthy to downed. It would then counter exposed, one shot add ons, chainsaws, but still count as a single hit rather than a down. Rather than gaining free hits in a match that stack up with other second chance perks, it would instead reduce the amount of hits you lose to what the killers are bringing to shorten your chases. It would be similarly situational, but rather than harm M1 killers and be completely ignored by most top tier killers, it would mostly do the reverse.
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@HavelmomDaS1 said:
Yep that's fine. Honestly, if you manage to run a killer for that long (15% recovery or slower) u absolutely deserve to use exhaustion again. Especially dead hard which takes a lot of skill.
Also it would be great counter to exhaustion addons
If you're running a killer for long enough to recover it, the killer doesn't need an extra kick in the balls of ANOTHER chase extension. There's a reason exhaustion was nerfed in the first place.
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This comes up so often.
No, exhaustion should not recover while running even with another perk.
It was changed to NOT recover while running because multiple sprints in a chase was broken as hell.
It's not coming back, deal with it.
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Billy. At least Nurse takes some real skill to play.
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If you actually watched the devs talk about it you'd see they talked about the awkwardness of protection at the moment and fixing that too.
The change is necessary, regardless of which direction they go with it, because as is it's just abusive as hell, especially against killers who DON'T need an extra hit granted to the survivors, M1 killers.
The change will be healthier because it actually adds some prerequisite, and more consistent as "M2" killers still count for protections especially when carrying a survivor and hitting a bodyblock.
This guy suggesting the fix would be to just BUFF MoM is ludicrous.
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I played around a bit with Amanda's Letter today. It worked pretty well, but only because I was against literal potatoes who decided not to get gens done at all.
Its effect is nice, but losing nearly all of your ability to stall for it is not worth it even slightly, especially considering to make consistent use of it you're basically becoming Nurse-speed without the blinking.
Wraith has similar add ons with no downside, and he has increased move speed with it, it would not be broken to remove the downside on this ULTRA RARE add on.
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@NeaJovovich said:
https://forum.deadbydaylight.com/en/discussion/comment/479724#Comment_479724
DING DING DING!
Instead, these COD kiddies want Burger King Happy Mealz.
Killah Mainz grew up on COD4 where they could own other players by doing absolutely nothing.
So when Survivors outplay them, it's "a problem."
Real gamers grew up on GoldenEye 64, Perfect Dark, Halo, and GTA III. Unforgiving!
Doing nothing then skulking out the hatch is apparently 'outplaying' someone now.
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I still believe that if at least 2 gens aren't completed, the 3rd survivor's death should start the end game collapse.
First, it's stupid to punish the killer for doing well. Not only do they get the hatch option, but it only spawns once the second to last dies, meaning the killer has had no chance to see the hatch and it's just random chance who finds it first rather than any play of skill.
Secondly, as a survivor it motivates teammates to actually get ######### done. If the killer is on me there's not much motivation to do gens cos there's always the shot at hatch. There's been so many worthless teammates doing nothing before this, now they don't even need the bare minimum.
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Nothing to do with the Enduring change, but pallets need to be more consistent. We shouldn't have the issue we do now where you can load into a match and go "well great, I can spend 90% of this match breaking pallets and they still won't run out" just by seeing which map you're on.
Autohaven especially always feels garbage to load into.
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@NuclearBurrito said:
Disagree. If the Killer, Survivor and Hatch are all in the same place then that should mean a dead survivor.
The Survivor can still win if the hatch is closed. The Killer however can't if the Survivor jumps in.
And since the Killer had to put in the effort in order to lead to an open hatch in the first place we should tend towards a Survivor loss.
Absolutely, the devs have said about other things that there should always be a chance to win. The killer shouldn't get an auto-loss just because the hatch doesn't spawn under the last hook.
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@Atrushan88 said:
@TAG Member The power of the Pig specifically says that for the RBTs to become active a generator has to be done. This means people who were playing the Pig by putting RBTs on AFTER all generators were completed were in fact playing her wrong. The situation of people who just happened to have one or two traps laying around by the time the last gen popped failed at using her power, they deserve for her RBT to not kill anybody if they left the exit gate, and again, if the RBT is not active, why would it suddenly become active and kill someone? It makes no sense. People who were focused on putting RBTs on people's heads AFTER the game was done were people who failed to kill their targets.
You've only failed to kill a target when they've actually left the match. You might not like the end game but it's still a part of the game to plan around.