bjorksnas
bjorksnas
About
- Username
- bjorksnas
- Joined
- Visits
- 12,188
- Last Active
Comments
-
Problem, if m1 perks don't work on nurse there isn't much of an excuse to run most perks besides slowdown, there would be ~12 odd perks that are the only ones that would be viable on her and nurse would probably be mostly if not all slowdown since there isn't anything else to run,
-
@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/2898773#Comment_2898773
I respectfully disagree.
-Slam duration addons increase your movement speed after bumping which is helpful for repositioning.
-Blight Tag is very good because you don't necessarily need to hinder yourself to use it, and if you learn to use it it's dangerously effective. It's one of those addons that gives the killer a whole different playstyle that needs to be learned separately.
-Vigo's journal can be really good for sneaking up on survivors and for mindgaming survivors in tiles.
-Compound 21 is incredibly helpful for flicking around loops to get hits.
yea but heres the thing, can be good, can be helpful, there isn't much guaranteed value in blight addons, most of it requires some base level of skill, most of the addons are upgrades but are also nothing or even downgrades if you can't use them.
-
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2898248#Comment_2898248
I don't think this is a valid argument because people not being good with nurse don't change the inherent strength of the add-ons. Same reasoning could be used for anything else busted in the game: "bad players won't make good use of it"
Well I don't think your argument of numbers in a vacuum is valid since it doesn't account for both the human element and actually playing around survivors so I guess agree to disagree
-
I think their fine, you still have to be good at nurse to play her and range addons on a bad nurse sending them flying across the map with a power they can't control is the counter balance, not everyone is a perfect nurse who will use the addons perfectly and the addons create a larger margin for missing and overshooting.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2898051#Comment_2898051
Remember why they nerfed undying?
Yep, they realized it created a secondary objective for survivor, then created a secondary objective for the role with less time
-
- Buff solo queue communication. Pings, showing what action they are doing, separate ping colors and aura colors for separate survivors so when you can see their auras you know whos who. Overall try and raise the level of survivor communication to work as a team.
- Buff most killers to be on the same level now that there is a level playing field.
- Change the grind, keep perk tiers but change unlockable to have a level equal to the prestige level of the killer / survivor they are the teachable of, they come pre maxed if you unlock them in the shrine, no more unlocking a perk and playing hours before being able to use it. Prestiging no longer removes addons, offerings, and perks and both sides now share a item and offering pool with their entire side (except killer addons)
- Change most of the anti loop abilities to be more fun / mobility instead and fix the map layouts to support this so its less killers fighting the map and designers fighting the map when making killers to killers fighting the survivors
- Change a lot of the perks in the game to be more useful or different. (but not overpowered) and bring some perks down like deadhard (probably remove the invincibility frames so it has to be used as a dodge rather than an invincible power eating dodge)
-
I still think snuffing the totem should just break the totem (and be able to be used for pentimento). Survivors being able to put up and recycle infinite boons is not a very fun mechanic.
-
Depends if its good chases or if it was just a good layout + bad matchup
-
@CharlieChatBox said:
https://forum.deadbydaylight.com/en/discussion/comment/2897127#Comment_2897127
What? I'm not sure if I understand the 3 times thing. And Blights do instantly bounce off of a wall and instantly attack out of rush already?
Well heres the thing, press the button once start rushing, press it again bump, press it again start rushing, you have cut out the middle man and made it so the blight doesn't have to plan as much when to start rushing just see a time when it would be a hit then mash the button 3 times.
-
The only problem I see is this also basically says if blight presses the active ability button 3 times he can instantly attack out of rush with minimal time to charge up and nothing needing to be around.
-
@WeenieDog said:
Real talk though. I don't think DH would be such a problem if maps weren't as bad they are. Map and tile layout have been ruining the game since day 1.
Thinking about my luck with matches and map gen as survivor
Had a match where against a billy all 5 of the tiles spawned as pallet gyms (tile with only 1 pallet no windows) so against a billy who is very susceptible to windows there was 1 window on the whole map
Then another match on shelter woods I had 4 LT walls and a pallet gym vs a ghostface
Then as killer
3 matches on father cambells where there is a long wall window directly into shack window
a match on eerie of crows before it was changed with a main building window into a long wall window
and most recently a match on temple of purgation with a long wall window 1 tile away facing shack window with a pallet loop in between as a m1 killer, nothing I could do even do because there was always a free fast vault on any of the windows from any direction
On a fundamental level antiloop killers don't really exist so they can counter the loops from skilled survivors they exist as a band aid for the bad map gen in the game that cripples killers who have to play around it
-
Been a while since ive seen one of these its missing the perk tinkerer on the meme
-
I prefer my portraits to an even more empty feeling casual game with mmr
-
Idk who needs to hear this but blight could always 180 even without j-flicks
when you are rushing you have about a 180 degree look angle for in front of you meaning you can look straight, 90 degrees to the left, or 90 degrees to the right, when you attack out of this look angle you start a straight path from the point in the look angle you are looking at and can then turn an additional 90 degrees during the attack
blights 180 is basekit, intensional and probably not going anywhere any time soon
-
Id rather it be "dodge" than just free invincibility from almost every killer power and attack in the game
-
I would probably follow the devs route they took with legion / ghostface, squish down the duplicate addons and make more unique ones
Lead Ring (brown) Increases Trail Duration in the trial by 20 seconds
Dead butterfly (brown) reduces rites of judgement recharge time by 5 seconds
Copper ring (brown) increases duration of rites of judgement by 2.5 seconds
Black Strap (brown) see an outline of where punishment of the damned will hit
Wax doll (yellow) survivors hit by rites of judgement suffer from the deep wound status effect
Spearhead (yellow) when a survivor becomes tormented see their aura for 4 seconds
Leopard-Print Fabric (yellow) when a survivor saves another survivor from a cage they no longer lose their torment
Forgotten Videotape (yellow) caged survivors hook timer progresses at half speed, the first time a survivor gets within 8 meters of a caged survivor, the cage will move, gain 1000 extra bloodpoints for caging a survivor
Cinderella Music Box (yellow) Trails now last 15 seconds longer in areas where they would normally instantly decay
Valtiel Sect Photograph (green) Punishment of the damned attack now starts at the edge of its range and goes towards you
Tablet of the Oppressor (green) Punishment of the damned attacks cause survivors to drop their item
Misty Day, Remains of Judgement (green) Punishment of the damned attacks cause survivors to reveal their auras for 5 seconds when hit
Mannequin Foot (green) Tormented survivors have windows block after 2 vaults in chase
Burning Man Painting (green) increases range of punishment of the damned by 2 meters
Scarlet Egg (purple) survivors hit by punishment of the damned now suffer from the hemorrhage and mangled status effect until healed
Rust-Coloured Egg (purple) tormented survivors show their aura to you for 5 seconds upon preforming rushed actions
Lost Memories Book (purple) survivors hit by punishment of the damned suffer from the oblivous status effect for 40 seconds
Crimson Ceremony Book (purple) Upon a survivor becoming tormented that survivor emits a 32 meter terror radius for 20 seconds and during that time you gain the undetectable status effect.
Obsidian Goblet (red) torment now takes 2 stacks to apply to a survivor, your punishment of the damned attack applies one stack of torment (when you get a stack from a trail there is a 15 second window preventing you from getting another stack of torment from trails)
Iridescent Seal of Metatron (red) upon caging a survivor see all other survivors auras for 8 seconds
-
Bug
-
I don't really think its a problem to have chase music playing while in frenzy, usually it doesn't matter except for the first hit anyways and most people play that extremely safe using their power 2 inches from the first survivor
-
They are indeed one of the killers in dead by daylight ever made.
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885732#Comment_2885732
Im kinda psychic so I know its coming you are gonna love It
Hi kinda psychic im dad
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885719#Comment_2885719
maybe you are just a bad killer If you can't see the potential would be super useful In strategic plays getting to and from close gens cutting of a survivor In chase sneaking up on survivors etc you literally complain about everything lol
You can ad hominem all you want, still would be extremely survivor sided and a bad overall addition
I have 2500 hours in this game I understand it completely and I can with 100% certainty tell you that it would either be useless like Z wall windows, or it would be annoying, broken, and polarizing
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885706#Comment_2885706
like its a game mechanic why are you so negative
Fine guess ill just say it directly as it is then. It sounds like a boring one sided mechanic that will only exist to be abused by the survivors and rarely if ever useful to killers, and its likely that at most ~3 killers have anything they could to about it so its just a nerf to 24 killers in the game. Overall it just sounds like something that dbd doesn't need, it doesn't improve gameplay, it doesn't improve problems, it just creates new problems and makes the game less interesting. I have played home sweet home survive which was basically dbd with elevators instead of windows. It was extremely boring and always either overtuned or useless. That problem already exists in dbd where there is an extremely polorazing option every which refreshes which is windows, to add a second form of infinite resources to the game and make them even strong just seems like a bad addition.
Sure fun horror idea to have elevators but this just isn't the game for them
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885698#Comment_2885698
I would just break it lol
Didn't say how do you deal with them, I said how much fun is it
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2885623#Comment_2885623
Maybe you hate fun lol
How fun do you find godpallets while playing killer, more specifically a killer that has to deal with them
-
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885625#Comment_2885625
I didn´t care - i liked them. Ther were funny.
I am not as competitive. I played as surv and as killer. And i always let survs get their cosmetics.
I can´t get that some people are so extremely competitve that they were angry for these few days the snowmen were in the game. As they don´t have anything than being a grade 1 master in this game.
As a short time gimmick they are fun, but as a thing to stay they aren't that fun to play with / against
Its a free hit against most killers with nothing they can do about it, with the worst being the twins, it put victor in cooldown to push someone out of a snowman so it was basically what lockers used to be like with victor
Some killers like bubba and clown don't mind it but it was a slog for so many other killers it just wasn't fun for the other side
-
@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885614#Comment_2885614
Let me guess - you hated the snowmen too.
Well since I played a killer who didn't have an easy way to deal with them, yes, let me guess you thought they were balanced even though there are plenty examples of them not being balanced.
-
So its a recharging god pallet / window, still not finding it fun tbh
-
I just can't see it being fun, in every chase an elevator becomes a free reusable pallet / window that buys even more time in theory
-
Can confirm happened earlier today
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2883705#Comment_2883705
Yes, survivors should never get caught in DbD. You are absolutely right! My mistake. And three survivors can definitely knock out five gens if a survivor gets downed by him early.
https://forum.deadbydaylight.com/en/discussion/comment/2883712#Comment_2883712
How stupid of me! The counter to Bubba’s power specifically is to do all remaining generators in two minutes, plus open a gate. Thanks a lot!
Sounds like you have never been on a 5 gen chase. And yes while the survivor team can't knock out 5 gens in 120 seconds, since thats 133 seconds per person, if the survivor team buys ~1 minute of time in any way, stealth, or chase, thats down to 73 seconds over the 120 seconds of hook stages and should be easy to complete and escape, not counting skill checks which save 0.8 seconds and happen statistically once every 12.5 seconds which should shave off 10 seconds per survivor, meaning it should only be ~60 seconds if that one minute is bought.
Math looks pretty easy for a 3 man out in a decent case scenario
-
Do gens, most people escape, simple as
Or, don't get caught in the first place, which is a large portion of the counterplay
-
We've come full circle iron grasp is now too op
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2882415#Comment_2882415
But March still shows an average loss of nearly 2K players, if you're theory is correct that would mean that there's some really funky numbers going on.
You can even clearly see that it's basing it off of the March number and up until 3 days ago, the March number and last 30 days were exactly the same.
I don't think its funky numbers, its just averaging the player counts over those days at certain times, bigger numbers mean bigger average, and april 1st and 2nd, had higher playercount averages than march 2nd and 3rd.
At a glance on the website it makes perfect sense to me and mathwise the numbers are accurate. There is an average of 400 player difference between the last 30 days and march because in comparison march 2nd and 3rd had lower averages than april 1st and 2nd.
Also if it was only the 1st and 2nd day of april the average would be up 10743 players from march and wouldn't make sense to label as "last 30 days" if it only includes the two days
-
@Pulsar said:
Hey so I don't know if I'm reading it wrong but "last thirty days" is only counting the days since march 31st.
pretty sure last 30 days on a rotating schedule of 30 days not just the new months buildup, so the last 30 days always involves the last 30 days even if it overlaps with a previous months numbers. So it would include march 3rd to april 2nd today, not just april 1st and 2nd
-
Getting survivor out of game is more slowdown then leaving them alive most of the time
-
@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2880718#Comment_2880718
This Is a really good Idea @Peanits what do you think?
Thank you this compliment means a lot to me actually.
-
Maybe just also make it have a windows of opportunity effect within its area (auras of all windows and pallets within the boons range is revealed while under effects of the boon), its a boon about running and speed, why not also give it some support for knowing whats around you so you can also run smarter while running faster
-
Here are some numbers and speeds
default heal time is 16 seconds
self care penalty is a 0.5 * multiplier
Bonuses are added before multiplier
(1 + 0.75) * 0.5 for 87.5% speed (current version)
16 / 0.875 = 18.2 seconds
Original version was 100% bonus
(1 + 1) * 0.5 = 100% speed
16 / 1 = 16 second heal (original version)
New version will be 50%
(1 + 0.5) * 0.5 = 75% speed
16 / 0.75 = 21.33 seconds
Base selfcare speed is 1 * 0.5 = 50% speed
16 / 0.5 = 32 seconds
yes default heal speed is technically 32 seconds but we only count the time the survivor spent healing the other not the time spent by the other survivor getting healed
-
Its not 24 seconds of healing its 21.33 because math stuff someone else will explain better probably eventually
-
@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877748#Comment_2877748
Ok, so what build do you suggest? DS, BT, DH. Basically all perks that killers cry to be nerfed…. 😒
Since its you getting tunneled I suggest DS, DH, at a bare minimum, that way you get more chase since you get 1 extra mistake per chase. And while I don't like DH it is a decent learning tool for having a bit of extra time to learn.
-
@boomrain14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2877714#Comment_2877714
That’s a good point. But I honestly hate playing killer. I only play killer for the bloodpoints and to get rid of my rituals. I want to get to red 1 not because I think it says, hey this person is great at the game, but because I want to level up my players with the bloodpoints. So yeah, depipping constantly is really frustrating. I am someone who tries to get better at the game, I can run but not for that long. But my biggest problem is I’m hardly getting the chance to play even with the camping and tunneling and then to lose a pip as a result is just lame honestly.
Honestly the best you can do if you feel you are getting tunneled / camped too often is put on the perks that counter it / slow it down, and put your nose to the grindstone and work on chase skills using this opportunity.
-
Id rather it take a more hex plaything approach where when a survivor is hooked they have a bound totem and as long as that totem is up their skillchecks are silent and skillchecks of players around them/healing them are also silent
-
I think noed is good design. It puts all your eggs in one basket for a reward if you pressure survivors enough so they don't do totems, or punish them for rushing gens before doing totems. Its along the lines of a perk like ds, bt, or unbreakable where the survivors have the respect it and play around it or get punished. If survivors can have this kind of perk killers should also have them simple as.
-
honeslty, the problem here is you think ranks are worth your time, sure they are a solid way to net some extra bloodpoints but with all the time you spend trying to rank up you could grind out ~10 matches of killer and get just as much bloodpoints as you will get by reaching rank 1 on survivor, the ranks should mostly be seen as a sidegrade bonus not as your main focus for play because that only leads to frustration.
-
They think it works like that because some people just think they are entitled to it when they really just aren't. Also might want to blur / edit out the names because its against the rules to name / shame.
-
Mom was broken, Balanced landing was abusable, OoO was extremely abusable and felt terrible to play against and especially so on set up killers. Boil over was poorly reworked without taking verticality in mind and is now balanced around it and coh is still good just not blatently overpowered.
You can complain about them being changed but they were all for the betterment of the game.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2877624#Comment_2877624
Then its definetly better than self care.
In most cases it is but it has been nerfed from being an even balance between the two, self care takes 32 seconds and with the perk at 75% bonus it took the same amount of time to boon then heal up. But now its a negative trade where you loose some time with the upside that the perk can stick around for further heals.
But yes in this current version and og version it was 100% better than self care but now they should be a bit closer with boon still ahead by a bit
-
You can't lose ranks anymore so the pips on each level don't really hold that much sway any more
-
Its always been something they have included when adjusting perks is community feedback. Object of obsession said the numbers were fine but the feelings from the community and their feedback told a different story so it was changed. It has always been this way, its just not so prevalent with meta perks in recent times since the big 2 got their change last year.
-
@Adaez said:
https://forum.deadbydaylight.com/en/discussion/316827/og-vs-current-vs-new-coh-numbers
Shouldn't it take 32 seconds for a survivor to heal at 50% speed?
Its a 50% increased speed, not healing at half base speed
Self care is a 0.5 multiplier on healing speed, circle of healing also has its built in soon to be 50% increase to healing speed, meaning its not 32 seconds because 16/0.5 its 16/0.75 since you also have the bonus which is then affected by the multiplier for a 21 second heal.
