bjorksnas
bjorksnas
About
- Username
- bjorksnas
- Joined
- Visits
- 12,188
- Last Active
Comments
-
@BreadTube said:
https://forum.deadbydaylight.com/en/discussion/comment/2705499#Comment_2705499
"Multiple downsides doesn't exactly mean something is balanced just the way it is also its 14-24 seconds"
Please explain this further in relation to COH.
"the limited range goes through floors in a cylinder shape effectively giving some maps 2x the effective area"
I agree that this is unfair & should be fixed.
"shape effectively giving some maps 2x the effective area, the noise indicator is directionless and without a notification to see meaning the killer has no idea where the totem is unless it just replaced a hex totem they were looking at they would have no way to know where the totem is"
Killers, like myself, need to learn totem spots same as survivors have. 1st consider the map & then where totems spawn. If you hear the boon notification go off 20s into the match odds are it isn't the totems you're near & is most-likely near a gen. Deduce from there where that survivor is, I've done this multiple times on my Switch.
"lastly they have no way of knowing who placed the totem so even if they go out of their way to check totem spots to find it the survivor might have been long gone because it might have just been somebody replacing a boon from earlier or finally getting some breathing room and deciding to place it.
Time management. Unfortunately, people need to learn when it's a good time to go boon hunting & when it's a good time to patrol gens. If you drop a chase & the survivor heals, that's just a consequence of dropping a chase.
"Multiple downsides doesn't exactly mean something is balanced just the way it is also its 14-24 seconds"
Please explain this further in relation to COH.
COH has a strong effect just because it can be snuffed or prevent being placed (granted this means the killer is only pressuring 1 survivor doing not much so the team gets a distraction and the other survivors can pressure gens so its not that bad of a trade) doesn't mean its completely balanced, its effect is considerably too strong even with all the current downsides and should be looked at further
"shape effectively giving some maps 2x the effective area, the noise indicator is directionless and without a notification to see meaning the killer has no idea where the totem is unless it just replaced a hex totem they were looking at they would have no way to know where the totem is"
Killers, like myself, need to learn totem spots same as survivors have. 1st consider the map & then where totems spawn. If you hear the boon notification go off 20s into the match odds are it isn't the totems you're near & is most-likely near a gen. Deduce from there where that survivor is, I've done this multiple times on my Switch.
There is almost no point to learning totem spawns you just need to learn where to generally patrol since the sound gives it away, but also saying just patrol for it just wastes time that high mmr survivors will put to good use.
"lastly they have no way of knowing who placed the totem so even if they go out of their way to check totem spots to find it the survivor might have been long gone because it might have just been somebody replacing a boon from earlier or finally getting some breathing room and deciding to place it.
Time management. Unfortunately, people need to learn when it's a good time to go boon hunting & when it's a good time to patrol gens. If you drop a chase & the survivor heals, that's just a consequence of dropping a chase.
As someone with 2.6k hours I will tell you time management wise there is never a good time to go boon hunting, you should almost always be chasing, defending hooks for pressure, or patrolling, the only time you should ever go after boons is if its convenient or nearby after you downed a survivor and have a second or two to snuff it. otherwise you are wasting time. And completely countering hit and run playstyles is too strong of an effect for one perk I get the consequence of dropping chase is someone heals but this is too efficient and effective with no permanent counter
Perk needs adjustments, plain and complicated.
-
@BreadTube said:
It isn't OP it has multiple downsides I'd like to list:
- Takes 16-24s to bless the totem
- If you're interrupted all progress is lost
- It has a limited range
- The killer gets a very loud indicator you blessed a totem
- It takes the killer 1s to snuff a totem
- You CANNOT protect them
- You can't use it if all the totems have been cleansed or the only totems available are being used for boons you don't like/need
- You still have to heal yourself once you're done, but it can be risky due to the loud indicator, so if a killer is good with totem locations they can figure out where you are.
It already comes with way too many downsides it doesn't need even more to make it useless.
Multiple downsides doesn't exactly mean something is balanced just the way it is also its 14-24 seconds, the limited range goes through floors in a cylinder shape effectively giving some maps 2x the effective area, the noise indicator is directionless and without a notification to see meaning the killer has no idea where the totem is unless it just replaced a hex totem they were looking at they would have no way to know where the totem is, and lastly they have no way of knowing who placed the totem so even if they go out of their way to check totem spots to find it the survivor might have been long gone because it might have just been somebody replacing a boon from earlier or finally getting some breathing room and deciding to place it.
In its current state it does need tweaks
-
Are you sure its not just a different rock loop
-
Nah I think eating ds and tunneling is a valid strategy and to have a single perk potentially stun the killer for 10 seconds and give a survivor 2 second chances with that much time gained by the survivor side would be completely unbalanced
-
@Mooks said:
My face when i expect me mentioned and not seeing my name making the list
https://us.v-cdn.net/6030815/uploads/6103UBBT3OOD/60594962-da75-464e-8c0f-9056eaed8fd5.jpeg
Sad Mooks noises
Don't worry we are all on our own lists in our hearts
-
Would be nice if they caused the whiff / collision hit animation rather than a full cooldown because its effectively a free hit and speed boost as it stands now
-
Hot Cocoa
-
Blight is just oni but you don't need to build your power
-
@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/2683172#Comment_2683172
Sounds like something that happened on old gen consoles sometimes.
As everyone knows by now DBD freezes often on old gen consoles.
I remember trying to curve as Hillbilly and the game froze exactly when I started the chainsaw sprint resulting in a complete 180 degree turn. I really faced the complete opposite direction when the freeze ended.
I suppose that Blight lag flick worked just like that except they were able to control and abuse it.
Basically yea, using some software you could exploit your way into turning a massive amount in the middle of a rush, basically giving yourself the equivalent of starting another rush in that direction as if you had something to bump off, im glad its gone but still wonder what they will find next (I mean I found something but its not that useful so I keep it to myself (I mean mclean also knows since I shared it with him but its not like he probably remembers it at this point or uses it anymore since its not way too impactful)
-
Killers should be able to reach a level where they win consistently and survivors are already at a level where they can overcome the strongest killer* (just not as an individual)
-
@Snow_Lep said:
https://forum.deadbydaylight.com/en/discussion/comment/2674034#Comment_2674034
Get better at putting pressure without gen perks as crutches. I have no issues.
Theres a hard cap to how much "better" you can get with most of the lower tier killers, I don't want to always play blight / nurse but that doesn't mean I don't want to have a fair chance of winning especially if the extra gen pressure is just there so I don't have to tunnel / camp survivors usually
-
Survivors complaining about you tunneling and camping only have their best interest in mind not yours, don't listen to them, sure there are more skillful things that you can do besides tunneling but it doesn't mean you are a no skill player if you tunnel
-
Legion and oni
Quick injuries and infinite blood for oni
-
Well within the last year we got
mmr
boon totems
RPD
Another perk that supports holding W
and pinhead nfts
im gonna pass on this year
-
Just get a single use nurse (chain) blink on every killer, up to 12 meters of distance on a 40 second cooldown
-
@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2675712#Comment_2675712
If I don't get a message from them saying I'm their favourite there won't be one this week 😂
I mean I could just do it instead and claim the mantle, the choice is yours.
-
Power struggle
Tenacity
Flip flop
Either unbreakable or windows of opportunity
Profit
with unbreakable it takes 12 seconds to have power struggle ready and without it takes 16, however the twins has at least a minimum of 8 seconds of cooldown, meaning if you go down in the right spots and areas its a free getaway
-
"a fun change"
-nerf destroyed the perk
hmm, this would indeed not be a poggers change
-
Seen it and already played it on the ptb, its alright, and even better now that the perk is buffed to actually be good
-
Map design is definitely an issue, you can't apply pressure when there is too much to work with on the map in any capacity with most killers
-
I was trying to become a billy main but it seems when I play him I get the most atrocious rng I have ever seen consistently
Match on groaning storehouse had a jungle gym, into a jungle gym, into shack, into a jungle gtym, into a jungle gym into a path pallet, plus 4 filler pallets outside shack
Next match pale rose with 13 pallets
2 god pallets on boat
2 god pallets on docks (I do count the double window jungle gym pallet as a god pallet)
Shack pallet with a massive loop pallet next to it
4 filler pallets between boat and docks
2 filler pallets behind the docs
and finally the filler pallet between shack and small boat, all incredibly strong resources decently connected together across the whole map the match basically plaid itself
This and countless other experiences have led me to believe billy is cursed post rework and give up on him completely
-
Ah yes the classic killer shouldn't be allowed to have perks to make up for time lost to the other sides meta perks
-
Large map, Large gen spread, Strong main building with 2 god pallets and 3 god windows and massive potential to have a tile window facing a main building window since 2 tiles spawn right outside the main building windows, All loops in the map have high walls meaning theres nothing to do as huntress, deathslinger, plague, trickster, map is massively rng dependent so I always see an ocean of pallets while playing killer, all the filler pallets are extremely strong, the los in the graveyard is atrocious, and overall the map is just terrible to play on as almost any killer
3/10 experience overall, and 1/10 on ranged killers
-
Either a lot or none there is no in-between
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2670840#Comment_2670840
like u can do a full 90° turn Like this "L" but u can not do a 180 like this "U" Instantly.
But you can already instantly turn like that, the thing people want back is the U so you can hug objects much better, since it usually covers a bunch of options you don't have due to sliding collisions or no collisions on empty areas of maps
-
@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2670825#Comment_2670825
Exactly what I'm on about. Maybe they can tone it down so it's 90 degrees, not a full 180 as well. so its not too op
Do you mean 90° extra on top of what he has now, or 90° on top of his look angle turning which is what you can already do now, or 90° in general which is less that what you can do now
-
Id rather have J-flicks back then watch a ton of people try to break the game in weird ways just to get back what they once had on blight
-
The fun strong things are only fun for so long, people like to have fun and win but this game has limited tools to do so while still not being trounced 24/7 by 3-4 average of meta perks, the problem is the killer side strong stuff gets boring faster for most people than the survivor side so people just leave killer to the easier to play for longer side
-
1, wish to know the perfect things to wish for and the perfect ways to wish for them
I don't know the rest until the first wish would be completed
-
@Labrac said:
I'm pretty sure that wall on the video still exists.
it does but thats because the tile was rearranged so its not as fun as it used to be by being an extra wall
-
@[Deleted User] said:
Thanks for the post. Despite playing dbd since it arrived on console i've never played any ptb (I do have the game on steam but only a few hundred hours) & I very rarely watch streamers so it was fun to see some of what could have been.
While I don't mind the lighting map has now (which is what I wished coldwind had) I do prefer the ptb version in your example.
I'll have to give a ptb a go one day.
Ptbs are usually a lot of fun but some stuff is always left behind before it makes it to the final product, sadly since at the time the tints on the maps was the regular (this was before the realm beyond updates) I think this map only gained its tint to fall in line with the other maps hopefully one day another ptb comes along and we get to see something this beautiful on it again while other stuff comes close I don't think much can compare to it here.
-
@Phasmamain said:
Holy ######### that lighting looks way better. If it looked like that it old be my favourite map hands down
@Aurelle said:
The PTB version of Dead Dawg Saloon looks way better than what we have now. I wish they would've kept it as it was.
I know right, I especially love the starts and the sky, not to mention the sunset off in the distance, map was beautiful and I feel many people don't know what we missed out on having (lighting wise)
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667425#Comment_2667425
You can do this easier with Whispers...
I mean, I doubt they will ever do something like that anyway, so it doesn't really matter.
It took them several years just to change some numbers for Huntress / Trapper etc. Those are simple changes...
I can dream it though, which gives me hope for the future which is enough to accept today
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667396#Comment_2667396
There is no way you would be able to balance that well for both sides. It would nerf a lot of killers that need specific perks and don't have just generic builds. This can't be done unless you make tons of buffs to weak perks. Your change would force everyone to use ######### perks, which is just bad imo. Also you have perks that do multiple things, so it would be hard to determine to which category you should place them.
Another interesting idea would be point system, where each perk has some points and you have limited amount to use. Problem is again: impossible to balance.
but you still have issue that each killer is different. So not each perk is as good for every killer.
Lack of information from bbq also provides information, my most prevalent interaction with this is at the end of the match if I knew the general area of the survivor who was far away and didn't see them on bbq I can usually pinpoint which locker they are hiding in for a free grab to end the game then and there, just tonight I had a match where I ended a match this way for a 12 hook 4k by accurately using the lack of information from bbq to my advantage
bbq is good for instincts since they usually go hand in hand, sure bbq is good for all players but the better your instincts the more you can do with any information it gives you which is ideal for added a basekit feature to counterbalance another, making sure if one has room for growth they both have room for growth
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667375#Comment_2667375
I mean, BBQ is actually not that good for most killers. Everyone is using it for for BP, there is like 5 killers where BBQ is actually good aura reading perk.
If you want good perk that works for every killer: Tinkerer (that would be OP), Ruin (hex is not good idea), Surge (but make it work for special attacks), Whispers (that would be quite good to be honest).
If I should do basekit changes for a killers rather than one strong perk, maybe do smaller effects for both detection and gen refression?
Whispers -> work for each killer and killer will not waste time looking for survivors in deadzone.
Small Pop -> make it 5% for 60s and nerf pop by same value.
People are suggesting Kindred aura reading basekit and that would make soloQ way more effective on gens, so there would have to be some changes to help killers with that.
5% pop for kindred basekit is breadcrumbs
whispers is inbetween since its bad or near useless on a lot of maps, its kinda hard to be outside of 32 meters of a survivor on midwich and the game
I think you are undervaluing bbq, its information is invaluable for game flow and knowing where to go / which gens are being worked on
-
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667371#Comment_2667371
Problem is that it is quite easy to chose basekit for survivors, because they are all same.
But most killers just don't need same perk to be basekit. Even Pop wouldn't be good for all of them.
better alternative
BBQ becomes basekit and the bloodpoint part of were gonna live forever also becomes basekit
(also to make things slightly more fair killers don't get revealed by basekit kindred for 6 seconds forcing them to leave the hook or risking survivors getting information on which way the killer is going)
now it fixes bp issues and gives killers a counter buff, since survivors would get information each hook why shouldn't killers also get information to balance
-
Maybe thats the answer to basekit kindred is another perk slot for killers, since while survivors defenitly need something to make soloqueue more bearable it does push the needle heavily in the other direction
-
But with a little help you could reach a little bit faster, positive modifiers are generally additive instead of multiplicative so you just need 130% additional movement speed
so you can use
Adrenaline +50%
Sprint burst (must activate it slightly before adrenaline) +50%
Hope +7%
Blood pact +7%
Putrid serum +5%
And afterpiece antidote +10%
Which is the best you can do with just yourself and your loadout (not counting clown) 129% bonus
With others you could get another 7% by using babysitter + for the people to activate blood pact
-
@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2667022#Comment_2667022
It does?
Sprint burst + Hope + Bloodpact = Blight
Close but not exactly, that just brings you to 164% speed, blight moves at 230%
-
Yes, it also stacks with, serum, clown gas, breakout, adrenaline, and other exhaustion perks that give haste
-
The only ways to hide the notification is
grabs
thats about it, so just really trapper but not that well
any damaging effects from powers and special attacks reveal it (idk about zombies)
unlike noed which is only revealed by basic attacks
-
@BubbaDredge said:
https://forum.deadbydaylight.com/en/discussion/comment/2662995#Comment_2662995
Or just make it work like object, everytime you look at a survivors aura, they see yours.
Interesting idea which gives me another idea
Back and forth (just the name I came up with)
Every 60 seconds (starts on cooldown at the start of the match as to not tread on lethal pursuers territory) you see the aura of all survivors for 4/4/5 seconds, 30 seconds this perks main effect activates, all survivors see your aura for 4/3/3 seconds (goes through undetectable)
So rather than both seeing each other at the same time its split between the sides, every 30 seconds the killer sees the survivors or the survivors see the killer, and the tiers of the perk start at (balanced between both sides evenly/favors survivors less/favors killers more) but to also keep in balance of the perk the killer isn't allowed to skirt its effects with undetectable to keep it from not having downsides on certain killers and their perks / addons
But the other idea would be (based on your one more directly)
Back and forth
While a survivor sees your aura you also see their aura, their aura lingers for 3/4/5 seconds after they stop seeing your aura (this perk lights up while active)
If survivors have no killer aura reading perks or items your aura is revealed to all survivors for 3 seconds every 60 seconds
(just to prevent it being useless but the likelihood of this effect is minimal since perks like object, alert, kindred, dark sense, babysitter, breakdown, buckle up (this one is just honorary on this list no one actually uses it) guardian, and mettle of man, are usually minimally at least 1 of any of them in any given lobby (usually kindred). But in that single edge case of none of these perks (or a key) the killer doesn't have a useless perk.
-
@itsquiet27 said:
If they made a new killer perk every 30 seconds it shows the auras of all survivors for 3 seconds that would be awesome. It would make the game more interactive as the killer instead of a boring match trying to look for survivors. survivors can counter this perk with distortion or hiding in lockers. I think it would make the game very interesting.
Too strong of a perk that requires nothing from the killer to use it, and almost no way for the survivors to know the killer has it unless they specifically have object of obsession or distortion
What if it was something like this instead
Every time you hook a survivor for the first time, or a generator is complete gain a token, you can press the active ability button to consume a token and see all survivors auras for 4 seconds, this effect has a map wide terror radius while you are using it this effect has a cooldown of 40/35/30 seconds
Limited uses that are survivor and killer dependent, a cooldown to prevent using it back to back, its a strong effect so survivors know when you are using it
-
Heres my ideal
Survivor aura reading part of kindred becomes basekit, but if the killer is within 16 meters of a hooked survivor for 10 seconds survivors (and killer) get a sound notification and an icon that doesn't disappear until the killer exists within 16 meters of a hooked survivor (there are more details I would add to it but thats just the basic form)
The perk itself is changed to be
Shows you the killers aura when they are within 16 meters of a hooked survivor
Shows all survivors the killers aura if they are within 16 meters of you while you are hooked
If the killer is within 12 meters of you while you are hooked all other survivors get a 6/7/8% repair speed bonus
No more killer aura reading without the perk but the notification does help survivors know when a teammate is being camped to go do gens or to go for save when they aren't
-
Throwing my own hat in the ring here
Blood echo
While a survivor is hooked all injured survivors suffer from the exhausted and hemorrhage status effect until the hooked survivor is rescued (this means the effect also extends to any survivors who become injured during this time of a survivor being on hook)
The exhaustion status effect persists for 30 seconds after the hooked survivor is rescued and hemorrhage status effect until healed (slightly reduced the after duration on exhaustion and potentially made the hemorrhage permanent on survivors who don't heal since its not a strong effect but it would be nice if it stuck around longer)
While a survivor is on hook and for 20/25/30 seconds after a survivor has been unhooked pools of blood are considerably more discernible
and because now its intruding on bloodhounds territory
Bloodhound
Pools of Blood are considerably more discernible and last 2/3/4 seconds longer, blood pools can now be seen through walls and ceilings within 16 meters
Either way the perk could use some love but I think either of the both versions could work (yours and mine)
-
@wewantbetterfun said:
https://forum.deadbydaylight.com/en/discussion/comment/2662035#Comment_2662035
Players with 3+K hours could balance the game better than the devs would, how many are we with 3K hours and have been playing since 1.0.0? let's say we are 2K left still playing? how could we not balance the game better than a team of 10-30 devs in the balance department who are all but 1-2 bellow rank 10?
and yea please deathslinger revert every single change they made, bring him back the way he was.
Well I got about 2.5k hours and decent experience on both sides but ive only been playing since 2.4.0, which isn't bad but its not 1.0.0 ill give it that
There were 2 main balancing paths they could have taken, balance around keeping the instant scope, or balance around removing the instant scope and buffing the killer, and while im unhappy which side they chose im even more unhappy with how the counterbalancing leaves him bland
32 meter terror radius means he is no longer a stealth killer
and the only counter balance of faster movespeed and shorter cooldown when you break the chain just doesn't cut it, hes still a slow killer with all the drawbacks of being a 110 with none of the real upsides other 110 killers don't have, all other 110 killers can cut chases short but deathslinger doesn't really have anything anymore, he just leaves way too much to be desired
personally I would have just nerfed unscope time to be 0.75~1 second, but kept instant scope, gave him a 32 meter terror radius, and reduced reload time down to 2.25 seconds (and reworked key ring) (or alternatively the reload speed increase give him some kind of movement ability) current balance on him just feels bland which while is
-
Honestly I couldn't find a thing I disliked about this "patch" would put the game in a much better state all around (except maybe the deathslinger on thats the only one im on the fence about)
-
It was fun, could have just used a change to not stop the bleedout timer and it was all good pretty sure as nurse you could keep flipping over the survivor like a pancake
-
That player is lag switching to pull that off which probably counts as cheating / exploiting to gain an unfair advantage, easy report and easy ban / temp ban, I can't stand when players abuse stuff like lag switching sure you can do "cool" stuff like that but save it for kyf lobbies
-
@Hunter_Main_322 said:
https://forum.deadbydaylight.com/en/discussion/comment/2651164#Comment_2651164
Sounds good but there are too many trolls and toxicity on this forum
Toxicity and trolls exist wherever you go sadly, thats why I try to give people benefit of the doubt for a little bit (like why I kept discussing with this person even though they really started laying into me for a single statement that wasn't meant as an insult and was meant like an I believe in you)