bjorksnas
bjorksnas
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Survivor passives don't work because while in theory it creates differences between survivors all its gonna do in dbd is anger a lot of people who invested all of their time into only one survivor and now have to level up another meta survivor or two, and make some survivors meta increasing all stuns (head on, blast mine, pallets, flashlight saves, wiggles, ds) by 1 second is ridiculously far and away the best effect here with the only close second being extra movement speed, and giving that to survivors for free is also a huge problem survivors already have plenty to work with it just throws off the balance of the game and also forces the devs to counter balance creating a massive workload on top of creating and balancing the new passive effects, its just too far down the pipeline to feasibly create and much too late to see it made at the strengths and effects you have suggested
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I think the perk is in a decent spot but I don't think it really does too much as the name of the perk implies
If I were to make a change to the perk to make it more fun I would probably add a little bit to it and take a little bit from it
Removed other blindness effect
Added whenever the gen reaches 25%, 50%, 75%, and 100% give the survivor/s working on the gen suffer from the oblivious status effect, deafened effect (like hag ear), blindness status effect, and have their screen darkened (deep wound visual effect) for 8/9/10 seconds
In effect it would be harder to see anything, hear anything, and know if the killer is around you, or use aura reading perks and items to help you locate the killer during that time, making it hopefully make survivors extremely paranoid and slow their progress down on the gen because they might be too scared to work on it for the duration and just wait out the effect
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Its a perk that heavily synergizes with others creating a large threat unless they destroy its support or slow the killers progress long enough to push through it, I think its great the way it is, much better than the old 15% increased charge rate and +10% increased charge rate on powers which was completely unbalanced, and 12 second effect when gens were at 85%
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The lunge starts from the current look angle of the blight, what they are doing to whip around corners (even on console) is effectively a double flick, where you mid rush look to the side you want to flight using your look angle while rushing then attack to gain extra turning
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Honestly I usually give them a chance or two but if they wiggle and crawl back away or do stuff like that I usually just blast some music for 4 minutes then laugh if they get salty in endgame chat especially if they were given 2+ chances
My favorite was when a survivor thought they were entitled to wiggling out for free and said they deserved it or something (they did not get what they wanted)
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Use dh to get a free whiff and hope the nurse isn't that good so you can buy your team time
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@ThatOneDemoPlayer said:
Camping and tunneling shouldn't be nerfed, Killers should be desensitized from using those tactics by rewarding them for not doing it. Also, making the timer go slower has been tried and was abused
Ive seen and probably suggested this one before but I still think it would be a great change to have some kind of positive reinforcement (most likely though bp rewards) to give players who play nicely some form of compensation, since the only form they usually get now is sadly losing most matches, but if there was a bp reward for playing nice it would kinda be like a trade off, play nice and get a massive amount of bp and (still likely) lose some mmr, or play in the unfun (but still intended) ways and have a better chance at winning but forgo the bonus
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My suggestion is to upgrade storage / how the game is stored before touching anything else
I played it on my computer with 16 gb ram strong graphics card, 6 cores, 12 threads, and other strong hardware but when I had to play without an ssd on a hard drive for a week the game was ripping at its seams breaking
so my suggestion is to switch to a solid state drive if you are using a hard drive and depending on the read write speed of it the gameplay will be much smoother and the downloads will be faster (thats how some people download a ptb in 7 minutes instead of 2 hours)
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/2640215#Comment_2640215
If it were only at the edge of walls, I wouldn't mind, but...
This is a regular occurrence. When server-side hit validation was present, things like this didn't happen.
Thats just the way latency plays out hits, if it played out hits based on specifically the survivors location we would see hatchets that phase through survivors on the killers screen which is a bigger problem being that its a 4v1 game
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651164#Comment_2651164
"Don't you think I've already tried placing things between me and trickster? The difference between taking 6 or 8 knives is that when I drop a pallet, I get damaged. With 8 knives to take a health state, I end up taking 7 knives when dropping pallets, some space to breathe then drop a health state. It's not called a senseless nerf because you haven't met tricksters doing that to you 3-4 games in a row. Either insta downing or damaging you when you drop pallets. That's the whole reason I don't complain about huntress because it's about mind gaming whereas for the trickster you have no space to breathe even when you do the right things. Think before talking please, that's not called being senseless.
I'm aware of what zombies are attracted to. So you expect me to waste pallets to kill them? So you expect me to take diversion every game? So you expect me to not utilize PTS when I can just because I face nemesis? Do you think before talking at all? Are you even in the asia servers where these things are bigger problems than other servers? If you don't understand why people have certain opinions, instead of following the majority in terms of opinion and only caring about your own games, learn to make things fair for everyone.
Don't you think I've tried asking before? Why do you keep assuming I didn't try to learn to play around it? You don't experience the things I do and we have different time availability. The solution is either I put in a ton of hours a day to learn certain techniques or a rebalancing happens. I think the former would be quite ridiculous to ask for from a working adult in a "rat race" country.
Let me put this into perspective for you. Since you say "why don't you ask how to counter instead of asking for nerfs", then picture this. You learnt boxing for a month and now your coach is asking you to fight Mayweather tomorrow. You fight and lose badly. Wouldn't you be asking your coach to give you an easier opponent in future rather than going around asking how you can beat Mayweather? Solution for you to learn is simple, either you put in the hours IF YOU EVEN HAVE THE TIME to get as good as Mayweather then fight him, or you fight at the level you want to be at. Same case here, buddy. Think before you talk."
The article above was my reply to you before you cried "person attack boohoo". point out to me the personal attack part, or did you choose to take things personally?
Read again. I did tell you what you claimed not to know. I don't know if you skipped paragraphs or your level of comprehension is below basic levels. That's not my fault either way. You take things personally and cry "personal insults!" when there were none. Is that how you win any debates in life? Maybe with your parents when you're a child, yes, but not in the real world. Up to this point, the only personal attack, which was quite a minor one at that is me calling you a kid because you're really behaving like one.
@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651164#Comment_2651164
Oh yes forgot to mention, there is a guy called k0reant3a who disagreed with me as well but I talked to him nicely because he knew to carry himself like a proper adult instead of kids telling me things like, "you're just bad at the game" "git gud" "don't ask for nerf because you're bad at the game". All without even so much as a 5% of an understanding of the unfair things I had to deal with and every detail of my post.
You can't expect people to talk to you nicely if you don't try and understand them when they speak and then you start shooting comments that are off topic/misaligned with what the other party is saying/insults/etc. Maybe your parents always talked to you nicely and pampered you no matter how much a demon child you were to them, but you can't carry such behavior into society. That's just unacceptable. Makes you a self-entitled person.
Anyway, go learn a thing or two from k0reant3a.
For someone trying to pose themselves as the bigger person thats a lot of insults you are using
and it was all sparked because I said you probably had the ability to learn to play around them better if you tried and had a little help from others, and you took it as an insult even though it wasn't intended to be
either way Im sure your gonna get you last word in but this is mine
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@C3Tooth said:
Is DL Dead lock?
There are two perks it could be a reference to
Dying light
or Dead lock
and just based of context (the word hooks) im gonna guess dying light but I can see where the confusion stems from since no one really discusses the perk too much and it isn't used enough to have a shorthand nickname like other perks
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2649882#Comment_2649882
The mayweather part was just an analogy dude, completely different sports.
I'm done trying to convince you, you don't play on asian servers and havent seen what I have. Whatever you tell me his counters are, I've tried them and for the most part, I can juke some tricksters and some blights. I'm talking about those that know how to use him to the full extent and I have no room for counterplay. I don't know how many times I need to say this for you to understand. Anyway, I'm not doubting that it's easy for you ON YOUR SERVER but until you try my servers, it's very clear that none of us will budge so let's stop this argument here.
Buddy, I never said you should know me inside out. You made an assumption about me. The difference here is you're placing a "guilty" tag on me before knowing my side of the story and what I'm asking you to do is find out and understand other people before you claim "instead of whining on forums, why not go ask for tips to beat trickster?" Multiple times have I mentioned the fact that I have and I know the general counters. Did you read? No you didn't. Did you assume that I suck at the game, I didn't ask, I'm not willing to learn, etc.? yes you did. So when you don't read and you make assumptions about people, is that my fault? No, but you clearly seem to think so and try to victimize yourself to make me look like the bad guy. Boo hoo kid, grow up.
Would love to discuss but since you kept up the ad hominem all you get is this short retort
No someone isn't the victim for pointing out you decided to start insulting them because they didn't agree with you and that is a 100% not the right move to do so since all it does is, ruin discussion and won't make people agree with you, if you don't like someone's assumptions you can just tell them what they don't know without having to insult them for not knowing what they never knew in the first place.
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The terror radius isn't meant to feel safe knowing the killer isn't on the same floor as you indoor maps have been in the game for more than 4 years at this point and its just the design decision they made to have the terror radius static
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@Pizzasauce said:
https://forum.deadbydaylight.com/en/discussion/comment/2648679#Comment_2648679
I'm actually really glad you explained this because I've been playing with Nemesis all this time and never understood his mutation but it all makes sense now, thank you!
Here is my breakdown for a more detailed system for nemesis (incase you haven't found one already)
You start at t1 with only your whip
It takes 6 contamination points to reach tier 2, infecting a survivor gives 2, whipping a zombie (not punching) gives 1, and hitting an already infected survivor gives 1 (marvins blood doubles contamination gains from survivors and is considered his best addon since it makes tiering up much easier)
For reaching t2 your whip now breaks pallets and walls
It takes 12 contamination points (more not total) to reach t3
For reaching t3 your whip now has an extended range of 6 meters (from 5 meters) and you move slightly faster while holding out the while before attacking using it 4.0m/s (3.8m/s normally, 4.6m/s is your normal movespeed, and 4.0m/s is survivor move speed)
other than addons that affect point gain from zombies thats about it
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2649121#Comment_2649121
Don't you think I've already tried placing things between me and trickster? The difference between taking 6 or 8 knives is that when I drop a pallet, I get damaged. With 8 knives to take a health state, I end up taking 7 knives when dropping pallets, some space to breathe then drop a health state. It's not called a senseless nerf because you haven't met tricksters doing that to you 3-4 games in a row. Either insta downing or damaging you when you drop pallets. That's the whole reason I don't complain about huntress because it's about mind gaming whereas for the trickster you have no space to breathe even when you do the right things. Think before talking please, that's not called being senseless.
I'm aware of what zombies are attracted to. So you expect me to waste pallets to kill them? So you expect me to take diversion every game? So you expect me to not utilize PTS when I can just because I face nemesis? Do you think before talking at all? Are you even in the asia servers where these things are bigger problems than other servers? If you don't understand why people have certain opinions, instead of following the majority in terms of opinion and only caring about your own games, learn to make things fair for everyone.
Don't you think I've tried asking before? Why do you keep assuming I didn't try to learn to play around it? You don't experience the things I do and we have different time availability. The solution is either I put in a ton of hours a day to learn certain techniques or a rebalancing happens. I think the former would be quite ridiculous to ask for from a working adult in a "rat race" country.
Let me put this into perspective for you. Since you say "why don't you ask how to counter instead of asking for nerfs", then picture this. You learnt boxing for a month and now your coach is asking you to fight Mayweather tomorrow. You fight and lose badly. Wouldn't you be asking your coach to give you an easier opponent in future rather than going around asking how you can beat Mayweather? Solution for you to learn is simple, either you put in the hours IF YOU EVEN HAVE THE TIME to get as good as Mayweather then fight him, or you fight at the level you want to be at. Same case here, buddy. Think before you talk.
You aren't fighting mayweather you are fighting trickster a debatably easy killer to loop in most parts of most maps just know whats strong against him and use it to waste a large portion of his time if he commits to you, some strong loops include, long walls, shack pallet gyms, high wall loops, these are all some common tiles and loops that show up on almost every map and if you use them you can very effecitvely buy a lot of time, notice how I said buy time and not live forever, that is because the design of the game is for the killer to always be able to eventually catch and down you if they commit long enough before survivor objectives are finished, just understand it is part of the design for you to not be able to outrun and outloop the killer forever especially if you are both on the same skill level because the game is a 1v4 and if a killer can't even win a 1v1 then they can't really even play the game and trickster is designed to be stronger in the 1v1 than the 1v4 as shown in his decent power but low capability to win games compared to some killers who also have decent 1v1 but better 1v4
You aren't fighting mayweather you are being pestered by an ai (which thats its design) that you could just use a single pallet against so you can get value from one of your perks
Also your common sense isn't my common sense I don't know specifically everything that you know or don't know or what you have done because frankly im just not you, expecting a stranger who doesn't know who you are to know everything about you perfectly is just way too much to ask for someone just trying to say it isn't actually that bad, but since you are gonna start using ad hominem because I don't perfectly agree with you or know you inside and out and all of your dbd experience I see no point in continuing to discuss with you
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2649159#Comment_2649159
Ah, but then you can dodge the Pinhead chains if they're anything other than right on top of you.
What I mean, is that it seems like so many of the skills are dependent upon leaving room for the survivor to react after it's been committed to. i.e. the actual outcome is heavily pushed into the survivor's control.
Generally they aren't heavily pushed in the survivors control, they are in control of the better player which is why they are skills
but the main reason is that its just not fun if there is no room for skill on both sides
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Player feedback is important if a survivor can't react to a power in any way or any meaningful way then its an unfun power to play against which really drags the experience down
Your nurse and pinhead example isn't exactly perfect since a survivor can hear when a nurse starts charging a blink and react accordingly and you can see when a pinhead starts to open a gateway and also react accordingly, both of those powers actually have reaction and meaningful counterplay from survivors
Old spirit for example didn't have meaningful counterplay because while you both didn't know when she started phasing you also couldn't tell where she was while phasing, it served as a perfect example of why skill based powers have room for survivor interaction because without them its extremely unfun to play against and potentially even unfair since it removes playing the game from one side in an uncontrolable and uncounterable way
Killers have skill based abilities since that is their entire role, but survivors also need to have something skill based (generally reacting to the killers power and playing around it mindfully) to make it an actually game and not just I guess the killer is too skilled so there is no gameplay, the only version of this left in the game is being a perfect nurse, which is effectively as close as you can get to this.
Skill based powers need room for counterplay because without it there isn't really skill based powers its can you press a button, survivors need to have a form to play around a power (not hard counter) because that allows them room to develop their own skills but also room for the killer to be skilled in the first place
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2649050#Comment_2649050
It's not that I don't want to learn how to play against those killers. If that's the case then I won't even be able to run a single killer. I can run a nurse just fine and I can't run tricksters. See how ironic that is since you guys love to call nurse the strongest and trickster the weakest? If you don't play on asian servers you will never understand.
I don't doubt that the old trickster isn't much of a fun thing to play but with the way he is now, he can either touch me, throw 12 daggers and I go down or wait till I reach a pallet that I MUST drop, he respects and hits 6 daggers then rinse and repeat. Where is the room for counter play? That's even less fun for survs to deal with especially like 2 minutes into the game.
As for the nemesis part, yes, the pathing needs to change so they don't get stuck, very much agreed there BUT I have had games where I spend 5 minutes looking for a good gen to do before even touching a gen. Go to one gen, guarded by zombie, go to next gen, fix fix fix, zombie comes, I let go, Ruin takes effect. Find another gen, fix fix fix. killer comes for me, chase and get hooked. Unhooked, go find gen, zombie guarding, find another gen, another zombie guarding. How is that not unfair? In all these cases, it's just picking the killer that sets the killer at a massive advantage, not the skill of the player. Sometimes I even go to maps that I reach a loop and a zombie is waiting there so I have to leave that loop and that specific loop takes me like 30 or so seconds to reach the next decent loop, in which, killer gets free hit. When I reach the next loop, another zombie waits there and the same thing happens. Again, point here is that killer literally has to just pick that killer and profit from it so much that it becomes unfair. My proposed change to nemesis is to make them better tools to nemesis by changing their pathing so they don't get stuck and MAYYYYYBE walk a bit faster BUT reduce the amount of presence and area control they have within each map.
Call me whatever you want, I know I am a decent casual player, both for surv and killer. On average I can run a decent killer for about 1 minute and 30 seconds, a good killer for maybe 40 secs to a minute and I ever ran new killers for the entire 5 gens so I know I qualify as a decent casual player. And don't ask me to learn to run rank 1s for 5 gens, I don't have that much time like streamers do just to get better at the game to that extent.
Tricksters room for counter play is using proper spacing and putting stuff between you and the killer, just like huntress
the difference between the two is the windows of opportunity they need between the two killers, trickster can make the most out of small windows by building up damage and huntress benefits from larger windows but can't build up damage
they both have their own counterplay but neither of them is the weakest killer since they have a power to help them down survivors in a chase but something to note their is no counterplay in the open, you need to find ways to put stuff between you and the killer or be healthy and use the speed boost from perks or being injured to give yourself that distance or run in advance, that is the best way to counter trickster and its honestly not way too hard
If trickster doesn't have room for counterplay at 6 knives he wouldn't have room for counterplay at 8 that would need a whole rework from what it is now so it would be a senseless nerf
You can kill zombies with pallets, lead them away, or blind them to stun them, zombies have counterplay but they are indeed there to waste some of the survivors time and give the killer a way to tier up without survivors, they have plenty of ways to counter but most important is to know how they function which can make it a lot easier to counter them
for example zombies are attracted to noise notifications, meaning failed skillchecks, unhooks, discordance procs, fish perk, and pebble are all ways that zombies can be attracted to a location and if they see a survivor when going to that location they will go after you, knowing little things like this can help you play smarter against the nemesis such as not pairing up on gens to prevent discordance from attracting zombies, it feels you just need to try harder to counter them or just use a pallet to kill them for 45 seconds
The zombies are just fine they just require more mindful play and getting to know them a bit better also there is only 2 zombies not 3
None of these things really need changes they just need more mindful play on your behalf, which as you are hopefully suggesting you should be capable of if you tried. Rather than talking about nerfing them why don't you try asking others how to play around them better since that is seemingly what you are really asking here with these nerfs
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@EvilJoshy said:
If there was a feature such as that. The moment 1 person dc's the rest WILL dc. If the dc penalty getting temporarily disabled has proven anything it's that people are more likely to quit if they can get away with it.
Generally a match where someone dcs early is a slog anyway, if players could decide to end a match especially early on with a dc it would be a nice quality of life change
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Either that or he needs full normal movement speed during main event (both sounds like a bit much so just one or the other)
trickster could use a few breadcrumbs thrown his way to his main event imo
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@Terramortius said:
I am proposing this change in favour of normal casual players such as myself. Some killers are way too strong to be run on a casual level and it really isn't fun at all. I have so many games in a row just going in and dying 3 minutes in. I have no problem fighting strong and high ranked players, I have a problem fighting certain killers.
No matter how weak or strong a killer's kit is, the pros always find a way to run them. Go to youtube and search for Crohmbs, Probzz, Ayrun or any survivor main you know. They can run the strongest killers played by the strongest players any day. It's us casual players that suffer when things get buffed.
Trickster
No idea why everyone called him weak when he was released. Now the devs buffed him to the point where it's not even fun to play against him anymore. Mindless complaining that destroyed the casual players.
Suggested changes:
Dagger throw speed increased 10-20%
Required daggers to damage a health state - from 6 to 8
Walking speed when throwing remains the same.
Normal walking speed from 4.4m/s to 4.5m/s
Blight
Against a decent blight player, you can't even juke him at all. It's so ridiculous, he's at the same standard as the nurse but easier to play or if not, at an even higher level compared to nurse because he can curve so ridiculously much.
Suggested changes:
Decrease the number of charges on his power from 5 to 3 or Decrease/remove the curving he can do.
Decrease the distance while not using his basic attack or bumping into something by 20-30%
Decrease his lunge distance when using a basic attack from his power.
Nemesis
The only issue I have is with the zombies. I hear alot of people complaining about the whip but I have no issues with it. There are so many zombies and there are countless times where I couldn't fix a gen for 3-5 minutes LITERALLY because no matter where I ran, the heartbeat was too loud or there was a zombie guarding the gen. Let's not forget the occasional times when I get whipped once, run into a zombie then turn the corner and get downed by a zombie. That's a 10 second run for the killer just whipping me ONCE.
Suggested change:
Number of zombies that spawn from 3 to 2/1, if 1, make the zombie move towards survivors or give it better vision range/ speed.
Keep in mind again that I am trying to fix issues FOR US CASUAL SURVIVOR PLAYERS. Of course killer players, no matter how strong you are would want better kits to work with but these 3 I mentioned are really unfair. Having a stronger kit is an advantage you get just by playing that character while us survivor players have to match how strong your kit is with our skill because we have no kits. At the end of the day, yes, it all depends on individual skill, but not all of us want to spend 20 hours a day to hone DBD skills. We have in real life things to do like work.
#Thinkmoreforcasualplayers
These don't sound like the best changes even for causal players, if you are a casual player you probably won't have a high enough mmr to face many good blights so its unlikely a casual player would want changes it more sounds like a player who isn't casual but doesn't want to learn how to play against a killer
Trickster changes to make him into old trickster but with slightly higher movespeed, throwspeed but less knives but it takes more knives to injure just doesn't sounds fun
Nemesis change is just confusing, does it make 1 zombie that always knows where survivors are or just 1 zombie thats just slightly better than current zombies which sounds like a massive nerf because current zombies aren't the best and usually get stuck so now with all your eggs in one basket a single stuck zombie across the map isn't that fun
Overall I can't see these being changes that would make the game better
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@Johnny_XMan said:
The DS/BT/UB meta exists because of how common it is to face killers who Camp/Tunnel/Slug. In no specific order.
When you look at it from a technical stand point, Survivors are countering playstyles that may/may not happen. There is no way to tell what type of killer you are going to get and with certain ones (Bubba, Oni, Twins) it is almost required to bring at least one of those perks.
So as long as those playstyles remain intact without any sort of built-in mechanic for survivors to have a chance, they will continue to be meta.
Those are intended playstyles btw those perks aren't there to completely counteract them (as shown in their design) they are only there to make those playstyles weaker / slow the killer down for/while using them, there will likely never be a built in mechanic to counteract those playstyles, especially not completely
Its the same on both sides where they have perks to slowdown the other side and buy time and those perks usually end up being meta because thats the strongest effect in the game to buy time
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Information and regression
yes that means ruin undying tinkerer bbq everyones favorite least favorite build some of or most the time
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Id rather just see it changed to you can pick up traps disarmed by survivors other than that I think the addons in a good spot because its not meant to be overly strong at what it does its just an addon to change how you play
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even scarier basement myers with tombstone or tombstone piece
they start going down for the save and the insidious myers just gets to t3 and you are now no longer going for the save
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Tiers have to deal with either perks, killers, or a tier list so for redundancy sake I will describe all 3
Perk tiers are in regard to the level of a perk ranging between 1 and 3, the difference between higher and lower perk tiers are dependent on the perks scaling factors (number/s that change between tiers) perks with 1 scaling factor scale linearly and are a certain percentage better or worse at higher or lower tiers, for example resilience provides a 3/6/9% bonus meaning its 3x as good at tier 3 than it is at tier 1, if you look at the wiki for example all numbers that have slashes (/) are the perks scaling factors that increase or decrease between tiers, some perks scale exponentially due to multiple factors, for example bamboozle increases both vault speed and vault duration between tiers.
Killer tiers reguard currently 2 killers, myers and nemesis, who have multiple tiers of their power that they can accumulate and build up throughout a match to higher tiers, and higher tiers provide different benefits, where they differ is benefits provided, how they get their tiers, and how long a tier lasts / indefinite. Myers t3 lasts 60 seconds basekit while nemesis has it last the rest of the match, myers gets his tiers up by stalking survivors who have a limited amount of stalk and nemesis gets his tiers up by hitting survivors with his tentacle with bonus for infecting them, the benefits are more in depth on the wiki for what each killer gets between tiers
Tier lists are more referential to how good killers are in comparison to each other, usually its a scale between S - D tier or sometimes F depending on how liberally the person who made the tier list decided to seperate killers but generally its a spectrum from best (usually nurse) to worst (very subjective for most people), generally tier lists don't take way too many factors into an account other than if you were a master of the killer using anything you want how well could you theoretically do, S tier killers are guaranteed 24/7 wins, A tier always have the upper hand and have a fighting chance in almost any match, B tier killers can do fine but lack some tools that help them at medium to high levels of play, C tier killers are generally lacking a lot more and although can be played well usually lack the tools to win in most situations against medium to high skill survivors, and D-F tier killers generally stand no fighting chance and or are the worst options in terms of potential to win matches.
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I just want survivors to make breathing sounds while injured with iron will is that too much to ask for
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It all depends on the killer and the power
chainsaw killers usually get less brutality bp when they get 8k devious
Nurse and plauge are pretty much get bread crumbs for deviousness points, with nurse getting 250 on a successful hit or 150 when you start a chase with a blink, while plague gets 200 for m1ing a fully infected survivor or 300 for hitting a survivor with corrupt purge, the only way to really reach 8k with them is to get 5.5k and have a 4k
Oni takes a while to max out deviousness but a few power hits and he is already maxed out on brutality
And then other killers like blight and demo are just thrown handful after handful of bp, demo gets 800 bp per shred and blight gets 300 bp per hit, 500bp on a down, 50 bp on every rush, 25 bp per second spent rushing (you get the idea)
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When you down a survivor as victor you can switch back to charlotte before having to sit through the 5 second attack cooldown
Charlotte slowdown reduced from 3 seconds to 1
You can now recall victor when he is idle at the cost of 50% longer cooldown (9 seconds)
When you switch to charlotte after downing as victor or trapping a survivor in a locker as victor you now face towards victor
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Change I would make
Fractured boon totem time reduced to 50 seconds (from 60) every boon equipped increases fractured boon duration by 10 seconds
effectively if you put all of your eggs in one basket you get a bit more benefit from them
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2646049#Comment_2646049
a cooldown maybe?
maybe it wouldn't work against players with traps?
Still would be too strong, but knowing the devs if its an iri addon instant down its probably the survivor is exposed for 12 seconds (later buffed to 30 seconds) after taking a trap off their head so I guess I at least like the concept better
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Its like giving a pig a old bubba chainsaw all that happens is you back rev it and get instadowns when survivors are in the open its a straight upgrade since her normal power isn't really that useful unless you have something like save the best for last, but instadowns would be very unfun especially since you can facecamp crouched and instadown people who try and save
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@imjay said:
Perk Ideas
New Perk Idea:
Safe n Sound
- Your incredible tactics motivate you and your teammates to proceed towards a successful outcome.
After blinding the Killer, scratch marks, pools of blood and grunts of pain for you and all teammates within a 20 metre radius are hidden for 4/6/8 seconds.
- Safe n Sound has a cooldown of 180 seconds
"#########, now is our chance, RUN RUN!" ~ *Survivor*
New Perk Idea:
Rebound
- Your focused mind allows you to escape back to back situations.
After being unhooked or unhooking yourself, Rebound activates for the next 90 seconds.
When picked up by the Killer while Rebound is active, the Killer moves 25% slower, and your wiggle speed is increased by 5/10/15 percent.
- If you wiggle out of the Killer's grasp while Rebound is active, you gain 10% haste status and you leave no pools of blood or scratch marks for 10 seconds.
"#########! Don't try that again, dickhead." ~ Survivor
New Perk Idea:
Boon: Counterforce
- Press and hold the Active Ability button near a Dull or Hex Totem to bless it and create a Boon Totem
- Soft chimes ring out within a radius of *4 metres*.
- Boon: Counterforce has an invisible range of 15/20/25 metres.
When the Killer is within Boon: Counterforce's radius, they suffer from the hindered status effect. This effect applies to the killer
until they leave Boon: Counterforce's radius, and the effect lingers on the killer for 5 seconds after leaving.
Within range, the Killer also destroys pallets, damages generators, searches lockers and vaults windows 8% slower.
You can only bless one Totem at a time.
"Get in here, quick! It's safer." ~ Survivor
All opinions, thought, suggestions, changes, nerf/buff suggestions appreciated greatly, Thanks!
A boon that debuffs killer but also makes itself and other boons harder to find doesn't sound very fun especially on some maps where you can put it in a really difficult to reach spot that covers half of the map a movement speed and action speed penalty doesn't sound fun, also the hindered effect needs a set value to determine how strong it is
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Hollow shell and sealed envelope, maximum gain is 4k which is equivalent to the other yellow bp offerings (other than cake / pudding)
the cost to get the same benefit as if you brought a yellow offering and maxed out a category you need to get 32k bp to get the max bonus, at least the category ones give you a sense of direction but these offerings are just the worst, 25% for all survivors is not bad though at least its a nice bonus to teammates
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Maybe it slows down when healing not completely stops
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Yes thats how circles work and how perks work, the wording has meaning
Also, most killers have a 32 meter terror radius, but thats a 64 meter terror diameter
but also the diameter isn't area
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That sounds unfair plus we already have a perk that counters powers deadhard we don't need two of them
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Upstairs pallet, I know that it wasn't the strongest but in a pinch I always went into that room anyways, 9/10 times the killer would just look at me and look at the pallet a few times confused as if asking did you really just come into this room was always a nice moment and sometimes it even worked
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..
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:)
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@Feleas said:
https://forum.deadbydaylight.com/en/discussion/comment/2641868#Comment_2641868
Wasn't the same thing said about Mettle of Man for its first entire month+? Nothing was said by Devs until they started noticing that it would take Survivors 40+ minutes to find a match due to so few people playing Killer due to how broken using Mettle of Man with other perks was. I mean 5 effective hits before a down is just outright stupid to allow.
This game has become a joke for Survivors since Boons. I mean I've died maybe once every 3-5 matches thanks to using the Boon perks with Bite The Bullet and Dead Hard. Killers rarely down me with this stupidity.
Yea but queue times are still decent under 10 minutes which is the average, if there was a massive issue you would think people would have noticed it by now or the devs would have said something
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If they want to tell us if something is overperforming or underperforming they would the fact that its silent probably means there are no massive issues with the perk but based on their development cycle we have a little bit before its looked at since they usually give it a while to let the dust settle and the results become more consistent with the performance of the perk from people using it and using it better
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2639321#Comment_2639321
From our testing, we had better results with 2 CoH, so one is always active and killer can't do much about that.
But yeah, you don't wanna have all 4 for sure. CoH didn't really change meta build, it changed meta SWF build and it's way worse for a killer imo.
Yea that does sound nice but with my group (we don't run all meta) we usually all just sponge off my circle of healing because I usually know where the best totem spawns for it are on some maps, the top of rpd library creates a massive safe haven on that entire side of the map which is usually enough most matches as long as I find a good spot
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2640411#Comment_2640411
Mm. Doctor's big problem is that maybe 60% of the time, shocks don't seem to correctly prevent actions unless you land one well in advance. It feels like something is up with validation on those.
I've also yet to find a use for the addons that change the shape of his shocks. The beam is really hard to land and the ring is just...why?
Still a fun killer though. The only one I actually get to play with Overcharge on.
The problem with doctor shocks isn't validation its that you can queue window vaults very far in advance and usually as long as the survivor presses the button the vault goes through making doctor feel very bad to play around windows especially without his discipline addons if that interaction was changed he wouldn't rely on them as much but would probably need some kind of nerf to balance it out
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It was a very early designed tile and its very strong by modern standards, sadly its still waiting to be changed hopefully on both maps its featured
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@IamFran said:
The Doctor.
Aside from Discipline, Electrodes, Iridiscents and maybe Calm, the rest are all bad. Order, Restraint and the Tapes are trash.
Doctors addons have been almost all buffed and effectively reworked though with two of the effects of the addons becoming basekit (random skillcheck positions and reverse skillchecks)
The addons used to have the problem that the primary effect and secondary effect both scaled with rarity making higher rarities of the addons comparatively much stronger in terms of both primary and secondary effects but they have done a good job cleaning up the addons so that there is only 1 effect that scales between addons so they are less exponentially better or worse than their counterparts
I also enjoy doctors selection of addons and think quite highly of them personally I don't think he needs a full rework of his addons just a few buffs on the weaker few
Its faster to list the addons I think need a touchup for doctor than those I think are fine so here are the only addons I think could use a fresh coat of paint if any
Scrapped tape should also have the effect of maple knight since its hard to use and it would make using it much nicer without having to sacrifice both addon slots just to use a weird addon
Duration of the restraint addons should increase by 2 seconds across the board that way you have enough time to look around, 1 second isn't much and is usually covered by the scream bubble so you can't tell where they are headed so its effect is very much unnoticeable at yellow rarity
Other than that I think doctor is in a good spot
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The problem with that rework is you just save it for the end of the game and a 3 gen holdout when the killer has a few stacks would be really unfun and unfair but also it affects the game throughout since now a 3 gen strat is even stronger and easier to get into and even strong / easier to maintain since survivors can't counter it unlike ruin which can be cleansed
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Since I don't know the exact here are my best guesses
The speed boost should stack since it still counts as a totem
The tokens don't decrease when totems are rekindled but still increase when they are cleansed a solid 0° cone at 9 stacks (might be a small oversight probably will get a cap when the update drops)
I don't know for #3
I don't know for #4
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Well heres my advice
Always use marvins blood it makes nemesis reach t2 much faster were he is much more threatening and as long as you level him as you play him you should get enough to use them quite sustainably especially if you get and use bbq on him
Be creative with the whip but understand its limitations, the whip is very powerful and even more so at certain tiles where you can hit the survivor over them, try and learn which tiles you can and can't hit over (when the survivor isn't crouching) and you can usually get an extra hit or two where you shouldn't or get a hit you should get much faster
Early game you should focus on getting out of t1 quickly since you are at your weakest there, kinda like myers
Thats all I got to offer
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I don't think they get deleted but if you made them and ask for them to be closed mods usually help out
