bjorksnas
bjorksnas
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@Pulsar said:
After many years, I'm finally on-board with a change to NOED. I don't think it's a healthy perk for the game.
I've been seeing more and more Killers use Corrupt, Ruin, Undying and NOED (or some variation of that) and they are not bad Killers. They are good players and are getting 6-7 hooks and a Kill by the time the gens are done. NOED in the hands of a semi-decent Killer is more than the last ditch effort perk it was supposed to be, it's a guaranteed value 2K minimum perk. Before people get too upset, I don't want it nerfed. It can stay at the same power level, it's just how it is now is not good for the game.
Most Survivor players (especially Solo Q) do not have the time to look and scour the maps for totems. Maps like The Game, Hawkins or Midwich are especially good for hiding totems and it only take one singular dull totem to activate NOED.
Again, I don't necessarily want it to be nerfed and I do not think it is overpowered, but I do want it to be changed as I believe it is unhealthy. Perhaps to a reverse Corrupt Intervention, "After 3 gens have been completed, the Entity blocks 3 of the 5 remaining gens in the Trial for 60 seconds." I dunno, just an idea I had, didn't put much thought into it.
What are your thoughts?
I think noed is fine it costs a perk slot for the killer to use and potentially never activates and its also countered by plenty of survivor perks and items
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It needs a nerf it doesn't have an activation requirement
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Its always been there, spawns in every time in the same exit gate
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My guess is that you were in a swf that brought you closer to another region which ended up with worse ping between you and the killer in which case things like this can happen, in normal games with normal ping on both sides this almost never happens
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So you are having a hard time ruining the match for the other players since you can't dc without penalty and it takes too long to ######### on hook?
If you don't like playing matches out then just don't play the game because it just ruins it for other players play some singleplayer games for a bit if you can't commit.
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Tomes only get placed there when a new tome comes out to replace them, those are the old tomes, to access tome 9 press the current tome button at the top of the screen
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Most of the cast
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Honestly its one of my favorite additions to the game and I get that it was created for an event so it should be event limited but on the other hand I wish it was in the game all the time, it is a ton of fun to use and works well with a decent amount of the cast, I find a ton of fun using it on clown, demo, pig (since she actually has no m2 other than placing traps on peoples heads its a straight upgrade on her), spirit, deathslinger, oni, plauge, nemesis, trickster, twins, (you get the point) but overall the addon also increases the spread of killers I play by pushing them just that little bit over the edge of intrigue, sure the meta killers are fun but the low tiers with this addon are a lot more fun and interesting
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If they are on the shrine for the first time they are more expensive and give more bloodpoints
this is likely an exception to the rule since the tomes force the appearance of perks related to challenges and upcoming challenges, and such they are probably discounted to the price as if they had appeared before and give the equivalent amount of bp for the 2000 shards on twitter you can see that the prices were labeled at both 2700 but ingame currently they are 2000
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@PalletsAndHooks said:
Dead hard sucks, just bait it out and it's not a problem. If you lunge every hit, you're gonna get derped.
this argument is always something that comes up in dh discussion and its always wrong I don't know why people keep it up, you can't bait out a deadhard for distance with most killers, usually its a get out of jail free card when used where it matters, dh doesn't matter in the open 99% of the time but with good survivors the likelyhood that they let their dh go to waste by running out into the open (unless they were already injured) is very low
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Yes but in a very specific way
Gens cannot regress while blocked but if they were regressing before they were blocked they will stay regressing when they become unblocked
so what will happen if you down a survivor with surge and instatly pick them up, the gens will all regress 8.75% (8% from the proc and .75% due to wipe animation), then the generators that aren't being worked on will be blocked for 16 seconds, then the gens that were regressing before being blocked will continue to regress but you won't gain an extra 4% regression while the gens are blocked
and if you happen to down someone with surge while thrilling tremors is active the blocked gens will regress 8% and when they are unblocked again continue to regress
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Im just sick of deadhards interaction with certain traps and powers the only changes I would make would be to make it not completely counter certain powers so its not just a get out of jail free card that becomes even stronger against certain killers
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2581818#Comment_2581818
Rofl, can you imagine trying to play doctor when all four survivors have calm spirit every match?
ive had max 2 within my entire playtime of dbd, even though I don't play doctor that much those matches were substantially more annoying to play as doctor
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You shouldn't be able to select which killer you go against since there are too many perks and items that provide strong counters against certain killers especially if you can do it as a swf
Trapper, maps that track his traps
Wraith, flashlights and spinechill
Billy, indoor map offering
Nurse, no body will pick this one
Huntress, indoor map with ton of los breakers
Myers, spinechill
Hag, no one will pick this one but if they did flashlights
you get the gist, people will select weaker killers to go up against and bring items and or perks that are strong against them
if you really want to play / practice against a certain killer try a kyf lobby and have someone go the specific killer
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@lemonsway said:
Doesn't impact other players. By other players you mean doesn't impact Survivor. Why not Killswitch it? Killer players who are unaware of the bug will use it and waste BP, time and an add-on. Just killswitch it.
Killswitching is for things that can be abused, an addon thats not working as intended in a negative way meaning it actually hurts the killer to run isn't something that would be killswitched but it seemingly would be something that is warned about in patches and patch notes on the otherhand the totem spawns on the banned map offerings can be used to gain an advantage so they were disabled
used for a self disadvantage not killswitched
used for an advantage killswitched
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@MikaKim said:
Cheese hits.
https://forum.deadbydaylight.com/en/discussion/comment/2577971#Comment_2577971
Even if that held true they could adjust the hits so that only a 'solid' hit registers.
A killer catches you on your pinkie and mortally wound you, makes the game look like a joke.
See OP post.
Killer catches you on your pinkie on your screen and your whole back on their screen, based on the fact that swing ended so fast they were point blank on the killers screen, the reason that survivors shouldn't have priority in controlling hits is because that would make hitting laggy survivors impossible and ranged attacks would phase through survivors since they weren't there at that moment on their screen
gonna be a no from me on that one
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That looked like a solid hit especially considering server jank
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The map still appears in random rotation and that was just another bug that causes the crash
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/comment/2574535#Comment_2574535
Yes I do realize this but it's not the reason I posted that! If you think that perks and add ons don't matter then why use them? The fact is that this guy is saying Deathslinger is bad because he choose not to use other add ons or other perks. In reality he is simply mad that he can't breeze through things like he used to the way he use to. He now must learn his character again and try new things to get the desired results. But instead of doing that he is just crying about how Deathslinger sucks.
Yea but you don't have to attack him about it you could just be more suggestive and recommend he tries a few new builds or playstyles or just switches off deathslinger for a bit and maybe broaden his horizon since its a good time to do so
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@Floppy said:
https://forum.deadbydaylight.com/en/discussion/288277/deathslinger-is-garbage
General
- Base trap carrying capacity and starting traps increased to 2 (was 1)
- Trap aura color changed from red to white to be consistent with other killer object auras
Trapper
Base trap carrying capacity and starting traps increased to 2 (was 1)
The number of traps spawned on a given map is now always 6 (was random 4-6)
Add-on – Trapper Gloves: Setting speed bonus increased to 30% (was 20%)
Add-on – Secondary Coil: Increased trap disarm time to 50% (was 43%)
Trapper Sack: Bear Traps are carried at the beginning of the trial instead of spawning on the map.
The Wraith
Uncloaking speed boost duration reduced to 1 seconds (was 1.25 seconds)
Hill Billy
Add-on – Death Engravings: Added effect: Decreases heat generated while charging by 14%
Add-on – Doom Engravings: Added effect: Decreases heat generated while charging by 14%
Add-on – Mother’s Helpers: Charge speed bonus after being stunned increased to 18% (was 12%)
Add-on – Tuned Carburetor: Charge speed bonus increased to 25% (was 20%)
The Nurse
Add-on – Torn Bookmark: Removed line of sight restriction. Added effect: Increases Blink recharge time by 50%
The Shape
Add-on – Vanity Mirror: Removed speed penalty
The Hag
Add-on – Waterlogged Shoe: Increased speed bonus to 4.5% (was 2%)
The Pig
- Add-on – Bag of Gears: Increased Reverse Bear Trap setting speed bonus to 50% (was 20%)
- Add-on – Crate of Gears: Decreased Jigsaw Box search penalty to 33% (was 43%)
- Add-on – Tampered Timer: Decreased Reverse Bear Trap death timer modification to 20 seconds (was 30 seconds)
- Add-on – Amanda’s Letter: Jigsaw Box reduction removed. Aura reveal range increased to 16 meters (was 12 meters)
- Reworked Add-on – John’s Medical File: Increases crouched move speed by 6%
- Reworked Add-on – Razor Wires: Failing a Jigsaw Box skill check while uninjured will injure the survivor
The Spirit
While phase walking Survivors within 24 meters of The Spirit (not the husk) hear a directional audio cue that gains volume with proximity
The Plague
- If the power button is released early, Vile Purge will continue charging to the minimum threshold instead of cancelling and entering cooldown
- Vile Purge cooldown move speed increased from 2.3m/s to 3.6m/s
- Base object infection time increased to 40 seconds (was 35 seconds)
- Time to cleanse at a fountain increased to 8 seconds (was 6 seconds)
- Add-on – Limestone Seal: Object infection bonus increased to 20 seconds (was 5 seconds)
- Add-on – Emetic Potion: Increased Vile Purge effectiveness bonus to 30% (was 25%)
- Add-on – Hematite Seal: Object infection bonus increased to 30 seconds (was 10 seconds)
Add-on – Ashen Apple: Removed object infection duration modifier. Added effect: Increases the number of Pools of Devotion in the trial by 1
- Add-on – Exorcism Amulet: Increased Corrupt Purge duration bonus to 10 seconds (was 6 seconds)
- Add-on – Devotees Amulet: Increased Corrupt Purge duration bonus to 20 seconds (was 8 seconds)
Reworked Add-on – Vile Emetic: Increases velocity of vomit projectiles by 10%
The Deathslinger
- Increased movement speed when aiming down sights to 85% (was 75%)
- The cooldown when a survivor breaks free is now the same duration as a successful hit cooldown
- Add-on – Gold Creek Whiskey: Removed movement speed penalty
- Add-on – Marshal’s Badge: Removed movement speed penalty
- Add-on – Iridescent Coin: Decreased range requirement to 12 meters (was 15 meters)
- Add-on – Wanted Poster: Decreased movement speed while aiming to 2.5% (was 10%)
- Add-on – Jaw Smasher: Decreased movement speed while aiming to 1% (was 5%)
The Ghost Face
- Night Shroud recovery time decreased to 24 seconds (was 30 seconds)
- Add-on – Walleye’s Matchbook: Decreased Night Shroud recovery modifier to 2 seconds (was 4 seconds)
- Add-on – Olson’s Address Book: Decreased Night Shroud recovery modifier to 3 seconds (was 6 seconds)
- Add-on – Chewed Pen: Decreased Night Shroud recovery modifier to 4 seconds (was 8 seconds)
The Blight
- Add-on – Adrenaline Vial: Increased rush token recharge bonus to 1 second (was 0.75 seconds). Added effect: Increases Rushing speed by 10%
- Add-on – Summoning Stone: Increased pallet blocking range to 16 meters (was 12 meters). Increased pallet blocking duration to 15 seconds (was 6 seconds)
The Oni
Add-on – Scalped Topknot: Reduced Demon Dash activation reduction to 0.5 seconds (was 1 second)
The Trickster
Add-on – Ji-Woon’s Autograph: Decreased the reduction of blades required to 1 (was 2)
These are the newest reworks and added things to the game I looked through them and removed ones that were reworks or a change of rarity. And found 7 things they changed that were not in favor of the killers.
Also it should be mentioned that not a single survivor got buffed! Some of the names of the items perks ect have been changed but not a single buff! I don't play as survivor alot but as a killer main I can nearly always get a 4k without camping tunneling or needing of underhanded tactics. It's sad af to see all those buffs given to killers and they are still so bad at the game they have to come here and complain or camp and tunnel... These are not nerfs!
you do realize that survivors themselves don't get buffs since they are generally the perks they use right,
also in which case survior buffs entail
Vigil: Recovery bonus increased to 20/25/30% (was 10/15/20%). Added Broken, Exposed, and Oblivious to the status effects modified by the perk.
Guardian (formerly Babysitter): Added a 7% Haste status effect for the rescued survivor. Removed the Killer seeing your aura. Killer aura visibility for you increased to 8 seconds (was 4 seconds).
For the People: Reduced the duration of the Broken status effect to 80/70/60 seconds (was 110/100/90 seconds)
Windows of Opportunity: Increased effective range to 24/28/32 meters (was 20 meters). Removed cooldown after vaulting / dropping a Pallet.
Repressed Alliance: Generator repair requirement reduced to 55/50/45 seconds (was 80/70/60 seconds)
Built to Last – Reworked: After hiding inside a Locker for 14/13/12 seconds with a depleted item in hand, 99% of its charges are refilled. Each use of Built to Last reduces the amount of charges refilled by 33%. Added stinger audio when item charges are refilled
Any Means Necessary: Added effect: You can see the auras of dropped pallets
No Mither: Grunts of pain reduction increased to 25/50/75% (was 0/25/50%). Added effect: Your recovery speed is increased by 15/20/25%
all of which are buffs to potential playstyles and make a lot of perks more powerful for their slot
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Yea I'm disappointed too, a patch where some perks, retribution, thrill of the hunt could have really stood out for a change and shift the meta even if for little bit have been shot down with nerfs to what made them stand out and buffs that don't compensate for what was lost
retribution can no longer be run by itself because unless survivors have a reason to cleanse a totem the oblivious status effect will make sure they don't touch them and give the killers 15 seconds of information
and no more defending of hex perks using thrill of the hunt makes it an extremely niche usage perk with the potential to completely flop since you can't even defend the thrill of the hunt totem itself which means if they get a lucky first totem you get to lose the perk and not even be able to defend it
sadly I think both perks are worse off after this update
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@Princesse_nico said:
https://forum.deadbydaylight.com/en/discussion/comment/2573388#Comment_2573388
she can have 6 traps, why not 8 ? Iri add on are supposed to be strong no?
Not all iri addons are meant to be strong, or even sometimes direct upgrade, this iri addon is a side grade that you use to exchange your traps which provide pressure throughout the game for having a large amount of pressure early on its cost makes up for the fact it demands nothing of you personally to use it the traps are automatically applied which is sometimes more that can be said ingame for some players since rough matches might only let the pig use 1-2 traps against a good team of survivors or with an inexperienced killer
if the devs decide to buff it to make it less of a sidegrade and more of an upgrade with its own ups and downs like adrenaline vial for example thats on them but personally I think its in a good spot and that 8 traps is way too much although im not against the pig keeping 1 extra trap for later but I think that 8 with 4 that you don't have to do anything for would be too much
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@Princesse_nico said:
https://forum.deadbydaylight.com/en/discussion/comment/2573065#Comment_2573065
It is not, trap are removed very quickly and it barely slow down the game
Even if they are fast to go on the early traps 8 (or 9 with addons) total traps is overly oppressive especially since they are in effect at the start of the game without requiring anything of the player just because they equipped an addon
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@glitchboi said:
Tampered Timer needed a nerf, without a doubt, but I still think the Iri Video Tape shouldn't deplete your traps.
It should remove 2-3 traps at least, having a match with the pig having 9 max traps even if 4 are used right at the start seems like a bit much
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Legit, and really funny, used to be even stronger when you could reduce the total boxes from 4 to 2 but its been weakened by the recent patch
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well since its free, im not buying it im just using shards
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or just a secondary effect to add lunges to carrying that don't consume tokens, that would make another fun carrying perk since sometimes that little extra edge is all you need for a free hit, although I think it would break with mad grit stacking back to back lunges so sadly I don't think it could become a thing
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Propnight probably not since it lacks any depth from progression, its good for a bit of lighthearted fun but its aimless which really draws away from replayability value but its an interesting concept, it has the same problem of early dbd where there is nothing to protect survivors at hooks so you can ignore the saving survivor instantly down the saved survivor and get another hook (I know they aren't called hooks im just putting them into dbd lingo for a sense of the people who don't know)
Vhs seemingly could provide decent competition to dbd since its just a player vs monster game where the pacing is set by the players and their interactions with each other with plenty of depth from progression systems, ingame voice chat, ping system, system that tells you where people are (but not auras) with labeled areas of the map of quick call outs, it already has more quality of life than current dbd since they are less serious on realism, and has interesting gameplay for people who prefer the interaction between players more than the m1 on generators with no interaction since the only way for either side to win is interaction
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does the top part mean a different model?
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You can use a pallet to kill the zombie for 45 seconds at which point they will respawn at a random point in the map, the only time respawn time is short is when they are killed by nemesis
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Here is my best explanation for it
If the killer sees your aura you see theirs
If you are the obsession the killer sees your aura once every 30 seconds (this also lets you see their aura because of the earlier effect)
While the killer sees your aura you also get 2/4/6% bonus speeds on a couple actions (this is to mostly alert you that the perk is currently showing you the killers aura) and the icon in the bottom right also lights up
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Scratch marks are just delayed from the killers perspective they fade in they don't just appear
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Survivor "your supposed to let me wiggle out if you can't reach any hooks because we all went down in the same area of the map with not enough hooks'
me: no
survivor: proceeds to complain for entire endgame chat and leave 2 profile messages complaining
(it was the end of the match and all the other survivors were dead but they just kept crawling towards the corner)
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you might just have all the perks judging by the repeats
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2560959#Comment_2560959
He is literally a free beginner Killer. And a GOOD one at that, every Killer should be good, even the "easy" ones. He doesn't even scrape the tier that's behind top tier, he's solid but that is it. His addons were boosted and they got the nerfs they deserved, so nerfing his base kit makes no sense to me. He is a glorified M1 Killer that is countered by everything that is meant to counter them.
I think he will be fine and that it just shifts him away from an easy brute force playstyle
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2560870#Comment_2560870
"The nerf is minor though" So why bother? Why? Why even care enough to nerf him and make him worse? If it is so small that it doesn't matter, then to even bother with this nerf is just bad.
If the Killer was fine, nerfing them is objectively a bad idea and makes the game less fun.
I didn't say it was small enough to not have an impact but I did say he needs something to make him slightly harder to use / slightly less effective since his current playstyle is too beginner friendly and doesn't require much other than brute force
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The nerf is minor though, you only lose out on 0.25 seconds of being 6.9m/s all it means is that its slightly harder to use in chase and for other situations you might need to start uncloaking out of sign for the 1.5 seconds you are silent instead of running straight up to someone and uncloaking, I get that it has multiple factors to it but in all honesty wraith will be just fine with this nerf and will still be in a good spot just less so since this slightly increases the skill floor of his gameplay to make it less easy to pick up and use
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/2560431#Comment_2560431
I don't see what any of that has to do with junkyards. If they put bits of old tyre in it maybe.
Just makes the sandwich messier like a junkyard
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If I had to guess I would say it probably consists of a regular sandwich with some sort of topping to make it a "junkyard" sandwich
so it could be something like chips
French fries
Some chili
just something to make it really stand out from a regular sandwich and make it a bit messier but its not as simple as just an extra slice of cheese or something boring
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Honestly only about 10% of players using head on won't fall for fakes most of the time you can just trick them to waste it early for a free hit
few important notes
The stun has a hitbox for the whole animation not just at the start if you swing into a survivor who is in the middle of the animation you are most likely going to be stunned without a hit
Latency for pulling a survivor out of the locker with head on prioritizes connection meaning if you got hit right as you started the search the locker it means the survivor pressed the button first or had a better connection to the server if pressed at the same time
Head on like a lot of things in this game become a lot less powerful the more mindful you are about them so pay attention when you see survivors using it to note they have it for future reference
The best maneuvers for getting a survivor to waste head on is faking going into the range, going into the range very slightly then leaving it, or the double fake where you fake entering and leaving the range to go for the locker search
Its a 50/50 where the stronger player with the better timings and strategies wins, the better you get the more these situations will become in your favor
Personally I think out of all the times ive seen survivors using head on I almost never get hit with it unless they do a coordinated stun I wasn't expecting
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@RaSavage42 said:
Right.... I just put them together... seems that you are playing 2 Survivors instead of 1
Yep thats the idea 2 survivors, 1 hook each, 3 perks each plus a few stipulations and a way to switch between them if both are still alive
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@RaSavage42 said:
Seems strong on paper... but would have to see it in game for me to say anything else
So you'd have only 2 hooks instead of 3?
Correct, you get a sum total of 2 hooks instead of 3, and its not 2 hooks on each survivor its each survivor upon being hooked dies
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2557565#Comment_2557565
Scott is that you?
nah pretty sure he has his own forums account tho but he makes more videos than posts usually since he already has some main platforms
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2557574#Comment_2557574
I haven't played in over a year, so I don't know where to even start
Dead by Daylight is an indie horror game developed and published by Behaviour Interactive. Dead by Daylight is both an action and survival horror multiplayer game in which one crazed, unstoppable Killer hunts down four Survivors through a terrifying nightmarish world in a deadly game of Cat & Mouse.on the pages mentioned
that was meant to be where to start
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/2557565#Comment_2557565
But what exactly changed with Freddy and Huntress? Any other killer changes?
check their addons
also
freddys basekit also now has reduced snare capacity 8 to 5 and reduced pallet capacity 10 to 7 and has you slowed down to 4.0 m/s when placing pallets / snares
also this is mostly just saying where to check for changes not what exactly has changed if you want to see the big changes or the changes in detail check the relevant dbd wiki pages for those changes or just read the patch notes from where you left off
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ds is now balanced
object is now balanced
lucky break is now very strong
blights taller
huntress has updated addons
Wraith is better than ever
Freddy has become even worse no more slowdown addons for him
trickster has been adjusted and is still trickster
and some new killers have been added
also undying was nerfed to be more balanced
and a massive patch is going to hit in a week with content about equal to this
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Its also a facet of getting to outplay the opponent multiple times per chase
blight generally takes 2 hits per chase giving you a chance to learn from mistakes midgame which feels more like a dynamic back and fourth and while killers like oni are similar and fun the instadown severly limits interaction time and how many times you get to try and outplay the oni in the back and fourth / learn on the fly
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2555613#Comment_2555613
So absolutely no change from before MMR then.
Nah mmr does affect the mindset but by how much varies from person to person, for example when mmr came out otz gave hatch to the last survivor much less than before mmr, just in the scenario of tunneling and camping killers it likely created more as players who wanted to win the same amount were faced against better players and are being forced to use the strongest strategies to win the same amount
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2555564#Comment_2555564
MMR isn't a reward. You gain nothing from increasing your MMR.
So no, there is no 'incentive' to play scummy for easy kills.
the incentive to play scummy for easy kills is easy kills / winning the match with a near guaranteed 4k , mmr just comes with it
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@ImAJoke264 said:
https://forum.deadbydaylight.com/en/discussion/comment/2555539#Comment_2555539
Gift of Pain is a good perk, but ONI only does m1 so sloppy gets the job done. I did consider switching Bamboozle for BBQ, but I’ll definitely try Infectious. Plaything is a perk I don’t really like but it’s a good perk nonetheless so I’ll try it when I prestige Pinhead.
onis demon strikes using his kanabo don't apply sloppy butcher when they instadown only the quick m1s with the kanabo that do a single state of damage apply sloppy butcher his kanabo instadown attacks including the ones at the end of rushes are special attacks and as such do not apply sloppy butcher