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bjorksnas

bjorksnas

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  • You still have the universal perks to grind out on even if it was tier 3 of the perks, I remember leveling to 50 (in the old system with 2 perks at level 50 bloodweb) and not having maxed perks when I was new to the game so there is still a grind it just makes it more than managable

  • No, to small and too young the youngest we have right now 18 any younger and it more seems like child abuse than multiplayer survival horror gameplay

  • Simple change and buff to a perk that could use it

    Predator, Survivors leave scratch marks at all times, When survivors are running their scratch marks spawn slightly/moderatly/considerably closer together, Scratch marks are directional and point in the direction of survivor movement. Trumps scratch mark hiding perks.

  • Personally the biggest nerf I wanted to see to freddy was just dream pallets as basekit so you have to give up an addon slot to use his stronger power, but not only have they not done that but they nerfed an already niche addon dependent power

  • I think it should be a killer only offerings though because that just seems like too much annoying power to give to one survivor and makes stealth killers much more consistent if they can chose to go to more indoor realms with offerings but not specific map offerings only

  • On paper nurse just doesn't have the best mobility in the game when moving in an empty straight line, if you just keep single blinking the max distance as nurse while moving in a straight line you don't move much faster than a 105% speed killer, with addons only her mobility gets much better or when there are objects in the way

    she really only gain her mobility due to blinking through objects and cutting off parts of the map

    heres some math, it takes 8 seconds to fully charge a blink, blink, chain blight window, fatigue, and walk for a second before her blink even recharges

    this process takes

    2 seconds, 1.5 seconds, 1.5 seconds, 2 seconds, 1 second respectively

    and she moves at

    2.89 m/s, 13.33 m/s, 1.54 m/s, 0.96 m/s, and 3.85 m/s respectively

    or totaled to

    5.78m, 20m, 2.31m, 1.92m, 3.85m

    total of 33.68m over 8 seconds or only

    4.23m/s

    so while she has "mobility" that mobility is only created because of the space she can skip with her blink, other killers still have better "mobility" it is just more dependent on their environment

  • @gatsby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103822#Comment_2103822

    Unless you're using the "J-Flick" exploit to get 180 turns, Blight has a decent amount of counterplay that revolves around his restricted turning so he can't cut around a lot of loops.

    agree to disagree bump logic is more powerful than j-flick and he is very consistent as you get better at him, j-flicks are just a flashy risky move to try and play around basic beaten path counterplay and that box isn't going to save you for long especially with fatigue reduction addons, he still catches up for an m1 chase at nurse and spirit speeds

  • I mean isn't that arguably blight as well, other than a slight dh bait you gain double both of their mobility as a base power with the same chase potential

  • I think the 20 meters on iridescent head should be increased to 24 just because that would put it directly inline with the skilled huntress achievement

    And my opinion on the putee is either your change or increases huntresses movement speed by 0.04m/s for every missing hatched under 5 hatchets (so extra hatchet addons have no effect) basically 5 hatches is at 110%, 4 is at 111%, 3 is at 112% ect

  • I mean it wouldn't hurt to have an offering that increases the map selection in your favor

    but it should have a more concrete interaction and description that is fleshed out somewhere, here's my thought for it

    Homeward map, A crudely drawn map with a scratched out building in the center circled by blood

    Basically it would have 2 effects

    It sends you to one of the 3 first realms (coldwind, Macmillan, autohaven)

    and out of the 15 maps in those realms it can't get cowshed

    basically it reduces the map pool to 14 relatively more balanced maps

    This is still influenced by map offerings but trumps map offerings for different realms

    aka if they bring coldwind and you bring this it will go to coldwind

    if they bring red forest and you bring this it will trump the red forest offering

  • But I like having bright maps, it give more variety other than dark, darker, and darkest you know have a spectrum between

    brightest, brighter, bright, middling, dark, darker, darkest so its easier to give each map their own lighting to make them feel unique in other ways

  • Bubba is just doing his job and his hobby in the background, he has the mind of a child so he doesn't even know racism is a thing that exists so he is just treating everyone equally and making his masks

  • @MadLordJack said:

    No, I don't think this is an okay change. Completely removing a killers ability to track you? You basically become undownable for the first two minutes of a trial.

    And imagine in an indoor map. What the #########. Who thinks that's an okay idea? Who looks at the killers ability to track survivors and goes "well, that's too strong!"

    Killers will just have to use ol reliable

    (instadowns)

    Time for blight tag to take the wheel

  • Experienced players are able to estimate how strong the effect of a perk can be, and sure while its not always perfectly accurate we know how strong perks can be and what changes will overall impact even if not always to its fullest extent. And most people understand that this change will be absolutely massive and if kept will make a new meta survivor perk with easy synergy for a overwhelmingly strong effect. Especially if it keeps its current effect of resetting the timer every single time you get healed it will simply be way overturned and people are able to see that.

    We can predict all we want just as you get mad at us for predicting all we want, everyone is entitled to give their own opinions

  • I think it should also increase the sound of grunts of pain by 50% so you can't just cheese with 2 perks to lose chase super easily

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098930#Comment_2098930

    They are balanced and meta changing, you're just thinking of niche cases like the devs, which is exactly why Demogorgon's perks were nerfed from PTB, because they were "scared of Doctor making them OP".

    TC specifically wants to shake up the meta, we're not looking for "overly balanced" perks that nobody wants to run over BT. (Also, TC said Killer perks would be looked at as well.)

    Let's get started in breaking this down:

    • Have you seen how "much" 9% Haste is from Hope? 15% won't mean much.
    • It doesn't break chests in the slightest because you're choosing 3 of 4 randomly generated add-ons. Those could be bad add-ons nobody runs for all you know. Focusing on single examples to avoid buffing bad or mediocre perks in favor of wanting to get BT nerfed, right?
    • Another bad fringe example, you KNOW items aren't that strong. And to add in fringe examples: 8 items could easily be several brown items or freaking rainbow maps. And now you're comboing these perks together, not gonna read this because perks should be worth running solo, otherwise BT and Dead Hard takes over.
    • It's perfectly balanced.
    • So, your entire argument is "it can be strong in this single scenario or if someone runs a ENTIRE BUILD around it, so therefore these perks shouldn't be nerfed." People don't run specific builds in solo queue unless you're a Youtuber farming for content.
    • Still not OP, did you forget that those add-ons were nerfed? lmao

    For someone with a detailed response you sure didn't do a good job reading the source material or understanding the effects the perks can have in game

    First of all the 3-4 addons as said by the original post are rare quality or higher, meaning a few things,

    1, every looted toolbox will have a brand new part as one of its addons as toolboxes only have 3 rare addons and this guarentees 3 addons on top of being able to have 3 addons equipped

    2, every looted medkit having only a 5% chance not to have a syringe / syptic is not fair when you can gaurentee a medkit with every chest search those items easily change the state of a game in a survivors favor just by having one having a gaurenteed mountain of them every match isn't fair

    I can understand buffs for the sake of shaking up the meta but completely breaking balance isn't shaking up the meta its just creating a new game with new balancing levels


    15% haste status effect makes the survivor untouchable by most of the cast of killers just by holding m1 making chases not progress for 15 seconds and buying a survivor a free escape or free to waste the killers time for a single perk isn't balanced 16/23 of the cast wouldn't have much if any counterplay to this and most of the rest still have a rough time, and this is from a single perk that can trigger 5 times per match at nearly any time based on survivor objective which if the team has communication can be controlled and abused easily

    I have nearly 2k hours in this game I have played so many matched from both sides I can pretty much understand every single impact a perk idea can have just by seeing it on paper and I know movement speed is something that should not be tampered with because it can very easily break balance there is a reason hope is only at the end of the game and 7% if you have seen a clip of someone tightly looping around an object vs a huntress with hope you can see them be invincible for 2 minutes and you want this at a higher speed and throughout the game, no


    Your idea of balanced is far from fair for both sides, sure if you look at one side of the coin of course you won't think of the impact on the other


    I know how strong item can be, ive seen matches loaded with bnps and strong medkits and id rather not see chests become a source of consistent bnps and syringes/syptics as those shift balance heavily in survivor favor sure its no guarantee but it still have heavy potential to just outright win games which should never be the case in balanced game design


    My post was just a core sample of overly strong perks and combinations that completely break balance there are plenty more to point out also don't try to speak balance with a detailed response before actually reading the source material

  • I have a better birb

    image.png

    he look like this but he has secret

    image.png

    he go zoop

  • @yobuddd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098726#Comment_2098726

    So in other words, the water is both wet and dry.

    Schrodinger’s glass, so to speak. It’s in a state of constant flux, and (if I stretch the analogy a bit), it’s in a state of quantum superposition!

    Basically yes most water is in a constant quantum superposition where the fluctuation of molecules within the glass molecules moving around constantly shifts wet and dry spaces around throughout its composition and it nearly impossible to keep a container of water purely wet forever due to H2O Molecule bonds not absolute meaning that both at any time the water can go from wet to dry much like Schrodinger's cat

  • Most of these perks just aren't balanced

    wake up makes almost every killer instantly lose a chase if a gen is completed

    ace in the hole giving syptics, syringes, and brand new parts as well as 3 addon slots breaks balancing chests

    appraisal giving up to 8 items from 1 perk, + ace in the hole can easily give you 5+ extra broken items toolboxes with bnps medkits with purples and reds, and keys, just no to either of these

    also pharmacy giving a ton of medkits is just, not balanced

    if a team really wanted to they could stack those 3 and make 64 items in the trial not counting extra chests and what they brought with them

    including 36 guaranteed green medkits that only have a 5% chance not to have a syringe or syptic agent on them on top of a fast heal

  • increase the brightness of your tv/monitor works on all platforms

  • This seems like a perfect place to stretch my expertise on the topic

    Water can be in a state where it is wet

    technically if you have nothing but pure water no minerals or anything else in there the water is saturated by itself or wet because you can't fit anymore water in that water and that water is saturated with water (basically the definition of wet)

    but that state is basically unachievable and not measurable, plus the whole H+ and OH- being made every now and then when water spontaneously breaks down making it nearly impossible not to have those ions diffused into the water making it unsustainable in high water quantities, but theoretically if you just have a very small sample of pure water that water can be wet, and stay wet for an extended period of time before an H2O molecule breaks down

    Due to this that means most water is dry while very small quantities of that water within it can also be wet but it is nearly impossible for high quantities of water to be wet forever but it is also nearly impossible for a high quantity of water to be completely dry as small groups of just H2O within that water are saturated and therefore wet

    So yes water can be wet and have wet spots, and most water is not wet

    1. This one is a bug
    2. No these changes made them more viable cannibal had a near useless chainsaw without the right perks and wraith was always relient on movement speed addons
    3. Blight already has a limitiation in the form of a learning curve, we saw oni with only 30° slam, it wasn't fun for anyone involved, and nurse both already has a cooldown and a shorter range, all these abilities have skill ceilings, are hard to use or even require prerequisites to use them in onis case none of these need to be changed
    4. Static blast is fine, it already has lockers which counter it within the terror radius or just use calm spirit
    5. Just no ghostface needs a small buff if anything
    6. BBQ already has a minimum range, can't detect survivors hiding in lockers, and has a cooldown based on how fast you are playing while using it
    7. Blocked doors? thats just how the maps are designed
    8. The first one and cooldown one are probably enough to nerf him but making him more skillbased instead is a better change
    9. spirit has been nerfed buffed, nerfed, probably nerfed again, she just needs an indicator in exchange for some buffs so she is still viable and strong but has more counterplay
    10. Nah ds is in its best state right now, and should never be reverted back to its more abusable states
    11. Swf is fine annoying at times and strong at others but it is so inconsistent who is good and who isn't that it should just be left alone
    12. Taking pressure off your team by actually playing the game should be rewarded, urban evading in some grass is properly punished as it should be, also a team based emblem would cause nothing but complaining and easily spiral into nobody putting in the effort
    13. Camping is already punished by players if they just stick objective a single guy camped out of the game leads to 3 easy escapes especially with any form of communication or kindred also gen speeds shouldn't speed up over time because then survivors will just hide for the first 10 minutes of the match until they have like a 30% gen speed increase then slam gens
    14. Flashlights used to be blaringly unhealthy for the game with instantly blinding killers for way too long and blinding killers hooking a survivor and getting the save mid animation, and we should never move back anywhere towards any of that

    Basically this is just a list of bad unhealthy one sided changes for the game that it both doesn't need nor should it ever follow them to the T because that is the opposite of progress, we don't need to backtrack on the actually good changes that have been made and make even worse balancing decisions after

  • No more "fast" suicides on hook

  • Knife wounds don't explode with blood, they separate the cells not crush them with blunt force trauma so even if it had blood it wouldn't be too much as most of the force is expelled so the knife punctures instead of applying blunt force trauma

  • @Kenpachi_Zaraki said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094380#Comment_2094380

    Still. That doesnt make blight nurse tier. That makes YOU good.

    Blight provides tools to let me express my skill, if you want the opportunity to make you skill have a direct impact on matches blight is a good medium

  • Let demo teleport without standing on a portal but in exchange it takes longer to do the teleport interaction and adds a few seconds to the cooldown (teleporting from on top of a portal doesn't have these downsides and still works normally)

  • But what if it was only a portion of kindreds effect

    As basekit whenever a survivor is hooked the nearest survivor has their aura revealed to all other survivors (they get a small blue symbol in the bottom left to know this is the case)

    that way the survivor is marked is the one who should go for the save and the survivor team can coordinate around the marked survivors actions but don't get the full effect of kindred or even see the killers aura

  • Kinda sorta but not really, I played a solid 5 month span of blight from release until I took a break and only had 2 games where all gens got done and survivors left out the exit gates, every other match besides those 2 games was a 4k or 3k with hatch since I usually don't slug for 4k


    I probably played around 400-500 games in that span and did brutally well every single time since those first 2 games where I was still getting used to blight and getting perks

  • Blight has more potential right now and is around nurse tier but they want to cripple him from nurse tier to spirit tier but he is still probably the most fun choice

  • Keep in game

    am blight main 2 billion hour

    and I support this message

  • @Profezia said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093640#Comment_2093640

    I guess you ignored the part where I listed possible drawbacks

    Ok I read it here is my updated answer,

    Still don't like it

    And for that reason, im out

    image.png


  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093643#Comment_2093643

    Your comment literally stated survivors are usually treated better... thats... dividing the community???

    my comment was that everyones patches were being rolled together so that no one is treated unfairly

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2093574#Comment_2093574

    Ahh yes, the old "survivor problems are fixed immediately, until they aren't".

    Ah yes the old divide the community because x side thinks they are special

  • All im hearing is brutally punish killers with an endless ds timer after every single hook to incentivize bad plays like unhook and instantly abandoning the survivor you unhooked because they are invincible while killers get a side bonus if survivors didn't cleanse all the totems

    And for that reason, im out

    image.png


  • Nah people abused it to much and now its in a perfect state

  • It would have been fixed this Tuesday but they rolled it into all the fixes so that no one feels cheated that one side gets patched but not the other

  • Heres my addition


    Magic markers, a mix between aura reading and teamplay that give boons while holding the item, btw highlighted, marked, and aura revealed to all teammates are used interchangeably but they all mean the same thing where all survivors can see the object in questions aura


    Brown magic marker: 5 charges, If you start cleansing a totem reveal its aura to all teammates, if you finish cleansing a totem reveal the aura of a random totem on the map to all teammates (every aura reveal consumes a charge)

    Yellow magic marker: 4 charges, If you vault a window highlight its aura to all teammates and consume a charge if another survivor vaults this window they gain a 150% speed boost for 0.5 seconds at the end of their vault and it stops being highlighted.

    Green magic marker, 3 charges, running through pallets marks them after 5 seconds and consumes a charge, stunning the killer with those pallets stuns the killer for 20% longer,

    Purple magic marker, 1 charge, if you open a chest reveal the aura of all other chests on the map, slightly increases the rarity of the items inside the chests, if you pick up an item in a chest while this is out of charges it returns to your inventory at the camp fire.

    Red magic marker, 3 charges, Stunning the killer reveals their aura to all survivors for 3 seconds

    Addons

    Brown (rainbow ink) : Can consume 5 charges to mark a gen for the rest of the game, as well as for the next 40 seconds Repair Progression of the Generator can be determined by the intensity of its aura

    Yellow (high quality ink) : adds 1 more charge to your magic marker

    Green (green marker cap) same as green magic marker but only 10% longer stacks with green magic marker and doesn't consume an extra charge on green magic marker

    Purple (extra ink tubes) : adds 2 more charges to your magic marker

    Red (red marker cap) : Stunning the killer reveals their aura to all survivors for 1.5 seconds and consumes a charge (stacks with red magic marker and doesn't take an extra charge)

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091791#Comment_2091791

    https://forum.deadbydaylight.com/en/discussion/comment/2091791#Comment_2091791

    Wasn't expecting you of all people to be rational as i see you defend blight a lot. Thank you :D

    Map RNG certainly helps my hatred fuel for Blight. But i hate him and everything about him to the core, i just don't like him and think streamers beating him off and lack of encounters with him is why most don't dislike him.

    Either way I'm surprised by your comment And thank you for the civility friend. Blight just isn't for me. Hearing the blight debates and fanboys just irritated me. I don't think I'll every enjoy him. But i appreciate your comment.

    Oh and follow up on speaking about the devil of map rng you wouldn't guess what tile set I got on my next match after calling map rng out

    image.png

    thats right the long wall window directly into shack window on father cambells church

    of course since im op op blight I crushed the survivor team and got a 4k (they didn't actually play very well and make use of literally any tile other than vaulting the main building window once or twice)

    and the exit gates were back to back 32 meters apart and I could watch both at the same time. So the pendulum was both ways at the same time on that map. Overall map rng is the great divider before most other factors

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091791#Comment_2091791

    https://forum.deadbydaylight.com/en/discussion/comment/2091791#Comment_2091791

    Wasn't expecting you of all people to be rational as i see you defend blight a lot. Thank you :D

    Map RNG certainly helps my hatred fuel for Blight. But i hate him and everything about him to the core, i just don't like him and think streamers beating him off and lack of encounters with him is why most don't dislike him.

    Either way I'm surprised by your comment And thank you for the civility friend. Blight just isn't for me. Hearing the blight debates and fanboys just irritated me. I don't think I'll every enjoy him. But i appreciate your comment.

    Personally I just think the map rng needs to be fixed so that maps play more fluently while still being balanced for both sides instead of swinging to one side of a pendulum or another. Example of ridiculous map rng, Fractured cowshed with all 5 path pallets, and a rancid abattoir or father cambels chappel where shack window points directly at a long wall window. So personally I think the system just needs to be fixed to make it so mass deadzones don't happen but not to the point where each map plays like 2016 dbd or the game.


    Map rng facilitates a lot of issues between players so having a blight on a map with less deadzones would probably make people enjoy playing against him more


    Also I mostly just defend the J-flick part about blight because I understand it from the perspective of both sides not just one or another and know its endorsement would just lead to a balanced addition to the depth of a character I like.

  • @Dweet_Unfairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/2091551#Comment_2091551

    Ah yes duck and get zoned much like slinger mains tell people to do.

    Do gens faster to avoid tinkerer and ruin

    Get better map RNG to avoid the constant deadzones.

    So insightful. Blight is more opressive than slinger, since he has better mobility than billy and oni. :)

    No one controls map rng, there are maps which are suffering to play as blight and deadzones on maps where its suffering to play against blight, don't hate the player hate the system

  • I just use ruin, undying, tinkerer on high mobility killers with no shame, seems to work pretty well

  • @HR_Helios said:

    https://forum.deadbydaylight.com/en/discussion/comment/2088946#Comment_2088946

    J flicking does exactly that. It makes him easier. I'd know I play him why do good bounces when you can just flick around the corner

    You know you can use both right, you can both do good bounces and know how to j-flick separately meaning its additive to good bounces

  • You lost me at lowers the skill ceiling of blight

  • How can you prove that they are abusing the addon instead of just using it normally for its intended effect unaware of its bugged effect

  • The game already has aim assist for most attacks, only ranged attacks don't have aim assist because they are powerful and having a power that is both powerful and is aimed for you is too much

  • @Exerath1992 said:

    @MadLordJack, @Pulsar, @bjorksnas

    Guys, it said no perks or items could be used twice

    It wasn't used twice it was used 4 times, I don't see a problem here

  • Well because, its usually easy to win as killer if you do nothing but go for the win, a single camped basement hook can usually win an entire match, its easy to win if you camp for pressure, or tunnel someone out early and is usually boring for the other side, because if they see you camping/tunneling either A they slam gens and don't get to actually play the fun part of the game which is the chase, or B they just don't do gens and forgo winning just to try and have fun.

    Basically going for the win at any cost usually puts the other side in a lose/lose situation of be bored out of your mind and lose out on having fun or get killed waiting around for something more interesting to happen

    Not that survivors can't do the same but I can't really take much pride in abusing this lose lose situation as much as I can going for a good amount of hooks before anyone is dead and still managing a 4k

    Sure a win at any cost is fine but its just not as interesting or usually as skillful as it could be

  • My changes, to rework her power/addons

    1. When fully in power her husk disappears, after 2 seconds survivors outside the spirit world can see spirit for 0.25 seconds and ever second (basically 2 seconds invisible, 0.25 seconds not, 0.75 seconds invisible, 0.25 seconds not. Spirits screen flashes to show when she is not invisible
    2. Increase base power speed to 8 m/s to compensate and change movement speed addons to +0.2 m/s (brown), +0.3 m/s (yellow), +0.4 m/s (green), +1.2 m/s (ring) and -0.4 m/s respectively (amulet)
    3. Juniper Bonsai increases delays by 0.5 seconds (2.5, 0.25, 1.25, 0.25, 1.25 ect
    4. Cherry blossom increases first delay to 3.5 seconds but you are permently revealed after, (3.5 seconds or 4 seconds total with juniper bonsai)
    5. duration addons increase max recovery time by total addon duration, aka brown makes duration 5.5 seconds so max recovery becomes 15.5 and scales accordingly
    6. recovery addons remove a flat 3/4 seconds off power recovery and do not stack, brown addon becomes meme addon because funny that keeps your husk
  • @dnj510 said:

    It doesn't make sense that Iron Will doesn't counter Stridor and if you're playing against a good or scummy Spirit, you can't beat her.

    Oh and btw, Spirit players can go eat a [BAD WORD]. Let's be honest, all you guys do is tunnel and use cheap tactics to thin the heard. Requires no skill at all.

    Why should a survivor perk trump the effect a killer perk, killers have 4 perk slots the entire survivor team has 16, it would set a terrible precedent to have infinite use survivor perks that trump killer perks

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