bjorksnas
bjorksnas
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It depends on the perk, some perks reward skillful play while others give massive bonuses and benefits for no work, arguably the father to the no work side they are and the bigger the upside the more a perk "carries" someone
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So 3 have a shorter cooldown
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I can't tell what emotions this portrays is this sarcasm, honesty, excitement or what if none of those
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@pandorayr said:
https://forum.deadbydaylight.com/en/discussion/comment/1926829#Comment_1926829
Definitely should be affect 3 generators with some progress, doesn't make sense to affect on generators with 0 progress.
Imagine have a perk with a cooldown high and explode generators but nobody repair these gens... xD
could go a few ways to make it better
- have it effect all gens on the map
- have it effect 3 consistant gens like the closest or the farthest that have progress
- have a shorter cooldown
- have a 5% regression applied to kicked gens immediately (doesn't stack with pop)
- but mainly have it not go on cooldown when it does nothing
any of these would make it a much more usable perk
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Realitive to every other killer some are better and some are worse so lets just ignore them and look at ghostface
He is an m1 killer which means windows and pallets will always be effective against him and he has no real way around him
his power gives stealth which has plenty of counterplay from survivors
he can expose survivors which is useful for cutting down chases but otherwise he can be pretty rough in a chase on how well you can use your power to get the jump on survivors
he has no map pressure other than stress that he might be creeping around in his power
some maps are good for him while others are extremely rough
so he is about a 6/10 killer, 8/10 on maps good for his stealth and probably 4/10 on maps bad for his stealth or the survivors have spinechill
while not perfect he is far from op he is a good middleground character
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Wraith is just angry
Trappers just doing his job
Hillbilly is just angry he can't watch tv and has to do this instead
Nurse has just had her sanity snap
Huntress is just defending her home
Myers is just Myers
Hag is mad that people took her skin
Doctor is sadistic because thats all he does is torture survivors in and out of his lore
Bubba just don't want to be repremanded
Freddy is just sadistic
Pig is just sadistic
The legion are just sadistic
Spirit is just angry
Clown is sadistic
Plague is just doing her worship
Ghostface is just doing it so he can be in the news
Demogorgon is just hungry
Oni is just angry
Deathslinger wants revenge
Phead is just doing his 9-5 as the embodiment of something
Blight is just having a bad trip
Twins are just doing what they do which is scavenge and move on to the next trial
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They are updating graphics to keep up with the shifting of times with modern AAA games improving graphics at such a rate they feel they have to as well
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Gotta love an 80 second cooldown that can go on cooldown even if it doesn't do anything
even if there are no other gens with progress or being worked on anywhere on the map kicking that one gen will put it on cooldown
now thats what I call value
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Or counter idea
Double down: Once every 60/50/40 seconds your next perk usage has 50% more power (or 1 second for stuns)
example of uses
if you start healing with bottany knowledge you would heal at 50% speed until you let go because 33% * 50% = ~50%
head on stun duration = 4 seconds
ds stun duration = 6 seconds
wglf healing = 150% speed until you stop the interaction or pick them up from the dying state
for vaulting it counts both resilience + spine chill together so ultimate 22.5% vault speed build is possible
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1925483#Comment_1925483
Thing with legion, tho, is that 2 survivors can mend you and remove deepwounds within 6 seconds. With doctor, pig and victor, YOU are the sole responsible survivor responsible to get out of your position, no help, no way to speed it up. Deep wounds helps and mostly works its full effect, but not having any way to speed it up at all?
Besides, there are other ways that survivor get deep wounds. BT being quite a common one and very easily activated by any killer. Forcing them to mend even when they normally would not need to. The only time I end up slugging survivors was because someone did an unsafe unhook without carrying BT and hoping I'd respect that. I ALWAYS hit the survivor off the hook if I cant hit the unhooker before they finish unhooking. Because having 1 survivor mend in the corner of a map while I have any perk that allows me to put pressure on the gen that the remaining survivors are working on, is a net gain. The only reason I would not hit that juicy BT is if I simply am not close enough to get a quick hit.
Considering BT is almost in every single match, Legion and Deathslinger arent actually that unique in their power. Legion is more about keeping survivors injured, while deathslinger(who fits the same BS as Nurse and Spirit in terms of you dont counter the killer, the killer is the one countering him/herself) is about getting a hit ASAP and then ending the chase as soon as you can shoot. Which both are more chase-related abilities than they affect gen progression. Sure, Legion has a nice consistency, making him at least quite powerful on gen progression, but that's not exactly what his main power is about as you can counter being hit by doing a fake locker/fake vault/stun the killer/fake pallet vault if the killer vaults the pallet. So relying on Legion's power to reduce gen progression isnt actually that good of a strategy. Relying on his ability to keep survivors injured and essentially keeping them on 1 health state(aka, free instadowns) gives Legion far much pressure by having consistent hooks.
Mathematically that would be 18 seconds of wasted time just to mend with 3x6, the theoretical time you would save mending with teamates is wasted by the fact they can't do anything, no matter what you either take 12x1 2x8 or 3x6 pick your poison
and yes their are unique for the consistency of deep wound not for having it from the survivor team
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1925458#Comment_1925458
You dont know how to use Doc's ability properly then. He actually has one of the 3 killer abilities that DIRECTLY affect gen progression:
Madness t3 - cant do gens
Reverse Beartraps - could do gens at the risk of dying to a trap
Victor - survivor cant do anything other than unhook other survivors while wearing Victor
So yes, Doc HAS map pressure, you simply dont know how to use that part of his ability in your favor.
Im just speaking as a general for most likely why a survivor wouldn't target doctor
Of course I know the intricacies of his power and how to use it
Im just giving a general of why survivors might not complain about him as much because frankly most doctors I see abide by this list of not being able to use his power properly, and while I claim to be better then them but not by much I can say that survivors don't ever see people playing doctor well enough for him to be a major threat as most people just play enough doctor to get a grasp for him and gain his perks then jump ship to someone frankly more interesting
And yes madness tier 3s astounding ability to make you snap out of it for 12 seconds so you can't do gens is technically directly impacting gens there are still others that you forgot
for example deep wound from legion or deathslinger which also makes people do an interaction for 12 seconds or 8x2 with a friend or they just bleed out and go down
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Doctor has no real map pressure other than saying he knows where survivors are
His chase potential is meh without addons
he isn't much better off then say clown or legion
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@Phasmamain said:
Do you really feel any better destroying random survivors who weren’t toxic to you as spirit because some random other survivors were toxic.
Doesn’t seem right to me
But does that mean you are toxic then complain when there are toxic killers out there with the excuse that no one else can be toxic
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These are all pretty balanced already no need for some nerfs to them
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@golubushka08 said:
At least don't nerf the DS. It's an ocasional perk, it's not used always. And I don't want to lose 1 minute doing nothing just because I used this perk to save me from tunelers and campers. This perk is for those killers who don't know how to play this game and only tunnel someone. If a killer doesn't tunnel this perk don't activate. It's not my fault that the killer plays toxic. I'm not supposed to lose 1 minute for their toxic play.
The usage of anti camping and tunneling remains the same
now its not abusable
if thats enough for you to leave the game that something is no longer abusable maybe you were part of the problem
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I don't hate bbq but I want to take a stab at this just to see if I can
Trapper, gets information on far away gens to prepare a 3 gen with traps
Wraith can use it to gain information on survivors so he can approach from an angle using his stealth to his advantage
Hillbilly can charge across the map in seconds to reach their postion and use the information
Nurse can blink that 40 meter range with addons and hit people right on the edge of bbq
Huntress can yeet some sick hatchets
Myers can snowball while getting hooks
Hag can use mint rag to tp across the map to survivors with bbq information and disrupt them or prep a 3 gen
Doctor can gauge whether or not to use his shock to find nearby people
Bubba can see if people are far away for a more disruptive facecamp
Freddy Gen teleport
Pig see what gens are being worked on so you can gauge when to use traps
Clown gets information on whether he has to go save a gen or has time to reload
Spirit can phase to them at high speeds and faster with addons
Legion can find a survivor to chain frenzy off of
Plauge can see if there is a fountain on the way to create good opportunities to snowball with her power
Ghostface is a ditto of wraith
Demo can use portals
Oni can use his smash attack
Deathslinger can use it to see their position and start planning ahead for sneak attacks and long distance shots as he approaches
Phead can use it to see where caged people are and can send them away before they are saved to waste more of the survivors time
Blight goes fast
Twins can get an easy injure or down with the 150% victor speed
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*Puts team in a losing position
*loses
and thats why survivors need their op meta perk to stay op
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@jacrispy_dbd said:
https://forum.deadbydaylight.com/en/discussion/comment/1920252#Comment_1920252
Thats good to know. I just wanna know why is that the case?
Certain effects are too fast / strong to apply basic attacks / shouldn't apply basic attacks
Examples of effects from basic attacks
Sloppy butcher
Surge
Knockout
Exposed
Being able to use these effects with every single power would make some killers much better than others, devour hope huntress with instadown hatchets wouldn't be a fun thing to play against
So most killers have special attacks so they can't take full advantage of these effects
blight still does have an instadown with his power iridecent blight tag if you can use it well enough
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His blight rush isn't a basic attack and thus doesn't trigger the exposed effect
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I feel like the obsession only effect should to some extent affect every survivor with obo
For example
80/70/60 second cooldown for the 3 second aura reading when you are not the obsession and 40/35/30 if you are the obsession
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1919980#Comment_1919980
I don't mean now I mean when the change happens.
Frankly I don't want to use it on my first hook, I wanna use it on my last or second hook. Being able to choose when to use it would be really nice
if you let the skillcheck run all the way through without hitting it or missing it you can use it in the 60 seconds after you get unhooked on your second hook
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They usually use the slowdown because even if they want the match to last longer to try and get into a winning position like when survivors group up the longer the match the more likely it happens
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Run with a plan, if you drop a pallet and immediately abandon it without looking back and get caught out for it that's your own fault
If you think a killer isn't going to break the pallet force the stun to gain distance instead
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But ds didn't say it deactivated if you were healed so I assume it wouldn't deactivate unless you healed someone else or yourself
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@Blueberry said:
Reverse Fired Up.
Permanent passive lunge increase with lower numbers than it currently has that starts out at its highest and gets lower and lower for each gen completed.
Yea but nurse exists, nurse but 1.5x post blink lunge range = :c
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Soon
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Alternative one
Rushing within 16 meters of a gen causes it to start regressing at normal speed if its not being worked on
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1911934#Comment_1911934
"Press the active ability button to instantly heal them"
But you become broken
Gross healing 1, Taxing on your character 1
Net Healing 0 just equivalent exchange
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@REL1_C said:
Survivor with friends is so common now, even if they don't play "Toxic" it's still unfair. So I have "Fairly" made a change to survivor with friend action times.
- Two man swf , -10% action speed (Gens 80 < 88, Healing 16 < 17.6, Totem cleanse 14 < 15.4) .
- Two two man swf, -20 % action speed (Gens 80 < 96, Healing 16 < 19.2, Totem cleanse 14 < 16.8) .
- Three man swf, -20% action speed (Gens 80 < 96, Healing 16 < 19.2, Totem cleanse 14 < 16.8) .
- Four man swf, -30% action speed (Gens 80 < 104, Healing 16 < 20.8, Totem cleanse 14 < 18.2) .
I'm trying my hardest to actually "balance" the game, it's been 4 years and swf and camping killers are unfair, I've also thought of a camping change but unfortunately you can't stop camping but I'll do my best.
Most swf aren't even that good, I haven't seen a sweat squad in a couple hundred hours now
Maybe just give the killer bonus bp for playing against a swf, while also giving some bonus to survivors that way there is more swf and more bp for everyone
example
2 man swf, 50% bonus bp for the killer, 25% bonus bp for the survivors
3 man swf, 75% bonus bp for killer, 30% bonus for survivors
4 man swf, 100% and 40%
2 man swf and 2 man swf 100% and 25%
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@Onyx_Blue said:
Plague:
The max amount of the Vile Purge charge gauge is reduced by 50%.
The charge speed of Vile Purge is decreased by 0.25 seconds.
Max infection on a Healthy Survivor no longer automatically causes Injured and Broken status effect. Requires the survivor to be Injured with max infection applied to gain the Broken effect.
Cleansing only heals from Injured to Healthy if the Survivor is max infection. Experience a 5 second delay between cleansing and the Health state heal.
Hooks can now be infected.
Performing a Sabotage action on a contagious hook applies infection to the survivor.
Hooking a survivor on a contagious hook applies infection.
Infectious Fright - additionally, has a cooldown of 100/80/60 seconds.
Corrupt Intervention - the two furthest Generators and the closest Generator from your spawn location are blocked for 80/100/120 seconds at the start of the Trial.
Black Incense - Start the Trial with Corrupt Purge active; slightly increases Corrupt Purge duration; the Obsession starts the trial infected; moderately decreases infection rate from interactions.
Vile Emetic - Survivors that are max infection suffer from the Oblivious status effect for 30 seconds after cleansing.
Exorcism Amulet - Survivors are afflicted with the Blindness status effect for 30 seconds if they are placed into Dying State whilst max infection.
Limestone Seal - gain 250 more bloodpoints for hitting a survivor with Corrupt Purge; Slightly increases activation time from a Pool of Devotion; Slightly decreases movement speed while holding Corrupt Purge.
Rubbing Oil - Slightly increases Vile Purge charge speed.
You already can infect survivors on hooks
Having to hit a survivor once fully infected to inflict broken just make her more of a m1 killer than she currently is with vile purge which is just terrible
Infectious fright doesn't need a cooldown its in a good spot as it is no need to nerf it
Corrupt intervention should block the gens closest to where survivors spawned and affect the other gens closes to them until it reaches 3 gens blocked
Black Incense does too much should just be some of it, Probably just Start with corrupt purge and slightly increase duration (10%~)
Exorcism amulet should just be fully infected survivors suffer from permanent blindness
Limestone seal should just do something else like deep would instead of downing with corrupt purge but also getting hit by corrupt purge lowers the deep wound timer while giving more points and multiple hits
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Its not healing, its equivalent exchange
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The first occurrence of a perk costs 2700
Plenty of perks haven't been seen in the shrine before, this one lasted 8 or so months before being put in there so it would still cost 2700
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Blight but not slippery, and a bit taller.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1910542#Comment_1910542
Blight and Nurse aren't the best examples. They're mixed bags most of the time too because they're both super prone to bugs with their mechanics and frequently get cheated out of hits. The are awesome if you get a stroke of luck where nothing goes wrong though
Well only in a stroke of luck conditions is a bit much but isn't that the same with playing legion and hoping not to make a mistake which can cost you the game
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Yea but look at it this way, while legion could single someone out a stronger killer like nurse or blight could have 3 hooks by the time the legion finishes singeing that person out and finally hooks them, so its a mixed bag
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I went against a 3 man sweat squad while still learning blight on Disturbed Ward, None survived, not even the random
Im probably 3x as good as I was then so blight has real potential against sweat squads
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Yea Id say having multiplayer in what was effectively a party game for 2 years was a good thing, Just because we started taking it too seriously doesn't mean we should remove the fun feature that plenty of people join this game for.
Sure everything has problems but its better than no team play in a team based game
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Monitor and abuse
Infectious Fright
BBQ
Corrupt intervention
Steamroll with corrupt purge when able
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downside to it people complain more so now they have to either make their servers better or remove the feature
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Hillbilly on rotten fields, made 2 loops around the map in the same dash and on the third time going around I hit an ash in the field out of nowhere
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It sadly doesn't
I feel like it should since thanatophobia is fear a death and someone is literally dead but no logic is gone for gameplay sake
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@HollowsGrief said:
Just a question: is it true this perk is bugged and doesn't apply the extra regression?
The extra regression is only applied when a survivor misses the overcharge skillcheck on the gen
10% missed skillcheck penalty
12/14/16% missed penalty with overcharge
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She has no direct op counters but is both far from easy and far from the best
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Or it could just be extra or secondary abilities here are some examples
Wraith Slow walk, holding secondary ability starts slow walk Decreases movement speed by 10% but doesn't shimmer until within 16 meters of a survivor
Trapper Trap reset, opens all traps on the map after a 2 second charge up and 2 second animation has a 90 second cooldown
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Range addons, and placing traps in common pathways instead of only in loops
hag is always inconsistent because it relies on survivors to use your power
trapping hooks and common traveled ground is a good way to build some consistency but you can only do so much
If you want consistent games hag isn't the most consistent killer but killers like
spirit, blight, nurse and pretty consistent and one of them is decently fun
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@MrPeterPFL said:
https://forum.deadbydaylight.com/en/discussion/comment/1904894#Comment_1904894
Can I kick the messenger instead of shooting?
Only if you buy me dinner first
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1904954#Comment_1904954
But it does not? Even if there is a pattern they can schedule their release dates on their own will. Nothing was officially committed to.
Patterns cause expectations
people hope things live up to expectations
people are let down when things take longer than the pattern said they would
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Alright lets break this down point by point
first blight does have counterplay, dropping pallets and not greeding windows, which vaguely sounds like bubba except faster
His cooldown varies to between 4.50 seconds and 12.5 seconds, counting the first one ran out of duration at the end of the 3 second first dash basically his cooldown is more punishing than nurses and at worst nearly as long as spirits power recovery
Even if you made "distance" his power is a mobility power so buying an extra 0.2 seconds wouldn't have saved you in 99% of cases
You can dodge a lethal rush just not consistently or very well because that's what people practice for, its like complaining that you can't dodge a hatchet like people aren't allowed to aim or something and his entire power is affected by latency so yes the hitbox looks big but thats just because thats what the server saw
At higher levels he is strong and you can still do stuff against him there is just no easy one size fits all solution to guarantee victory
Yes he can use his power but easy hit is a bit much considering that most loops he can't use his power around and other loops it takes a ton of ingenuity, practice, and improvisational skills to even think of doing it that way along with the technical skills to manage to pull it off
"free hit afterwards" there are no free hits just out of position survivor and his power makes out of position more common and lenient
its not too easy to hit people you are just seeing latency in action
if you think it doesn't fit any of this try it for yourself and share the results
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1904894#Comment_1904894
Not sure what you were trying to say there.
but your data of previous PTBs doesn’t prove there is a delay. Just before your examples they always had 2 weeks and changes that so there is precedent of them changing those release patterns. And again, nothing was ever officially confirmed. and we are certainly not talking about internal delays here.
But it, does?
The data says that for the last 4 (I didn't look farther back) they have been on a 6 week development cycle, patch, 3 weeks, ptb, 3 weeks patch, in that order
Im the middleman, shoot the middle man at the expense of your own weekends time
im just here to point out that they are off schedule to support the point of the person calling them out
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1904770#Comment_1904770
They always said that this is nothing official though and especially after the last chapter we should not call them out for taking themselves some time
Im not the ones calling them out im the ones supporting the ones calling them outs point with data
shoot the messenger at own risk of shooting the messenger