bjorksnas
bjorksnas
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- bjorksnas
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its an easy way to secure a win but also its usually the easiest way to apply pressure, sure downing the rescuer might be nice but hitting an injured person once is easier
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I don't think people realize how broken increased movement speed on survivor is they just think its a cool stat to buff
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bubba
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The only salt I like creating in this game as killer is from my own skill, noed is just boring and usually gives you something free which isn't as fun as just using other perks and winning before needing a handout
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Pebble is perfect
Autodidact leaves something to be desired, either more skill checks or less total tokens for full effect
Deliverance is a wonderful tool especially in swf
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@jpanda7 said:
Attention to all killers who proxy camp the hook and tunnel you make the game no fun and change your setup every other match a lame killer uses, noed, bbq or ruin and then camps and tunnels the entire match.
you should have just said @allkillers that would have reached everyone in less words
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Freddy putting down a snare is like the clown but better because the snare lasts even longer and you don't have to reload, although clown does have him beat for additional penalties with addons
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1656997#Comment_1656997
So his own perk doesn't even mesh well with him. Nice. Thanks!
not necessarily, you still have the mobility to catch up to the person and go after them normally, it just doesn't have positive synergy with his power
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no
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Exposed only affects basic attacks
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This is fine, he started on the middle of the pallet from his model but from his perspective he swung from the edge of it based on the distance gained, perfect to hit the window if they are medium vaulting or if they are faking but bumped into something and lost time like he did earlier in the clip.
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1656598#Comment_1656598
I get potatoes alot more
if you don't like them play swf where you leave less up to chance
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1656589#Comment_1656589
So I can't have skilled teammates in solo? I don't want to play swf every game
you get what you get in solo queue from skilled teammates to potatoes
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1654812#Comment_1654812
omg really couple seconds in solo queue with bad teammates is gonna make a huge difference
if you don't like what you get as teamates in solo queue go play swf, if you don't have friends stop complaining about solo queu
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If it becomes more skill based it should also allow for more wiggle room,
16 meters or father instadowns
no other stats
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@Bulbasaur2008 said:
Bear traps sole purpose is to break bones, or not let prey escape in the first place. It is logical to apply slow, but it would be too severe for the game balance. Look how many killers/add-ons and perks apply slow. Maybe 5 overall, because it is soo good. And 5% does not seem like much, but look at perk Hope - 7% at level 3. That is huge boost although it seems like a trash, so making 5% slow whenever survivor free itself from a trap is the level of iridescent add-on. Besides, trapper does not really have problems with chasing - he has 4.6 speed.
trapper is in a bad spot right now, weak basekit due to 1 trap capacity, weak early game, forced to set up for mid-late game but even then it might not be enough, having survivors step into bear traps especially injured and usually not get punished by his only power sucks. He needs a buff
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Its just a predropped pallet most of the time, personally I enjoy them just because they are making more ways to break them
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"removed survivor second chance perks from the game because survivors already have 2 base game second chances"
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@FFabeq said:
https://forum.deadbydaylight.com/en/discussion/comment/1654515#Comment_1654515
ah yes a window that is almost 2 meters from the opening and the other with a breakable walls are better than shack or long wall jungle gym lmaoo
there are 2 window spawns the short one and the long one, even the short one can buy you a few seconds but the long one can be looped once or twice before going out the main window with no consequence, having strong windows and pallets in main building is overkill when the map around it also has plenty to work with
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/1652752#Comment_1652752
Game balance is certainly a subtle art, but I don't think the balance team fully understands it, and even when they do, they end up being limited by the non-existence of mechanics (eg. no way to add a flat value to an action without going through percentages first. That's why Thanatophobia has to stack with other healing perks if applied to healing at all; the game can't handle prioritization of percentages like that (unlike with status effect durations).
As you can see, I understand that there are probably dozens of problems standing in the way of balance, but I am still not happy with the choices the balance team has made given the tools they have.
they have been on both sides of the pendulum but hopefully they will start making good changes as they get more experience in it
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Game balance is a subtle art, the problem was people are both expecting them to have a gentle touch but also immediately fix everything by making it how they want it, its a start
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I think cruel limits should be reverse map wide, the area around the gen is safe but everything outside of that is blocked instead, giving survivors an incentive to hide around completed objectives and not leave and do other objectives
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36% do you want every killer to be forever freddy now
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@AhoyWolf said:
Thanatophobia, they increased the speed penalty to 5% from 4%, this is laughably bad and now that it doesn't affect healing, this is awful.
Mindbreaker, like expected, they increased the Exhaustion Status Effect duration by 2 seconds, I'm sorry, but that's tragic.
The most overpowered perk Huntress' Lullaby got nerfed, now only affects healing and Gen Skill checks.
We're Gonna Live Forever, I'm 100% sure that the "new" way of getting tokens was already in the game...
huntresses lullaby only affected 3 skillchecks before the update, generators, healing, and madness skillchecks
But just incase you didn't read the whole patch notes ill just drop this here
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something you didn't think of while the price of 1/3 of perks has increased by 2k bp the price of 1/3 perks has also decreased 2k bp because they leveled green/purple/purple and its now yellow/green/purple. They haven't increased grinding
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but you didn't even run her for a single gen, a more accurate description was spirit played badly and rage dced with 0 hooks at 2 gens left
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the perfect legion build for easy wins
dont play legion
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Second chances shouldn't be in any perks, its already in the core game design
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Your ping isn't your only latency its your ping + the killers ping so its on average double if not more
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@LuffyBlack said:
https://forum.deadbydaylight.com/en/discussion/comment/1626469#Comment_1626469
There's something to be said about exploits, but using perks does not make you toxic. They're tools. Things to be used. I wouldn't accept this towards killers, I don't think this attitude should be shown towards survivors.
yes tools are meant to be used, however they can still be used in scummy ways which does make you toxic
Using a hammer is fine, using the same hammer to bash baby seals is not
both sides can use perks in scummy ways like using bbq to camp the survivor because no one is visable
just like a survivor can use ds as free invincibility to do a gen
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Maybe while they are at it they can raise the camera to a reasonable height not his crotch
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@Hopesfall said:
I use the addon that reduces tokens paired with that Iri, and I think i've gotten 1 down with it in 2 matches
it's eyeroll worthy
way too specific of a situation needs to happen for it to be useful.. it's like trying to gauge Deathslinger's 15m shot.. not worth the effort
ive had a match were I got to use it 6 times and it absolutely shredded the survivors, but when just using it and not going for it 24/7 I usually end up with 2-3 per game with no additional effort for a large reward
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@MusicNerd_TC said:
Why does unbreakable need a nerf? It's pretty situational and only overpowered at tournament level play.
It just punishes certain killers playstyles like oni and plauge who use their power to snowball and its effect is too strong with no requirement from the player to get its effect
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@CoolerBleend said:
I'm reallly glad this community isn't in charge of balancing this game
or what the blatantly strong perks might actually have downsides
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@Leachy_Jr said:
Add a requirement to the perk, your version would make it annoying to use.
Make the recovery speed 25% at T3, and make it so you have to pick someone up beforehand in order for it to be used.
Picking yourself up is an extremely strong effect that shouldn't come lightly tbh.
Its either make it have a drawback or give it something to activate it because picking yourself up from the dying state for free is way overtuned for a single perk but for some reason people think its a balanced perk
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Its called latency, either play ahead of you opponent or use a easier 2nd chance perk
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@Todgeweiht said:
I really like his add-ons, all of them really add up to his playstyle in one way or another
My personal tier list:
https://us.v-cdn.net/6030815/uploads/ANELSYT73MOT/the-blights-add-ons-555704-1601220666.png
Personally I think you are lowballing the power of shredded notes and alchemists ring
shredded notes makes overall cooldown max 6.66 seconds allowing for more creative play because its less punishing
Alchemists ring makes overall cooldown max 7.50 seconds but also replenishes charges so you can chain hits and down extremely fast around nurse or spirit speeds
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@konchok said:
I'd recommend playing with Rose Tonic + Compound 21. It's something you need to play with to understand. It allows you the ability to time your rush to land hits that aren't possible otherwise. Rose Tonic is completely underrated.
Its not that it doesn't allow you to score additional hits against impatient survivors, its that against experienced survivors all it does is slow you down, I understand the power of it just fine because I understand what it can be paired with but using it instead of something else is just limiting yourself as there are addons that do its job but better (getting hits in situations where you otherwise wouldn't addons are turn rate, and speed in my opinion).
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@ZCerebrate said:
I've revised my initial opinions about these addons from the first week very slightly so I'll comment on each of your points:
Placebo Tablet - Agreed it's a bad addon. People who say they combine it with turning radius to get a "cheekier" corner turn hit are forgetting they're nerfing their own ability to get around the map to pressure (Arguebly Blight's best strength)
Chipped Monocle - Agreed it's also bad. Compound seven is actually better since this "visual" doesn't even tell you that you aren't going to "slide" along objects it's on. Having a piece of scotch tape on the middle of your screen serves exactly the same purpose if you really need it (for slams though?)
Compound Seven - Agreed that it "can" hurt you more than help - especially since it ignores that there might be obstacles between you and the survivor. On the other hand on single bounce Lethal Rushes - you can plan for that camera snap to autoaim a hit for you that would normally take inhuman reaction speeds to land. It limits your other options but think of it as almost "Hag" level instant teleport hit when you pull it off just by spamming left click as you hit something near the survivor (Still weak because you will occasionally clip through the survivor).
Foxglove - Agreed it's usually better to just swing in most cases. 0.25s reduction for not swinging is normally lost just by having to wait at a slam location for 1.25s before that now 2.25s fatigue) to time out (making it time out naturally by running the full 3s is usually going to just give them more than that in distance).
Canker Thorn - "Increases recovery time if dash ends automatically without slamming"... What PTB list did you grab this one from? Addon ingame and on the wiki has the exact same wording as Foxglove... meaning you get the benefit as long as you don't swing through your lethal strike. This one has a .5s reduction and in theory can be combined with Foxglove to limit survivor options since you can recover after a 1.25s slam wait and a 1.75s fatigue instead if you didn't swing. Still fairly weak and there's a reason there isn't an even stronger green/purple version as BHVR surprisingly went for caution here.
Pustula Dust/Rose Tonic - Slam duration increases still make no sense to me for "mindgames" it's actually the true training wheels addon for lining up your aim and might make new Blight players on console to have less stress trying to line up their aim. Outside of that - these should never be used as it takes away Blight's options more than giving them to him so the yellow/green addons are at the same level as Compound 7 (brown addon)
Summoning Stone - Absolutely garbage except in a perfect storm scenario where you hit a survivor in the open roughly 10m~ from a pallet loop that they use their speed burst to run towards and it is blocked THEN they stand at the blocked pallet like a potato not knowing what the spider demon has done. The blood wiping animation alone will negate the usefulness of the abysmally short 6s - it's a just a useless bloodpoint sink on your webs.
Adrenaline vial - You're underrating it but also admitted it's a playstyle preference so that's fine. Still my favorite addon especially on large flat maps that don't really need that much curving anyway (Usually I'm lining shots up to obstacles to cut survivors off anyway). It lends it self to making more geometry decisions and taking your time with slams to shut down loops (some are obviously impossible). Reducing stack gain cooldowns from 2s to 1.33s each makes you fly! putting you at above wraith's "Purple Windstorm - Blood" levels of map pressure then you play it out like a 115% M1 killer who knows what they are doing.
Plague Bile/Umbra Salts - I've revised my original opinion of these as there are "certain tiles and maps" that benefit largely from being able to curve your rushes so drastically. Unprepared players or not - watching OhTofu or some other Blight players using these to land good hits has been illuminating in a different playstyle from what I do.
Vigos Journal - Agreed it's very strong. Unfortunately I also consider Tinkerer's a core part of Blight's kit (even without Ruin/Undying although those are admittedly strong on him) so its up to you if you want to run the perk for a similar effect when you want it or just have it all the time.
Blighted Rat/Blighted Crow - Agreed that they're both strong. Like an inbetween between Adrenaline Vial playstyle (get around the map faster) vs Umbra Salts (power having more potential in chases) playstyle. They don't really have a downside other than it taking time to get used to the slight differences in movement speed.
Soul Chemical - Mediocre because you find immersed survivors you would normally miss as you go speeding by - but agreed that it is usually weaker than it's green compound 21 counterpart because it darkens once you have slammed and trying to look around for a moment to determine your best move (no lasting effect).
Compound 21 - Agreed even after the nerf to 8 meters and 3 seconds - it's still more than enough to use that information in a chase. Added bonus of checking groups of lockers (they left in the bp score event for detection) for you if someone went into them just by slamming nearby - useful for for the 4 locker tiles that occasionally crop up (or the 6 locker tile that is garage on Haddonfield and Preschool).
Compound 33 - Agreed. 3s Hinder (which serves as 16m detection as well) and basically a Brutal Strength effect that is stronger than the now buffed Lethal Rush hit to break pallets/walls due to a lack of fatigue in comparison. It's still arguably Blight's strongest addon and deserves the iridescent rarity.
Shredded Notes - Agreed. Strong enough since the recovery and lack of a downside like Adrenaline Vials make this easier to use for most players (limiting less options). Also very good synergy with Iris Blight Tag.
Iridescent Blight Tag - Agreed it's more difficult to use than other comparable lethality addons (Huntress and Clown) but more useable than Deathslinger's (meaning it's realistically going to go off once or twice if you are aiming for it). Still deserving of the rarity and raises the skill ceiling meaningfully.
Alchemists Ring - Agreed once again that this is his strongest purple addon and combining this with Infectious Fright has netted some nasty momentum swings quickly (It's not quite at Hillbilly level or Oni during Blood Fury level but it's just a half-step below them).
Alchemists ring is slightly stronger than compound 33 just for the fact that you can chain hits and the overall cooldown is shorter gives it more utility than compound 33. Just as an overall I think alchemists ring is stronger but in a chase its just below compound 33
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/194502/blight-addon-tier-list-from-experience
I wish I was better at using blighted crow. The problem I have with it, is that you can't be too fast, or you can't really control yourself. I might practice using it, since it seems pretty great when you're good with it.
just start with the blighted rat then move onto the crow, throwing yourself into the deepend isn't worth it when you can have something thats similar but better for learning
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Actually pop got nerfed because killers were getting rewarded while not being good enough, taking 55 seconds to end a chase after hooking someone else and being rewarded by popping the gen right next to the downed guy for 25% was always a bit much, now the killers have to play better if they wish to benefit from pop while using it this way.
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@DeviousDemo said:
These perk changes were pretty miniscule and bad, I don't see how you think many of them were good at all
But look at it this way, its changes, its a start, for game balance they won't directly do anything big to start but I bet they would love to make little changes like this more often to give lesser used perks more love
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/1645644#Comment_1645644
Good point, so it'll probably be fine under most circumstances. The only thing I'm really worried about is against 110% killers. If the blood pact couple stick together, it would be very difficult to get them.
Then just leave them be, taking their teammates out of the game should still be adequate slowdown against them and either enough so that they split and break the speed gain or they come together and suddenly 3 survivors aren't doing anything
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8 or more traps in one game, 4 is already plenty of slowdown do you guys really need the game to carry your gameplay that much, just improve your chase skills and the basekit traps will be more than enough
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I think you guys are all blowing this out of proportion, killer slowdown from pop was already buffed from 30 seconds and only 15/20/25% regression to 40/50/60 with 25% regression, 60 seconds is way too much time to either find a gen or chase then kick a gen after, 45 will lead more critical decision making or just people playing better to end chases faster. Its making the perk more skill based to use while still maintaining the same power levels which is a perfect buff for a perk that rewards good play, because perks that require good play shouldn't be too lenient otherwise it becomes a perk that rewards mediocre play with a strong effect which is not balanced.
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@herrik666 said:
I completely agree. This is a very healthy thing to do for the game, everyone wants to see some variety in builds. I will say though, maybe we need also a bit more nerfs to bring some of the perks in line with the others, for both killer and survivor.
Honestly build variety Is highest from rank 20-9 then purple ranks trends towards 3-4 meta perks and red ranks usually is 2-0 with more unique builds. Im just hoping that more variety will allow all ranks to have plenty of varied builds and keep the game more interesting
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Maybe it just reveals what they decided to work on first and just because they didn't touch specific perks it doesn't mean they won't it just means they have decided to work on other perks first
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@GingerBeard said:
Yep, i'm glad we're finally seeing some more perk changes. That said however, i'm really disappointed about the buffs to Cruel Limits and Mindbreaker. I wont say anything until the changes go live and I can actually see how they perform, but I don't see these buffs doing anything at all.
They just want to first see if buffing the numbers would be enough to make them viable without completely reworking the perks, good start to test the waters
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@Exerlin said:
Blood Pact buff worries me a little. I love the perk and will be using it a lot more now, but it may end up being an issue in some cases! I do love how the devs are willing to experiment with perks like this though, it is nice
Still would be 2 people doing most likely nothing together, even if its a longer chase less would get done
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1644162#Comment_1644162
I hate DS much next person but that too much mostly the last part the other stuff yes nerf it that way but this part to much
(upon another survivor being hooked ds deactivates
If picked up by the killer succeed in a difficult skillcheck to escape the killers grasp and stun them for 4 seconds)
like your not asking for much.🙄
nah I like my changes better and im sticking with them
