bjorksnas
bjorksnas
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- bjorksnas
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Comments
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@Zeus said:
It looks like a really powerful perk. Yes, it counters dead hard but imagine how strong it would be against survivors who don't use dead hard.
I think it would be very strong but also very predictable after the first use and make killers more of a threat to the level of bubba where they use resources like pallets faster
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Didn't think to put this one in feedback and suggestions sorry mods
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@TheClownIsKing said:
Who thinks of these absurd challenges?!
Even running DH with Undying to “re-try” in the same round is futile.
🤬🤬🤬
run devour hope, red heads pinky finger, and a mori you can get the challenge without using devour hopes effects
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1636431#Comment_1636431
Not like bbq and chili takes much input litterally just play the game like normally and be awarded the survivors position and extra bp.
But it still takes input to get its effect, which by like definition would make it not a crutch, what do you do for unbreakables strong effect have the perk
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1636409#Comment_1636409
But you know BHVR, they'll give him some kind of weird cooldown nerf.
Don't forget some kind of overheat mechanic to slow it down even more, stalking now ends with a nurse fatigue and you can only stalk 3 points (5 per tier usually and 10.1 per survivor) before going into a 30 seconds cooldown (modifiable to 29 seconds with addons)
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Maybe when certain perks stop meeting the criteria of being a crutch (perk that gives a extremely strong benefit with no input from the player using it to benefit from its effect) I'll stop calling them crutch perks but until that day happens ill call them what they are.
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@APoipleTurtle said:
I think Demo's POWER is above Clown's, but DG also has one of the most underwhelming add-on complements in the game (whereas Clown gets several that could be considered pretty good or at least fun to run). Though if Clown truly sees any big adjustments to his power after his possible future rework, he might just overtake Demo anyway.
Huntress and Myers are probably first in line for future add-on reworks (since they don't adhere to the modern formula), but I'm really hoping that Demogorgon will be one of the killers considered for a follow-up add-on pass sometimes afterwards.
myers is 1 addon off from the formula 6 yellows 3 browns he doesn't need a whole rework just a touch up
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Just start by reworking almost all of his terrible portal addons
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just play better he is still vulnerable to pallets and windows
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@YehBoiGoku said:
Killers definitely have crutch perks not gonna name any- UNDYING, RUIN, POP, HAUNTED, CORRUPT, BBQ, SOME MORE THAT I CAN'T REMEMBER. Other than that I guess only survivors only have crutches
crutches are perks that give you an advantage for doing nothing, crutches aren't perks that reward skillful play
Example Pop rewards killers for hooking survivors by letting them slowdown survivor objective
Example of a crutch, Deadhard gives you a free second chance in chase for pressing a button with little to no input or counterplay from the killer side
Example of yet another not a crutch, bbq rewards the killer for doing their objective of hooking survivors by giving them information they can use to start another chase
Example of another crutch Unbreakable punishes the killer for slugging which is usually the optimal play for the killer with no input needed for the survivor to benefit from it
As you can see more survivor perks are crutches because they are rewards for nothing while most killer perks aren't because they are a reward for skillful play
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@Axe said:
I think it need to be level 3 to actually hit gray bar
cant hit gray bar there is a 1% speed difference and even that little amount is enough to keep it red
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@Killer_Star said:
https://forum.deadbydaylight.com/en/discussion/comment/1634359#Comment_1634359
If all survivors were injured, then it would be 50+33+9+56, which is well above 100, but it still shows up a red healing bar. You're forgetting that self-care heal yourself at 50% of normal healing speed.
Self care is a 50% modifier and base, meaning healing speed = (base + bonus) / 50%
100 + 9 + 33 + 56 = 198%
198% / self care modifier of 0.5
99% max healing speed
your forgetting that slower than 100% = red bar which proves its a modifier mathematically
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- increase the frequency of perk balancing to spice up the meta more than once a Gregorian year
- make map changes to make maps more fun/interesting without being frustraiting/easy wins for either side like remove a window on crotus penn or remove ormond
- Change the perk system to be point based so you could choose between 4 strong perks or 8 niche perks or anything inbetween
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Small addition the fact that your desperate measures is tier 2 also means the max speed would only be 95% which would also still be red
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56+33+9 = 98
98% bonus / 50% modifier = 49% bonus
99% speed is still in the red
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Ah yes a 2 and a half hour long video to watch through to see some random bug in dbd. Well good luck with that
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1632686#Comment_1632686
It was talking about the argument, I see you ignored the quotation and have no clue to what a fallacy is.
Anyways, I played killer when balanced landing was actually decent and I never had trouble with it anymore than other exhaustion perks like sprint burst or dead hard.
Ah yes directly attacking the argument by calling it new to the game???
I see you are of the intellectual variety who even when they saw someone directly quoting facts and logic they are still wrong as long as it would mean you are correct.
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check hag, and myers if you don't like that
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I actually did it, its a 9-12 hook game 4k/dcs, reccomend just use a strong killer with decent or better addons, personally I did mine with huntress, deathslinger, and blight
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1631934#Comment_1631934
Nice strawman, but my argument isn't based on an ad hominin at all. Here's the part you conveniently left out:
"It created no infinites because the killer could just chase you the opposite direction, blocking you from dropping. Even if this wasn't the case you only gained ground if there was a window with the passive before the drop.
There's a reason more people used dead hard than balanced back then."
I don't know how you think logical fallacy works, but just because the ad hominem wasn't the main focus of the point you were making doesn't mean it wasn't attacking the individual instead of their argument.
Also the just go around works against survivors with more than 100 hours when they learn to look behind them. Most of the loops with balanced landing were god window loops which means no room for mindgames and no room for counterplay from most killers as long as the survivor was smart enough to ever look behind them.
Your argument is closest to god windows were balanced all you have to do is double back and never have the survivor look behind them
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@CalamityJane said:
I dislike your suggestion around add on retention. Survival keeps add ons but the killer only keeps add ons if they get a 4k.
That is very skewed, a survival is a win for a survivor, but a 4k is above and beyond a win for a killer. Losing a survivor to the hatch because you didn't go full tryhard and slug everyone until you found it isn't a loss, it's still a win.
It would also cause an even greater divide between add ons. If you base retention on kills, then 'good' add ons help you get a lot of kills so you keep them. Iridescent Heads and Infantry Belt would be very difficult to lose, meaning their ultra and very rare status are both redundant because as long as you don't suck, you never run out.
the problems I always see with forcing killer 4k is that it usually forces slugging for the hatch for a reward, so maybe 3 sacrificed or 4k to keep addons because the last person usually gets hatch or gets out 30-40% of the time without slugging depending on perks
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@JoeyBob said:
https://forum.deadbydaylight.com/en/discussion/comment/1630825#Comment_1630825
Lol you don't even know what ad hominem means is all you've shown by saying that.
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nice ad homienem
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just have the 2 extra slots only allow bp/mist/oak offerings
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1630682#Comment_1630682
Yes. I have. I commented that before.
https://forum.deadbydaylight.com/en/discussion/comment/1630680#Comment_1630680
Why do you feel the need to talk like that? Getting people "on your side" while talking down about me. If you disagree you can move on. There's no need to attempt ganging up. I just shared my opinion, but many people in these forums just resort to saying "no. You're being [insert disrespectful adjective/noun]." If you're gonna come in with a dismissive attitude then I'd prefer if you didn't interact at all. I didn't make this post to attack anyone or insult anyone. I just want the game to be fun for everyone.
you want the game to be fun for everyone except for people who play nurse, which just happens to be part of everyone
if you don't want me to dismiss what you are saying you need to actually use facts and logic here instead of feelings because that doesn't work here
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@Kira15233 said:
https://forum.deadbydaylight.com/en/discussion/comment/1630686#Comment_1630686
Btw I have a question, where is general discussion in "select a topic"? I can't seem to find it
directly pressing the new discussion button allows you to choose a category, the drop down arrow on the new discussion has the general discussion types.
if a type is unavailable you might have been soft banned from making that one for a few days
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how about you just wait like everyone else
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@BuggyNurseMain said:
This is probably the most entitled survivor post I've seen on this forum. You get smacked by one nurse out of every 10 and you come on here to complain about how busted it is. Grow up.
hes the same kind of person who though billy changes were good you can't argue with someone like that
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1630420#Comment_1630420
If they're truly too good, then a lunge reduction or charge recovery after fatigue shouldn't be a problem for them. And when they get downs, then that means they made a good play, and didn't get the down because the lunge or the other points I made gave it to them.
It's just like Billy's change. Good Billy's are still good Billy's. They just can't abuse their chainsaw usage.
bruh it just makes the killer less fun to play, you know who would play a extreme high risk, high reward and zero fun killer, probably the 3 people who like playing against old legion
billys changes were gut 80% of the things that didn't need changed, slap a new terrible mechanic, make him stare at the ground for using his power, remove the only reason anyone would run enduring thats not spirit fury all because 2 of his green addons needed to be nerfed and he needed his addons to be the assortment the devs strive for of 2,4,5,5,4
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@lazerlight said:
https://forum.deadbydaylight.com/en/discussion/comment/1630395#Comment_1630395
You guys are focusing too much on the word "mega" I just used it to refer to the blink that lets her blink the farthest. So, it IS a thing.
She is incredibly hard for new players. After using her for a couple times I was able to get some consistent 4k's, because of the points I made in the first post. Nurse is easy as pie to players who are used to her. No amount of mind-gaming survivor's do will secure their health state against a good Nurse. I still stand with my opinion.
well it takes more than muscle memory to play nurse, if a nurse can get consistent hits through walls and tiles they can't see through or even hear through if the survivor has iron will then they are just too good, they shouldn't be nerfed.
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5 shmeckles on a killer
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nurse was nerfed in a few ways, 4 meme / training addons, no extra blink addons without a large drawback because old 3 or more blink nurse was so easy to play and nearly impossible to play against even if the nurse is just mediocre, the cooldown drastically lowers the potential because while you might be able to catch up with one blink against good survivors they will either run the entire speedburst 12 meters and the cooldown 3 seconds for one blink 3.5 for two and gain 16-18 meters, the charge time cannot go faster than 2 seconds for 20 meters so the survivor can get about 4 meters out of range, making it nearly impossible even with the lower cooldown to catch up in a single blink unless the survivor messes up. Also a 3 second cooldown still ensures at least 6 seconds for two blinks for a default nurse to use their full power meaning on average you always get 2-3.5 seconds of unrestrained running in fatigue and an extra 4-2.5 where the nurse has one or zero blinks available
A small lunge on nurse is terrible for absolutely no reason nurse is already plenty hard to play and build muscle memory for and making a high risk high reward EVEN higher risk for the same reward is just wrong.
"mega blink" isnt a thing and nurse should be able to always use her first blink to its max potential even if the other one is on cooldown
if her charges start regenerating after fatigue that means with no addons a wiffed or hit double blink swing will take 9.5 seconds before you can use both blinks again which is ridiculous for a killer that can really only secure downs with their power
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outplayed lel
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@gelukrait said:
Purpose:
- More attractive gameplay
- Make people hesitate when DC
- Make benefit in grinding process for right person
- More respect in game (according bonus effect)
Conditions:
- Killer: 1 winning streak = no one escape (by any mean) in a trial
- Survivor: 1 winning streak = escape (hatch or gate) a trial
- The winning streak will reset if above condition is not fulfill or due to rank-reset
- Count on separated killer but share between all survivors in regard of MMR system
- No upper limit streak (we want to know and reward top 10 best killers / survivors every month)
Rewards:
- Bonus: 1% BP bonus for each winning streak
- Effects on killer: add horn, the color of horn becomes slightly darker every streak, change horn's style every 10 streaks and reset the color
- Effects on survivor: add holy ring, the color of ring becomes slightly brighter every streak, change ring's style every 10 streaks and reset the color
The above stuffs are just my 2 cents, please feel free to adjust. Thanks for reading, and it will be great if dev or mod can join the discussion.
OTHER SUGGESTION:
@Xyvielia :
- Devs will have to add a disqualifier element where anyone bringing a key/mori is not eligible for the reward, either for that trial
- There would have to be a clear notice broadcast to ALL players so they understand that keys/mori’s will not benefit them in the Winning Streak mechanic
- 3 kills is a win for most killer players. The difference between a 3K and a 4K is often whether you choose to slug. That's no fun for either side so I would like to see it discouraged
- If you are an SWF, it's a loss if you don't get your whole team out
@DetailedDetriment : Survivors escaping through hatch shouldn't effect the killer's streak. The killer's an survivor's streaks should remain the same.
This would work but terribly unless killers is 3k because slugging for the 4k would go way up in prevalence if they are forced to do that if they want a win streak.
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@ZCerebrate said:
https://forum.deadbydaylight.com/discussion/comment/1626560#Comment_1626560
O rly? I must be imagining things...
https://forum.deadbydaylight.com/discussion/190872/blight-is-the-worst-killer-in-the-game#latest
https://forum.deadbydaylight.com/discussion/190194/blight-changes#latest
https://forum.deadbydaylight.com/discussion/189599/the-blight-is-weak-as-hell#latest
https://forum.deadbydaylight.com/discussion/191886/blight-turning-speed-and-mecanic#latest
https://forum.deadbydaylight.com/discussion/191801/adept-blight#latest
https://forum.deadbydaylight.com/discussion/191952/blight-is-decent-but-he-needs-a-flick#latest
https://forum.deadbydaylight.com/discussion/192041/the-legion-vs-the-blight#latest
https://forum.deadbydaylight.com/discussion/192181/blight#latest
https://forum.deadbydaylight.com/discussion/192093/why-is-blight-getting-gen-rushed-so-fast#latest
https://forum.deadbydaylight.com/discussion/192173/legion-and-the-blight#latest
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That's just a cursory scan... I could probably find 10~15 more. This is not from PTB time but post chapter release - not even talking about his Compound 21 addon which was nerfed (I believe from 16m+6s to 8m+3s in response to those threads).
Yea however 80% if of them are from day 1-2 where people had no clue what they were doing and the main content creators didn't have videos about it yet showing them off
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/discussion/comment/1626055#Comment_1626055
It isn't. Perks are there to be used, saying using second chance perks is scummy, makes you much worse. This is just basic logic and reasoning.
Doesn't mean that its fair, and equipping unfair perks or using them in scummy ways does make you scummy, this is just superior logic and reasoning.
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They really need to clean up survivor bloodwebs its a mess right now, 16 bp offerings, 4 fog offerings, 2 coins, 4 blueprints, 6 luck, 2 wards, 1 oak 15 map offerings, and 3 shrowds, 53 total offerings not even counting event ones. And on top of that you have 18 base game items and 55 base game addons, 126 items in bloodweb no wonder people cant find things they want. Personally I think that number should be halved for quality of life some time.
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/discussion/comment/1624729#Comment_1624729
Using a perk isnt scummy ???
using second chance perks is scummy tho
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@[Deleted User] said:
Every killer and their mother is abusing the DS, and they're saying we're toxic and play scummy, hah... It's funny
Definitely not today, it was supposed to be this today. It got delayed, what a surprise.
well you are equipping a perk that gives you a second chance so I mean thats kinda scummy in it of itself
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thats normal she has a shorter lunge after blinking
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This might sound crazy but early game just get some first hits instead of long chases, if you can down the first survivor after 15-20 seconds go for it, otherwise just get some early hits on survivors to start getting them off gens.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1621111#Comment_1621111
Its ok for good add-ons but four blinks you don't have to do anything extra for on top of 115 movement speed isn't fair.
Maybe just keep the max at 2 instead of letting it go up to 4 but also remove the ability to chain blink, that would make it closer to playing a new killer all together and a higher risk reward
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He needs a flick just because you can stand behind a pebble in the open and be perfectly safe from his lethal rush
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@MusicNerd_TC said:
I don't think they should remove the lower tier items, but I have 2 suggestions.
1: let us sell items, offerings and add-ons.
Or 2: Make it so you don't have to buy brown and yellow rarity items/add-ons from the bloodweb.
toolboxes alone take up 17 spots in the bloodweb, also the removed items should just be added to the other ones, brown toolboxes are added to yellow and mechanics toolboxes are added to engineers toolboxes, the addons split as well. There would still be a brown, yellow, green, purple toolbox as well as 5 addons, it just reduces the amount of total toolbox related things to 9 spots instead of 17. The idea is reduce items/addons from the 18 items and 55 (seriously) addons to something more manageable like maybe 15 or so items and 25 or so addons
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1622331#Comment_1622331
Leader does not affect yourself
think a little and maybe you could have put 2 and 2 together that it was under someone elses leader effect
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@MigrantTheGreat said:
https://forum.deadbydaylight.com/en/discussion/comment/1621830#Comment_1621830
To add to this I think Ultra Rare addons should kinda debuff and make the killer more challenging to use with those addons
Spend 7k bp to be worse off, that sounds just wrong
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@Deadeye said:
The perk says "at 50% speed" not reduced by 50% or something, so this might be different, how it is actually handled. Need to test, but I would guess Selfcare + Botany Knowledge then isnt at 83% of normal speeb but at 66,5%
Meaning, for Selfcare you need to think of the 50% as being 100% and all modifications apply to that. So, if you increase Selfcare by 50%, then you increase it to 75%: half of the "base speed" is 25% of the regular speed.
When you say the 4th stack of Felix' perk made it white it would fit. Because the "bonus" is then 56 + 9 + 33 = 98%
98% of 50% is 49% meaning you are boosted to 99%. There is a reason why I think Botany Knowledge is actually 33.333333% instead of only 33% (if you want I can explain that in detail, but takes some lines) so this might actually cause the rounding to go up to 100% making it a clean white bar
50% multiplier, I have used botany + resilience + leader and still had a red bar for healing speed
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@ringwinning said:
Did it go quickly enough that it was worth it though? I've been wanting to try that build.
its 99% speed self care or 198% speed healing with a medkit on self of course its worth
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Selfcares 50% is multiplicative not additive so its only with those 3 personal perks at max efficiency 99% which might still be red bar due to rounding
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1621293#Comment_1621293
Not entitled at all. I would like this cosmetic, unfortunately i can't buy it in 3 separate pieces so i won't buy it at all.
I don't buy sets.
Hundreds more hours? It's already in 3 pieces... And they obviously use the same Kate model for all cosmetics.
You aren't on the art team, you wouldn't know how hard it is to connect various models to mix and match together, and yes its entitlement that you expect them to work 20 times as hard
