dadamek8
dadamek8
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@Elan said:
I believe Reassurance needs huge downside due to how strong perk it is.
โ Increase range to 16m
โ Survivor performing Reassurance will recieve hook state
While yes, the effect is strong (30 more seconds for other survivors to do gens or heal), it's still VERY situational:.
- It's nearly impossible to activate when the killer is camping the basement (which I think should be fixed)
- The base timer is already long (70 s) which is usually more than enough (most killers don't camp 24/7)
- One survivor still has to be basically in the unhooking range to activate it which wastes their time and can sometimes put them in danger (and they might have to come back later for the unhook)
- Most soloQ players insta unhook someone anyway even if you activated Reassurance
- It doesn't do anything when you're the one who needs it (i.e. the killer camps and tunnels you)
It can definitely be game changing, but that happens maybe in like 10% of my matches. 90% of the time it's basically a dead perk so I don't think it needs a downside (it has 1% pick rate according to nightlight). There are many perks that are way more reliable (Resilience, Deja Vu, DS, Prove Thyself, Iron Will, Resurgence etc). I just want the range to be buffed slightly.
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He definitely needs some nerfs, probably in this order:
- His speed add-ons are still too strong. 5% haste for every token used is just way too much. That's like 4 stacks of PWYF that you don't need to earn. They have to be reduced to 1% and 2% OR just remove one of them (ideally rework both). I'm pretty sure these add-ons also let him get crazier hits behind corners.
- His power should be on cooldown after breaking a pallet, just like Ghoul. Most killers have to charge their power to catch up after breaking a pallet (Nurse, Hillbilly, Spirit, Wesker etc) and it's also easier to outplay them (Wesker only has two dashes, Hillbilly has only one etc). Blight presses M2 and immediately starts going at 9.2 m/s with 4 attempts to hit you. Make him lose 2 tokens after breaking a pallet
- His power is lethal in the majority of loops. It's very hard to force a good Blight to chase you without his power. Which means making him 4.4 m/s (110%) is reasonable in exchange for his strong power that can be used for chases and map traversal
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2625500#Comment_2625500
But...Fang was barely nerfed. All that's been changed is that it's a bit weaker in chase (it's never been especially good at this anyway, outside of very specific circumstances).
It's the huge, sometimes 50%+ nerfs to basically all his other addons that frustrates me.
The fang change is quite big though. Being able to remove chains 1 second earlier is game changing (and of course survivors will only get slowed down to 1.7 m/s instead of 1.1 m/s). Now it will give you a headstart at the cost of making it harder to get the second hit.
About the other add-ons, like I said, the solving duration add-ons should be nerfed. The nerf for the other ultra rare add-on is kinda whatever. The only questionable change is the pillar nerf (10 sec to 5 sec), because I think it will the same as the brown version which is weird.
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He's not the best killer, but most of the add-ons nerfs are justifiable. Playing with and without the fang is like playing a different killer. It was a very stupid add-on (even as someone who plays a lot of Pinhead). The other ultra rare shouldn't really be nerfed, it was okay-ish, but I guess they looked at winrates and this one was high. The add-ons that increase solving time were stupid as well. They gave you so much time to interrupt the survivor with a chain or teleport to them. Maybe they could buff him somewhere to compensate, but I think he's already very good against soloQ survivors.
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I'm kinda sad that they only addressed the issues with the perk for the killer side. They usually think about both sides when they change popular perks. DS is still quite bad as an anti-tunnel perk. If the timer can no longer be abused and you can't make any progress on anything in the game, some changes should be made to make it an actual good anti-tunneling perk. Examples:
- Increase the timer. If you are being tunneled for more than 60 seconds, the perk should still be active. I would increase the timer to even 120 seconds, because you can't abuse it in any way. But for some poeple it might seem too long, so it could just go to something like 60/70/80 seconds.
- Pause / Make the timer go slower if you are on the ground. If the killer thinks you might have DS, they will probably leave you on the ground and (depending on time left) they will either wait a couple of seconds or do other stuff and come back for you later if you haven't been picked up (which happens fairly often). You are technically still being tunneled. I could suggest the same change when you are in a chase, but we all remember the old Legion (specifically Deep Wounds).
- Make it possible to use DS twice. If you get tunneled twice, you should be able to use it twice. Especially because after you've used your DS, you are very likely to get tunneled. Almost all perks work this way after they are used (Diversion, Power Struggle, etc). Also this is the same thing that they did for Borrowed Time when they removed the protection for the rescuer (BT could be used only once back then).
- Make so that DS creates the obsession only when someone uses it successfully (just like with Nemesis) so that killers don't know if someone has it. Right now if there is no obsession, killers can tunnel for free and be 100% sure they won't get stabbed with DS (which is the reason why a lot of survivors use it).
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Yeah I was hoping they would simply revert the changes in 4.0 for 1440p users, but now it's much smaller than before. I can't see any good reasons why stuff like resolution, FPS limit and UI size can't be changed in the game settings (for the first two you have to go to the game files which is pretty stupid).
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Well, I tried to contact the support basically every year since I lost my legacy Wraith and Claudette in June 2017. Unfortunatelly, every time I got the same response: "This issue will be adressed in the near future" or something like that. As I said in the other post, if they know it's impossible to restore the legacy items, they should just let us choose one legacy item for each of the three prestige achievements unlocked before 24 Nov 2016.
I know it's possible to be implemented. The game just needs to check if you unlocked any prestige achievement before 24 Nov. If yes, then it checks if you have at least one of the legacy items. If you don't, the game lets you choose one. The same thing for prestige 2 and 3. If it's too much work to implement it into the game, you can make it so that we can contact the Customer Support to do this for us.
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@Mandy said:
We are unable to restore Legacy items and and we will not be making this available to the Community as a whole.
But if you can see that someone has unlocked the prestige achievement before 24th November 2016, why won't you let them at least choose 1 survivor for the legacy prestige? If you know you won't be able to restore legacy items, I think that's the best way to give a recompensation reward for people who lost the legacy after grinding really hard for it. Just let us choose at least 1 legacy item for each prestige achievement before 24 Nov.
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I agree. Hooks are the core gameplay of the game. The game is balanced around them in term of perks. I'm fine with cages as long as they count as hooks. They would still serve a purpose, because you don't waste time at all and you can send someone to the other side of the map if everyone else is around you. Also, why are you able to use a mori on someone that was in a cage? Mori's description clearly say that you can kill someone after you've hooked them. So if this counts as a hook, why doesn't it trigger hook perks?
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I did it on my first try. You can take perks like Diversion and Stake out to get some value out of following the killer for no reason. Having a flashlight is also a good option, because you can save someone this way. I also had Iron Will and DS.
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@Kees_T said:
It's not a bug I think, since they changeg the MoM, they also changed how did you get the protection hits. Taking hits WHILE you're in the unhooking animation will not reward you with a token, you will get the token if you unhooked and then got hit.
If you got a token of WGLF and didn't get one for MoM, then they track the protection hits differently then. Also are you sure you got one token of WGLF? Didn't you already have the token when you got hit? I've played multiple matchs with WGLF and I never get tokens when I got hit If I got interrupted.
Well, the description of Mettle of Man says that you need to get 3 Protection Hits, so technically it should count towards that. And yes, I'm sure that I didn't have a token on WGFL before I took the hit near the hook.
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I feel like the only people that complain are also people who tunnel every match. Survivors never got to use DS against me yesterday, even though I was playing killer for 6 hours and in every match there was at least one person with DS. In 2.6.0 the stun was actually a joke and I didn't feel like I got punished for tunneling, especially when I had Enduring, because I could get a free hit 2 seconds later. Now you can actually feel like the perk does something.
If you really want to down the same person again, leave them on the ground for a couple of seconds to make sure they don't D-Strike you, but I think you should go after someone else anyway. This is why the perk exists in its current form. It should give you another chance if the killer decides to tunnel you. If you're the killer, it's up to you if you let them use it. I have 4500 hours on record and the perk is fine. I almost never see it being successfully used, but when you get to use it, it actually gives you something now.
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@Eross1b said:
Enduring is fine.
I don't think you saw how Enduring works against DS.
Without Enduring the stun takes only 3 seconds and it starts during the dropping animation when the survivor can't even move, which lasts about 0.7 seconds, so the stun time is actually ~2.3 seconds.
Enduring reduces the stun to 1.7 seconds and dropping a survivor still takes about 0.7 seconds, which means that the stun time is actually 1 second. The killer can basically down you after 2-3 seconds. You can't even vault a window in that time. Yesterday I literally stunned the killer and mashed Space to vault a window that was behind the killer and he still managed to turn and hit me before I vaulted.
I really don't think DS should be affected by Enduring, because it completely IGNORES the perk. And Enduring is also a meta perk anyway. They should bring back the 4 seconds stun and maybe then Enduring could affect it.