fogdonkey
fogdonkey
About
- Username
- fogdonkey
- Joined
- Visits
- 2,857
- Last Active
Comments
-
@I_AM_THAT_DUCK said:
https://forum.deadbydaylight.com/en/discussion/comment/2653683#Comment_2653683
You missed the point entirely.
A worthless perk doesn't NEED a nerf. A worthless perk should be reworked or buffed if anything because having worthless perks in this game is stupid. This perk doesn't need a nerf, you want a nerf because you hate a meme build that can be done on Bubba. That's not enough justification to gut an already bad perk.
Just run Kindred and stop complaining.
There aren't enough perk slots... Based on the forum posts I already need to run a lot of perks to counter various elements of the game.
-
@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2653716#Comment_2653716
Eh, I dont think TR is a huge factor concerning altruism against Bubba; his playstyle is boring that squads would rather encourage these lazy killers by getting 4kd than just pump gens and let their friends die
People get so bored they just want to die. That needs addressing more imo.
Good point.
However with TR the at least survivors attempting a save will know what is ahead of them.
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/296043/healthy-insidious-nerf
The fact that the words 'Insidious' and 'Nerf' appear together makes me a sad killer.
As it stands, this perk has zero value outside of a specific gimmick playstyle that heavily penalizes you and falls apart the second savvy survivors realize what's going on.
If it's a problem, I'd much rather have the perk reworked to something much better.
I am fine with a total rework as well.
The question is if these weird camping insidious play styles should be in the game. It can be fun for the killer player, but definitely not fun for the survivors. It should be fun for both sides.
-
@lauraa said:
Insidious is a message more than an actually useful perk. Nerfing it wont change a Bubbas MO lol.
People who play Bubba want to power trip you, and they'll do it with or without this crappy perk.
Hmm.. is it even possible to save someone from a face camping bubba? If insidious is nerfed then at least others will not run into this trap.
-
@Kebek said:
Nah I got a better one.
It activates instantly the moment you stop moving and you retain the effect for 2 seconds, then it goes on a 10s cooldown.
Interesting, might be useful for mindgaming in loops.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2653660#Comment_2653660
This. Perk is only good for camping. Make it do something that is actually useful for those who want to play the game instead of just standing still.
And again it is punishing only soloq, because swfs just simply tell each other that "insidious camping bubba, finish gens and leave".
-
@I_AM_THAT_DUCK said:
You realize you're asking for a nerf on one of the most worthless perks in the game?
So if it is already worthless then further nerfing it won't really hurt. Or why does it matter to you? Are you an insidious camping bubba?
-
@TAG said:
It doesn't need a nerf; it needs a complete re-work.
I am fine with a complete rework as well.
-
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2653328#Comment_2653328
Just a small correction and I’m sure you know, but NOED simply requires one dull totem to be up at fifth gen pop. That’s it.
https://forum.deadbydaylight.com/en/discussion/comment/2653334#Comment_2653334
Crossplay is a thing, people alt-tabbing is a thing, etc. Just show all perks, items, and add-ons to your teammates in the pre-game lobby.
Yes, what I meant that as a solo even if you destroy alone 4 totems, but others did nothing, NoED will punish you the same way like if no totems were destroyed at all.
-
I would not be surprised if there would be a cheat/hack/exploit which allows you to lower your rank even if you kill the survivors.
This other thing happened to me only once, but I was facing a killer who was totally killing us, but never hooked anyone. Probably wanted to bully us and still lower their MMR. I did not escape on purpose and let myself auto sacrifice after the endgame timer ended as a revenge/counter.
-
For me the survivor queue times are long only in the evening. Which makes sense, because that's the time when most people have time and friends can play together as swf. So even players who would play killer or not play at all will play survivor, because they friend called them in swf. So I think it makes sense that in the evening there are more survivors and queue times get longer.
-
@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2650082#Comment_2650082
I believe no, because it would take away a useful function from "Small Game" and at the same time also provide more counterplay against Noed.The surprise effect would be missing and survivors would benefit too much. Give me a reason to take Noed then if the survivors would automatically know how many totems are left to make.
Based on your argumentation totem counter widget is fine, because you as a killer have a counterplay to survivors cleansing totems: just protect a single dull totem from getting cleansed, or bring thrill of the hunt to protect your totems, etc. There... You have a counterplay. So totem counter widget is fine.
-
The main problem with NoED is that it is too strong against solos, and weak against swf.
SWFs:
- Can tell each other the totem locations.
- Can keep track of how many totems were destroyed.
- Can efficiently do a totem search if NoED becomes active.
- They don't even have to cleanse totems if they remember the locations and tell each other.
-
@Miles said:
i uh, survivors have every single possible insentive for doing bones? even for solo q, you have maps and small game by default, then detective hunch or that jill perk, counter force i think, if you decide to buy dlcs. Also boons. i dont think you can give any more insentive and easy ways to do it. I wouldnt mind if breaking a totem gave more bps, but thats diferent.
Not sure how does boons help. It is enough if one totem was forgotten, NoED will activate the same way like it does when all 5 totems are still standing. Also boons could actually discourage players from doing bones, because "I am not destroying this dull totem, maybe someone wants to bless it". This is soloq, you don't know what perks the others have.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653194#Comment_2653194
I don´t ignore you. In fact i posted a response with a solution on how to find those pesky totems.
The game gives survivors all the tools to get rid of NOED before it even spawns. But refusing to use them and then complain about the outcome is just lazy.
I usually end a match with more points than the killer. Because i cleanse a totem when i see one, when i am being chased, i make a mental not that there is one. But just doing gens and ignoring totems will get you nowhere.
There is no point in continuing this discussion. Enjoy you are the awesome survivor who handles everything.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653134#Comment_2653134
Equip Small Game (totem counter) or Detectives Hunch (shows you chests, gens and totems on the map). All you problems with NOED will vanish.
Yeah... Bring small game for NoED, DS and BT for camper tunnelers, etc etc. Needing to bring a perk to be able to counter an unfair element of the game is not a good solution.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653107#Comment_2653107
NOED has always only punished lazy survivors that only push gens. Survivors are somehow allergic to do bones. Even when the killer isn´t pressuring and has like 2 hooks by the time the gates are powered.
When they then get hit by NOED, it es entirely their own fault. You can´t tell me that survivors can´t take 14 seconds to cleanse a dull totem when they are not being chased. Small Game really helps with that. It has a totem counter and people should really consider changing their loadout, if they keep having problems with NOED.
I remember a particular match, when old Undying was still a thing, where i cleansed 5 hex totems alone. While my teammates took turn on the hook (they farmed each other). Then after the match, they complained how OP Undying Ruin is, when they didn´t even touch a gen.
In resumen: do bones and ask your teammates before the match, to also do them.
I already replied to you why it is unfair, but you seem to ignore that message. and still pushing this "how easy it is to do bones".
Ask your teammates before match? Most people don't even read it ignore those messages. And if they are on console they won't even see the messages.
Sure... maybe you are a super awesome survivor who repairs gen, cleanses a totem and even heals another survivor all at the same time while also looping the killer. But for the rest of us solo players noed is extremely bad and unfair as I described in my comment earlier.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2653088#Comment_2653088
So just to get this into perspective. Its a unbearable task for a solo survivor to cleanse 4/5 totems, but cleansing 5+ boons is totally fine for killers?
Please don´t pretend like the solo survivor HAS to do everything. Because there are 3 more, that can also do bones.
Cleansing a totem is not difficult.
Making sure in soloq that all 5 are cleansed is the difficult part. Organizing a search in soloq for that last totem is the difficult part. There is no communication to tell which areas were cleaned. So it is a lot harder for solo players to deal with it.
Getting hit by an unexpected NoED is the unfair part. Getting hit by NoED after you cleaned some totems is the unfair part.
But it seems like you don't want to understand this for some reason. Also why are you mixing boons into this? If you think they are unfair start a separate thread about it. But you saying that boons are unfair therefore NoED is also fine proves my point and you also admit that NoED is not good in it's current state and needs a rework.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651781#Comment_2651781
"[Devour] has a longer wind up" flat out isn't true, you get three stacks of Devour much quicker than you get any value out of NOED unless the match is going tremendously poorly for you.
Yeah, that was a mislabelling on my part, I was more referring to the fact that Devour Hope actually has to be built up by the killer's efforts.
That's part of the balance of NOED- it takes more effort to prevent before it takes hold, but that's because it takes much longer to take hold than Devour does.
That does depend mostly on the performance of both sides, though. A slow killer or fast survivors can make NOED pop faster than Devour Hope.
Devour Hope doesn't announce itself until someone's hit after the third stack is gained
I didn't say it declares itself, I said it's traceable. NOED has no signalling of any kind before it takes effect, but Devour Hope does have an immediate effect: It lights up a totem. And even before reaching three stacks, it does get a little tell at two stacks, when its first effect comes into play.
and someone being hit with NOED is by no means too late to counter it.
It is for that someone getting hit, in most cases. They'll be stuck on the hook and unable to do anything. They might be able to get rescued if the other survivors can find and destroy the totem, but they have to do so with a 4% bonus speed killer with instadowns breathing down their necks.
You don't have to cleanse every single totem if you don't have any separate reason to do that, because you can absolutely go cleanse NOED after it procs so long as you're not the guy that got hit.
But that's the issue: When talking about design, we also have to consider the viewpoint of the one sucker that takes the hit. And for that one sucker, this perk is the most unfair thing in existence. Even if it's not OP by any metric, it's still ruinous to the overall gameplay.
A rework is exactly what NOED needs.
Just want to say that I agree with what you wrote here and in the other comments.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2651601#Comment_2651601
Why is it unrealistic for 4 survivors to cleanse 5 totems?
And i play solo only.
Yeah I am sure that you are such a great survivor bplayer that killers instaDC when thes see you and your soloq teammates.
My matches are a lot worse, i often get hit by the NoED, or the survivors who try to rescue me from a face camping killer, or when I try to go for a save.
-
@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2651610#Comment_2651610
Because I don't agree with you that means nothing. I'm survivor main and I have no problem with noed. No swf as you think. I'm not crying over things like others. This game is very hard as killer anyway and you are asking to nerf killer's perks lol
Good for you. I play this game as well, and me and many others don't like how NoED works. It is just too big of a surprise and can suddenly change the game.
Do bones... Yeah... Should I run around the whole map to make sure that my great soloq teammates destroyed all totems?
-
@Sakurra said:
No. Stop crying and learn how to lose. There are so many perks for totems, but I'm pretty sure you use the same meta build: dh, DS, unbreakable, bt. Always.
DS and BT punishes killers who don't play nicely and tunnel hard. So if you olay nicely you don't even notice that those perks exist.
Looks like you never play survivor soloQ, just another proud NoED user.
-
@BaschFonRonsenburg said:
Do bones
Do you ever play soloQ? Or are you just another killer main who has to rely on this perk to be able to get some sacrifices?
-
Do you ever play survivor soloQ?
That's unrealistic to cleanse all totems.
-
Dead hard should trigger automatically and give broken status effect.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/295286/psa-its-48-meters
Just for reference a typical map is about 100x100 meters, or 10,000 m². A 24 radius circle is 1809 m². So at most a Boon covers 18% or just under 1/5 of the map. (I say "at most" because if the boon is within 24m of the edge of the map it covers less actual area.)
Unless it is a multi floor map.
-
It is not based on hours, but on the number of comments on this forum.
-
In many cases survivors don't use it correctly: they set it up when the killer is close and is immediately snuffed. They set it up in a frequent place so the killer snuffs it out easily. They transfer it to a different location without a good reason. So they often waste a lot of time on it.
It often reminds me of survivors self-healing in the corner.
-
When I play as Trickster I can't down anyone. When I play against trickster, I go down almost instantly.
-
I just don't like the pallet break animation. It looks very weird.
-
Trickster menu music
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2623460#Comment_2623460
^ this.
I 100% agree flip flop by itself could and should be 1:1 recovery to wiggle conversion (maybe cap it off at 40% if you do that), but it will never happen with current power struggle because it would be broken, especially if combined with unbreakable.
Would it replace the current meta? I think not, so it is not broken.
-
@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2617945#Comment_2617945
Turning when downed wasn't exactly cut...that was a side effect of the new animations, it wasn't purely because the designers/animators wanted to cut turning speeds
And the 360'ing that's shown in your video is most definitely intended, this is not a bug, as I've said.
What happened to the animations update that was released around when the Twins came out? The movements looked a lot more fluid and natural. But then for some reason it was reverted.
-
@Fobbo said:
The bloodpoint cap was added because people could farm bps forever in a match. I dont care if this gets removed but it would be nice
We could still have the 32k total limit.
-
This game needs some weakened down DS, Unbreakable, BT as basekit.
-
@KeiOrtem said:
I like how Pinhead was extremely popular when he first came to Dead by Daylight but ever since the BHVR higherups and the liscence hodlers pulled that NFT crap, you barely see him anymore. Not to mention the DLC got review bombed, I dont think I've ever seen a game/DLC be rated 'Overwelmingly Negative'
I think I've only seen him once since the NFT's announced.
There are 20+ killers, of course you will see a new killer less after the initial popularity.
-
@TheDuhJ said:
Healing takes 8 seconds, but slapping someones back takes 1. Your move
Are you a really good killer or a terrible survivor?
-
How hard are you squeezing those buttons?
-
Show killer info on loading screen, so that they know what killer they are facing, how the killer works, how to counter the killer. There are too many killers in this game, it can be overwhelming for new players.
-
@Seraphor said:
Would it be OP if killers got BBQ, Ruin and NOED as basekit?
Start a separate forum thread for that. This is about survivor perks.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2611900#Comment_2611900
Let's be real. This game is already survivors hunting the killer lol. We know who the power role is
But this will force the killers to play nice. We can give killers more power as well and force survivors to play nice. E.g. built in Thana, but I don't want to mid that into this thread.
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2611890#Comment_2611890
Why is a "base-kit" feature limited to a one-time use?
For the same reason the Unbreakable perk is limited to 1 use.
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2611876#Comment_2611876
Regardless of if they see you, if the Killer makes even the slightest mistake during the EGC camp (casual players most likely will) and cannot keep the hook cycle up, the Killer will be hard pressed to "secure a Kill" if they want to as the Unhooked Survivor has guaranteed DS/BT which cannot be avoided without having to consider UB.
Maybe the killer does not deserve to secure a kill like that during EGC.
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2611876#Comment_2611876
So basically Survivors no longer want to try and pick each other up (depending on how fast "not a long time" is), just slam gens and never pick up another Survivor since you know they can pick themselves up.
Yes, they can pick up themselves one time. Recovery speed is not boosted however.
-
@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2611846#Comment_2611846
Don't use something stupid as tunnel. Most of the time survivor with DS goes down because he knows i can't hook him or he is just stupid. And slugging is only way to punish him.
BT is fine. I have nothing against it since i don't care about u and your 12 sec cause there is a guy who saved u.
But if u want it to be base kit, give me Devour Hope, Ruin and BBQ as baseline in return.
DS Unbreakable could be nerfed so that recovering will disable your DS.
Sure, killers could get some similar buffs as well, but I want to discuss only survivors in this thread.
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2611846#Comment_2611846
But also kills the EGC camp, a distinct change of play, and just homogenizes all games to be Chase/down/hook ad infinitum.
You can still slug but not for a long time, because survivor can get up one time. You can also camp, but they will see you.
-
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2611846#Comment_2611846
Sure....Are the survivors going to play nice and not rush gens ? Are they going to let me get 8 chases in so everyone is on death hook. Then spread out and work on the last gens seperatly to finish the last gen..? While I hunt them for death hook...?
How is it the killer has to play nice. But doesn't matter what survivors do ?
Feel free to make a proposal in a separate forum thread how to make the survivors play nice.
This thread is about survivor perks and making killer play nice.
-
And we could also add Kindred, which would force the killer to not camp. Could be nerfed so that survivors don't see each other's aura.
-
@GannTM said:
Ruin should be basekit too if that’s the case, without having the ability to destroy it.
Start a separate thread for it. This thread is about survivor perks. But you say that you are fine with this if killer has built-in ruin?
-
@BrokenSouI said:
If it looks like a bait...And smells like a bait..
Those would be ok as basekit. As long as Devore hope basekit(not cleansible) is given to all killers.
It is not bait. I am just really curious if it would be really that OP. It would force the killer to play nicely:
Unbreakable = Don't slug for a long time (recovery speed could be nerfed)
DS = Don't tunnel
BT = Don't tunnel
So if the killer plays nice, they won't really notice this.