gibblywibblywoo
gibblywibblywoo
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@FFirebrandd said:
I mean, your changes haven't provided any reason to run the perk on its own. I get that its a combo perk, but even Thrill of the Hunt does something if it is your only Hex in your loadout. Distressing on the other hand just makes things harder for you because you give more warning of your approach. However if you added this... then maybe:
Survivors in your terror radius repair, heal, and sabotage 3/4/5% slower.
I guess you're right. I exclusively use it on my Doctor when using Calm for obnoxiously large Static blast range or insanely long Calurophobia/sloppy heals. It would be nice to see it get another function but we already have unnerving presence for skill checks and Caulro for heals
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@Greatamygdala said:
Gen rushing is not the issue, it's like ignoring the root of the problem. It's the fact that most killers can't do anything about it without mobility and map pressure.
First post best post.
Look at all the low tier killers, OP. Whats the one thing they don't have. Mobility. Chase powers are good but pallets and loops/maps are getting progressivly nerfed for survivors. However mobility is still a major issue with map sizes what they are.
Some killers just do not have the ability to be where they know they have to be.
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@freddymybae said:
https://forum.deadbydaylight.com/en/discussion/comment/1803215#Comment_1803215
with what else should he get you ? lol he only has his snares to get you
I think its more that every other trap type power or stun at loops has a form of counterplay built in. With Freddy if the snare is placed down it immediately locks the loop off or makes you waste the pallet.
It also doesnt require picking up a resource to use (Trapper), taking your eyes off the chase (Hag) or slowing down and potentially losing LOS and distance if the survivor predicts your power (Doctor) or needing to reload if you misuse your power (Clown and Huntress). They're unlimited and can be recycled with no loss at all. If Freddy places a snare badly he loses nothing as he can just replace it or place another right next to it.
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I've always found the 26% thing kinda weird, feels like an outdated description. I'm assuming thats 8M on a 32M killer. This would be more in line with the way newer perks are treated so this would be a good change.
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I genuinly have trouble seeing survivors I'm chasing right now on Autohaven. Its so bad I'm considering doing that Nvidia reshade thing and just cranking up the brightness as its really unenjoyable. What was the point of brightening maps and removing light offerings then backtracking to this?
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Its an issue that he can just drop 2 snares at a an undropped pallet jungle gym and make the entire tile worthless in 2 seconds. I actually think they slow for a bit too long myself.
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Instabilly was pretty annoying but a lot of these add ons he has now are so hilariously situational and worthless that I don't even bother with them.
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Yeah I had most Jane outfits on my console save and while I liked the look of the set I didn't want it if I couldn't mix and match with the hair.
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At this point I think its needed. I don't want to make assumptions as I'm absolutely not a programmer but I've seen people with experience in it say thats its probably due to DBD being built on simple/basic code that wasn't meant to support a game of this size, meaning every change they make in the lower layers of the code breaks 20 things above it. I mean, the game was never expected to take off in the way it has, it was a small game by small team.
It's absolutely going to get worse with every chapter but I can't seem them throwing potential revenue away in new chapter releases. Half the killer roster is bugged right now, many perks don't function at all. And players on both sides are losing games to bugs. It's a mess.
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While I always have said Wraiths shimmer range should be massively reduced it won't make him better.
He has somewhat of a chase power now in his uncloak lunge at pallets but he still has barely any mobility. Making windstorm base (again) would make him considerably better.
Demo needs add on reworks and maybe rat liver base.
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This would have no effect. The problem is with both the ivory and ebony as it lets you tunnel one player out of the game too early and destroy the dynamic. Usually leading to an unwinnable game if the killer is decent.
Also thats because there are way more green add ons and offerings. So despite being less rare they end up being rarer.
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The problem with the adept achievements on most killers is you need to get lucky and get a completely braindead team that will give you both the Iri gatekeeper and chaser
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@Almo said:
This requirement will stay. There are things we don't want, like someone going into dying state due to a Bear Trap with Honing Stone triggering stuff like Surge. The alternative to the basic attack requirement is making exceptions. For example we could say Surge works for Demo Shred, but not Trapper BT/HS. Now every time we add a new Killer, we potentially have to through and update every perk with these exceptions. It's just not a maintainable design with the vast amount of perk/addon/power combinations available.
Since every Killer can basic attack, we can create the perk, and know exactly how it works with every Killer without having to check a ton of different interactions. If this means some perks don't work well given some Killers' powers, then that's just the way of it. Not every perk is exactly as useful on one Killer as it is on the others. Learning to choose your perks well to synergize with your chosen Killer is one of the important skills in DbD.
I have heard it said that this answer means we're "lazy"... that we're not willing to "do things that take work". Whole programming languages and paradigms have been based around preventing the same thing in code as we're trying to prevent in design with this strategy. You don't want a ball of yarn of a design where tugging on any little thing pulls a whole ton of others.
In a game as complex as DbD, there will necessarily be some of that. But minimizing it through smart design is still a worthwhile endeavor.
Does this mean perks like Surge will never see changes? Right now the basic attack requirement lowers perk build variety on a lot of killers.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1802452#Comment_1802452
You're wrong. The first character to have a relationship mentioned was the Nurse, who used to be married. Frank and Julie had a relationship as well, which was the main focus of the Legion's Tome (funny how nobody complained about this).
Oh my b. I was only thinking of the survivors. Never really paid that much attention to killer lore despite being a killer player. Most of them are rather bland.
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@Healthore77992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1801725#Comment_1801725
Correct me if I'm wrong, but i don't remember in any of the characters lore that is specifically told that they are straight?
AFAIK Felix is literally the only one who is mentioned to be in a relationship (but I'd also assume David because I've met his type IRL in the UK and they aren't particularly welcoming of LGBT people, assuming they went all in on the violent lager lout hooligan sterotype).
Outside of that and maybe Quentin and Ash I think its safe to assume literally any survivor could be gay/straight.
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Did we get one at all this year? MAybe we did and its just been a long year and I forgot.
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@dugman said:
As an alternative, you could make it so that a gen will continue to regress if a survivor isn’t on it until the survivor makes a successful skill check. Once they make a skill check they can leave the gen and it won’t regress. That would eliminate the “tap a gen for a split second and it’s fine” thing but still allow survivors to stabalize a regressing gen with a few seconds of effort.
I remember asking this on a Q and A stream a while back and the arguament is that the survivor is taking a risk to stop it so its fair (silly to me as theres no animation, they can vault a pallet and stop it with no commitment).
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It took me a minute to even remember what perk this was. Yeah. I agree it needs a good buff. I like your idea.
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@GoshJosh said:
In this post, I will be doing my best to explain why Ruin is far differentiated from any other hex perk, and therefore needs another rework/nerf.
Ruin is an unbalanced perk because it provides far too much value for simply existing. Compare to other hex perks which:
- Have limited uses (Haunted Grounds, Retribution)
- Only activates after five generators are powered, as well as needing at least one dull totem remaining at that time (No One Escapes Death)
- Has a cooldown (Blood Favour)
- Only exist to protect itself and other hexes (Thrill of the Hunt, Undying) or
- Require the killer to perform actions to build up their strength in tokens (Devour Hope, The Third Seal, Huntress Lullaby)
As detailed above, it is evident that Ruin is the only hex perk that gets full potential from the beginning of the trial until all the generators are powered or it is destroyed. Even if Ruin is cleansed, Undying can be in play, allowing its oppression to continue.
My proposed fix ideas are:
- Ruin has to build up tokens to affect more generators, or
- Only affects up to two (maybe three) generators at a time, at a stronger regression rate (250/275/300%).
The tokens can be acquired the same way as the other hex perks: hooking survivors, or another way someone more creative can imagine perhaps.
Ruin is absolutely fine on its own in its current state. It's a passive, yes. But the killer only gets use out of it by playing well.
People don't use those other perks because the effect is either too weak to justify it being potentially cleansed 3 minutes in (Devour, Lullaby, Third seal which is only good against a 4 man solo) or takes too long to build up risking it being cleased the second it triggers.
Than you have the absolute trash (Retribution and NOED against a smart team, even if it triggers you'll probably only get 1 down off of it).
These perks are too high a risk for their reward. Nerf Ruin and we'll go straight back to the Pop/Corrupt meta from before Undying. And while I personally don't like to use slowdown perks much I completely understand why many killers do.
Ruin is absolutely not a problem.
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Happened to me a few times. The survivor wiggles left to right but ultimately stays in the same place during my lunge but it ends early as if I did a normal hit.
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I imagine it will be redone along with Crotus Prenn as they are in the same realm and share a lot of assets.
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@Yords said:
What is wrong with trying to kobe? Many people do it just for fun because it is you know... funny to yeet yourself off the hook right as someone gets there. In fact, I have witnessed it and performed this many times and so far everyone was chill and goofy about it. "lmao that kobe was perfectly timed noice"
The fact that some people are so spiteful of this that they are willing to let the person on hook go into second stage or die is just plain stupid. You are harming the team more than they were and for what? To let them know that fun is illegal in DBD?
Anything people dont like is toxic.
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@su11yboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1799410#Comment_1799410
@Rydog Yeah he just starts out way too weak, and then his "surge" (Tier 3) just usually doesn't give him enough to make up for how bad his Tier 1 is. After the release of Plague, I started running Infectious on Myers and it USED to be quite strong and successful. It made him easily a high-mid killer. But more recently when I used it a month or two ago, it felt useless. Survivors have gotten better, more aware, or maybe SWFs have just gotten more common. Survivors just don't stay foolishly grouped up anymore. Oni has mobility to quickly surprise people, and down some one fast. Myers doesn't have the mobility to do that, hence why I suggested something like an infinite terror radius.
I can say that after I saw a rise in Myers players using it I go out of my way to get out of the TR when hes in EW3. I treat him like Oni when that perk is in play.
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If they put that info out there then even more people will demand they lower the grind and they seem pretty unwilling.
If they'd just remove perk tiers it'd be great but they're doing everything they can to avoid doing that.
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Honestly I just wanted a map size nerf and minor nerfs to the area around the main building. Instead they pretty much destroyed any area that isnt the corner of the map
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1800555#Comment_1800555
That explanation makes sense only on maps that can spawn common maze tiles. So, if you get a bunch of TL walls, the game might be forced to spawn a double pallet somewhere to reach the minimum.
However, Badham doesn't fit the bill, because it doesn't have common tiles except the shack, which has a guaranteed pallet spawn anyway. Badham is legitimately busted and it can just spawn a lot of pallets close together.
Yeah I'm not a fan of that map as a whole. Those fences and for some reason giving us 5 maps with no difference in main buildings or landmarks was a strange decision. Maybe I just have PTSD from launch when it had 4 pallets in the school and the old fence vault
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I assume their decision to only focus on anniversaries and lLighted events means no more winter boxes or stuff on the bloodweb. Kind of lame but I'm not too torn up about it. I do miss the winter event menus from a few years ago.
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@xenofon13 said:
Overthinking, overanalyze dbd brings you in that situation.
When i play killer or survivor and lose, it bothers me for 1 minute. Not for the rest of my day. I don't care about swf's, i just play the game.
This. People take losses too personally. Heck its not like you paid in with money. In the rare case I get desotryed and I'm feeling PO'd I just remember its a game and I didn't even pay anything in to play it. I literally lost nothing, theres not even a stats screen for K/D crazies to get sad about.
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You could just play man with machete mode. Trapper with no traps.
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There's a lot of people in this community that can't seem to stand failure and lash out when they lose. Killers and Survivors. I don't really know why. Sometimes I'll get tilted if I'm being massively outplayed or dunked on by a team on comms, but I still just throw out a gg at the end even if they're being cocky post game. It takes more effort to be an ass and say harsh things than it does to just drop a gg and move on.
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I'd like a new chase mechanic. Not sure what.
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This usually means the game didn't have enough space to spawn the minimum pallet amount without a double pallet. Thankfully its usually only once per map if that.
also thats still insanely unsafe even with 2 pallets so its not a big deal
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See you tomorrow
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No thanks. I play a bunch of killers and dont want to have to remember the minimum and maximum lunge range for each every pallet loop
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I thought the same thing when I was new. Then I learned to play and realised if you're smart he's only slightly better than most of the other killers.
Then they messed up his animations and added that stupid overheat thing.
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He just needs some slight numbers nerfs. Removing his slowdown add on (theres no reason for these to exist) and perhaps rework passive sleeping or lowering the speed increase (it isnt very fair that survivors are told to 'just wake up' when no matter what they do they lost time and freddy gains mobility for doing NOTHING).
Removing either of his powers is the wrong choice. Snares might be a little too strong and easily spammable. But personally, I think a mobility and slowdown nerf is the right way to go. Removing/nerfing his anti-loop would make him significantly weaker when all he needs is a utility nerf.
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Seems like a lot of movement based powers are borked right now.
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Bloodlust 2 and 3 certainly exist to just let killers play stubbornly and badly but be rewarded. I got BL3'd by a huntress for the first time in a long time the other day and it just felt so cheap. She played poorly and got rewarded for it.
That said I think BL1 should stay, for now. At least until all the map reworks are done. Crotus Prenns main building pretty much forces BL with those double windows for most killers. The god bus is also troublesome. Other than those I can't think of any major problems. I often get a long wall jungle gym into shack window on Father Campbells and when a long wall spawns next to an L/T it can be tougher on low tiers.
Removing it would also hurt the already weak killers with no anti loop.
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Thanks to Deep Wound the actual bleed out effect of endurance is significantly stronger than it once was. They probably don't want to go overboard with it. And yeah MoM needs a rework. You need to waste so much time just to get the 1 health state and even then the killer can track you for the rest of the game after using it.
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It definitely hasn't been working for me for a while. This is 9/10 games for me at peak times. Very boring.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1798067#Comment_1798067
But again though, you’ll never convince someone of that when they’re getting successful results from it.
It’s like telling the wealthy, successful ceo of a cleaning business that they’ll never get anywhere in life in the cleaning industry.
It’s more appropriate to simply point out that you yourself think it’s bad, or that you personally haven’t gotten any value out of it after experimenting with it, rather than a blanket “it’s trash”
Its niche. That's all. It has very few uses. This forum is obssessed with metas.
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I've been saying for a while that EW1 is simply outdated and hinders micheal too hard. I was quite annoyed when on stream they said he was fine and had no plans for him.
Good players decimate him. He has no chase power
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I'd rather not reduce the range. Its already quite low considering how most times only 1 maybe 2 are in range.
I also think removing the regression on already regressing is a bad idea as thats how I get most of my use out of it. If you removed it I'd just use another perk like Pop. Personally I think they should just remove basic attacks and keep the 40 sec cooldown. It would make the perk viable on more killers.
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@Onyx_Blue said:
If you get triggered by this, clearly you feel attacked and that just tells us you are what I am about to say you are:
It's observable how the vast majority of the killers (mains or otherwise) in this game have no leg to stand on when it comes to actual skill. When a loadout is your pressure, that says something; that something being you are bad at the game and are hard carried through matches by it.
It's laughable how many players say gen pressure is near impossible without gen related perks, and how map pressure is non-existant on basic movement killers; yet these are the people that spam these builds and claim to be good at the game. Killstreaks with busted builds doesn't prove anything, having 'pressure' with busted builds prove nothing.
People call certain killer characters weak, yet they are merely undervalued/underrated and most do not know how to play them strongly. Yet they put busted builds on them and suddenly they are 'viable', that word, my god, anyone using it seriously needs a wider vocabulary and a braincell.
This meta needs removing asap, it is the epitome of the current skill level of players, this cannot be the state of dbd, and should never have been. Ignoring Survivor meta, this new meta just destroys all fun in the game. It isn't interaction, it is abusable, free intel, lazy gameplay.
This rant is what it is. Do whatever. This perk needs nerfing, the aura reading aspect is overkill.
I got bored of Undying pretty quickly. I find passive perks that have no real visible affect in gameplay boring. Also, more and more players are running small game/Hunch and maps. SOmetimes I see a map or two and laugh because I know they're probably going to go out of their way to cleanse even if theres no ruin because of Noed.
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@Vetrathene said:
I don't understand why this was added in the first place. And yes you can close it and yes I do, but it serves no purpose but to increase toxicity in an already toxic game. Its not on the console versions, and they don't seem to be in a hurry to add it. (As if they saw how horrible it was on PC and realized they should never do it again.)
No thanks. Just disable it. For every bad experience I get a positive one with some cool players.
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Interesting changes. Honestly I feel like anything they do will bring backlash but something needs to be done either make him weaker or increase his skill cap to match his strength. I think the main problem is that he simply has too much utility. Some killers are anti loop, some are mobility, some are slowdown or stealth.
Freddy is a mixed basket but removing 1 of his 2 main powers would ruin him ( I don't really count the slowdown add ons as a part of him as they're just that, add ons. But they do need to go. They stick out like a sore thumb against other killers add ons, and just encourage Frddy players to stack an unnecessary level of slowdown making for boring gameplay. This is why people DC VS freddy). No teleport? Mediocre mobility (and if you look at the best killers mobility is a must have to be viable against good players) No snares? Becomes as loopable as Legion or M1 Trapper.
Persnally I think passive sleeping should be removed or it should no longer speed up his teleport regen. Killers shouldn't be rewarded for doing nothing, this is why they changed old Ruin apparently so why is Freddy rewarded? You should be able to wake up at any clock, right now its always the worst possible choice in any situation. Remove his invisiblity at range, it makes no sense and makes him a better ambusher than Wraith.
Snares either need a shorter slow duration (I don't know the maths but they're definitely stronger than Clowns's LIMITED bottles), or a slow while placing and a minimum distance between snares.
I'm sure some people have better ideas than me (like you), I just want Freddy to be fun to play. I mained old Freddy but dropped new Freddy after a month. He was too easy to consistenly 3-4k with every game even against a good team, his synergy with many of the strongest killer perks is absurd. And I just find him kind of dull to play, like Hag.
And playing against Freddy much like Spirit just makes me want to stop playing DBD for that day and play something else.
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Huntress is fine imo. Outside of the hatchet hitbox but thats probably never going to change again. DEathslinger just needs to be more interactive.
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@the_new said:
https://forum.deadbydaylight.com/en/discussion/210840/freddys-getting-tweaks-b
the nerf is probably just extra time on the gen teleport also I dont think you want freddy to be nerfed because if he is nerfed then you going to see a lot more nurses and spirits
Personally I think passive sleeping should go. Freddy currently gets rewarded for doing nothing while survivors are actively punished for trying to avoid it. It also picks the farthest possible alarm clock ensuring that you waste any time you might've saved. It's a bizarre design decision. I also think he should slow more when placing snares as they are infinite and easily spammable, aswell as literally being stronger than Clowns limited use projectile version.
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@mintchapstick said:
Eh, the difference is that Deathgarden didn't already have an established playerbase and it failed to attract one.
I still find it weird that they kinda tried to compete with their own game.
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You could have done the smart thing and just waited to see if they fix it. Like I did. IF you see someone ######### on a plate and still pay money for it then go "Why is there ######### on my plate?" its on you.

