gunslingers_potatoe
gunslingers_potatoe
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- gunslingers_potatoe
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@WeenieDog said:
I'm expecting the addon that gives Billy speed limiter but also go through pallets to have moments were you flat out get stuck in the pallets for a moment defeating the only situational benefit you get from it.
i think that bug was because of the latency on the PTB. Remains to be seen tho
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In 2 hours and a half from now is my bet. I dont know the time in your country tho
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@Auron471 said:
interesting idea. then it would be like the deathslinger's iridescent addon.
which one? Both are OvErPoWeReD
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I assume that the 4.1.0 patch with the Bubba's and HillBilly's changes is going to be released today on 28th july. That's how it usually works
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@snozer said:
Yeah! we need to make her body flash like a rainbow with brightly coloured foot prints detailing where she is during her phase. Also make her husk visible to all survivors map wide with a directional whoosh that is exceptionally easy to pinpoint.
Then just delete her from the game but refuse to give refunds like you did to nurse.
someone give this guy a medal for this awesome balance change idea! Devs need to implement this.
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I guess you could run it with autodidact(?) so it comes close to the pre-nerf Blood Pact. Cuz Autodidact with 5 stacks means almost instant healing, so it would work better with Blood Pact. I loved the PTB version and I still dont see why they choose to nerf it
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@Steel_Eyed said:
Otzdarvas been using it. Makes sense that what he does becomes meta.
My post has nothing to do with any of Otzdarva's or Ayrun's videos regarding Alert. It is just an opinion I've had for months, and decided to be vocal now because I realized that Breakable walls are going to become a bigger thing after the reworked maps go live, and so Alert will become more popular.
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@Blueberry said:
"Animals seem to trust you as they often stay calm in your presence and help you in return. Reduces chances of alerting Crows by 80/90/100 %. Each time the killer alerts any crow , their aura is revealed to you for 3/4/5 seconds and during that time you leave no strach marks."
You could've just stopped right here and now it's quite strong. I think you're underestimating how many crows killers disturb.
The other secondary thing after this is too much.
Possibly, I just had a lot of ideas in my head at once and couldn't decide where to cross the line. Thanks for the feedback tho.
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@Science_Guy said:
The pallet break detection is already way more useful (and more common) than wall break detection will ever be, and still no one uses the perk, so, no, I don't think Alert will ever be meta. Condemned to be another of the countless pathetically underpowered perks in the game.
Did you actually tested Alert...like ever in a real match to say that? I can understand the first part, but man, this perk not only does its job flawless, but it is also restriction-free. Everyone has their tastes, i know that...but there are other perks that are actual trash, like Camaraderie. That perk is PaThEtIc, not Alert. I dont think you realize the benefits this perk gives you. I sometimes see this perk run by a few players, not many, that's true, but often enough to come to the conclusion that people actually enjoy running this 'underpowered' perk.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1458850#Comment_1458850
Guaranteed downs are stronger than you think. Imagine saving your Cruel Limits tokens for a team’s strongest looper... it’ll be devastating.
I finally get your concern, and Cruel Limits could be too strong in this form against some killers, so here's another addition to the Original post:
If a survivor within 12 meters of you stands 3 or less meters away from a vault location, Cruel Limits cannot be activated.
Now you cannot just activate CL when the survivor is about to jump the vault, you have to do it before they reach a 3 meters limit, so the survivor can react to the perk and reposition immediately. Still a strong idea. Do you think it would be more balanced this way?
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@Rey_512 said:
Choosing when and where to block windows is way too strong. Why would Bamboozle even exist?
Well, Bamboozle activates multiple times, even if generators are repaired or not. If you are a good killer already, the survivors wont be able to repair generators therefore, no outcome out of Cruel Limits. There are enough pallets on the map that survivors avoid using, and this Perk could punish this type of gameplay.
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@Aaliyah said:
Ok i would love this Idea! This would make the perk really fun to play
Yeah, but think about Infinite Tier 3 Myers with this... :0
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@MusicNerd_TC said:
What does having a token consumed do?
Well, it makes it so all vault locations within a range of 24 meters from you, the kiler, are blocked for all survivors
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@hugolosa said:
https://forum.deadbydaylight.com/en/discussion/comment/1458731#Comment_1458731
Yes, it is sometimes possible to loop the killer, but when it is that tunneling and camper killer, it is difficult, "but it is not impossible", to keep yourself alive for 30 seconds before the killer puts you on the ground.
I like this perk too, but it's to hard to use.
* Thanks for your nice comment to know that there are still people who like this perk* XD
of course mate. have a good one :)
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I mean..I like it, even if it isn't that good always, but when it works it's a good perk. For inner strength you have to go out of your way, cleansing one totem, then getting into a locker..., but with Second Wind if you just bring Empathy or Bond, you can get it to work just fine 2 times. And I am sure everyone can loop the killer these days at least 30 seconds. It's not the best perk in the game, but it is surely underrated imo.
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@Talmeer @DrDeepwound I agree with you for the most part, and thank you that you took your time, you and everyone that responded. Legion in its current state is stable for now, but they definitely need big changes to their power and to reduce the drawbacks. That's why I think we should be loud about these things, so the devs know that there's something wrong that needs to be adressed.
It's kinda hard to balance Legion if you take a closer look. You have to make Legion an enjoyable killer to play as and against and the main complain that survivors have with Legion is mending. Mending is the one that needs to be looked upon as soon as possible. It is not in any way a good or healthy mechanic for the game. I would like to hear your opinion on how the devs could change the mending mechanic, because everyone proposed changes for the Legion's power, but mending is a core part of his kit too. Here's some changes that I want for Deep wounds/Mending:
•survivors stabbed with Feral Frenzy must mend and if they dont, they will go down.
•the less time deep wounds has left until the survivor goes down, the faster the mending (e.g. if a survivor starts mending at 99% before the Deep wounds bar fills out, they get a 20% speed boost at mending)
•the Legion can now see the progression of the survivors' deep wound bar.
•survivors affected by the deep wounds are also oblivious to the Legion's TR.
•each time the Legion hits a survivor with Feral Frenzy, they can stab again during the Feral Frenzy to deplete 25% of the survivor Deep wounds timer, but no more than 25%, so the Legion has to use this advantage smart so they can benefit out of it the most.
Ok so let me explain these changes again. If you get stabbed by Legion during Feral Frenzy, you have the Deep wounds timer, and the survivor has 2 choices: They either mend at the beginning of the Deep wounds timer and have a longer mending time, or they mend when the Deep wounds timer is almost 100% so they get a speed boost to mending, which seems like a better idea, but given the fact that when you have Deep wounds you are also Oblivious, the Legion can come to you, and if you tge survivor pays attention and the Legion doesn't down them with an m1 attack, they use Feral Frenzy and deplete 25% of their Deep Wound timer, which might result in the survivor getting downed. So you either play safe and mend at the beginning but for a longer time, or you wait until you get the speed boost to mending, but you are more likely to get downed.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/170758/i-hate-licensed-dlcs
The problem with skins for licensed characters is, that you have to get the approval of the owner of said license for everything you do with it. And that also costs more money.
See Friday 13th, which died because of licence problems.
Well, then they should stop making licensed DLC so often. There are already rumors that Chapters 17 and 18 are licensed, and if it is to be true, it's going to be nasty.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1429544#Comment_1429544
Keep in mind that this only happens after 40 seconds. By that point, the killer is about to hit BL 3 in the current game state, which means that you're probably about to get caught anyways. As an added bonus, Bloodlust would likely be removed, so you don't have to worry about it until YOU slow down.
good point about bloodlust, yet good players know how to loop in such a way, that they can get rid of the killer's bloodlust, and the cycle goes on and on...
at least with the stamina mechanic, you would have to walk or crouch for ~6 seconds and that means escaping the chase with the killer or otherwise, you're not going your speed back.
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@GoodBoyKaru said:
so you'd recover 8 bits of stamina every second then, interesting.
personally i feel like this would make the survivor experience pretty miserable, but the killer experience is hardly thrilling at the moment.
totally agree, but in some way, i think it would make the game more...dynamic?
Like there are already thousands of videos on yt titled "Running the killer for 5 gens and using only 2 pallets!!!" and I feel bad for the rest of the team that had to hold m1 for 4 minutes. This change would force you to play safer and if you want that 5 gen chase...you'd have to waste all the pallets on the map, and in a way it would be balanced.
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@CosmicParagon said:
It seems like a pretty balanced feature, cut the "buffer" down to half a second and it would be pretty good
Yeah, I think if this were to be added as a mechanic in dbd, the only one who would really suffer would be the really strong loopers. I still feel that this feature could kill the game tho. The amount of people who will leave the game would be gigantic, because no one really likes restrictions. Now with the Billy nerf people are very loud, but imagine how much of a hell would be if they actually implemented this. 87.5% is almost like running in the Clown's gas which is kinda slow.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1425645#Comment_1425645
Well most people would have considered Hillbilly to be the most balanced killer, with Myers. To me, at the moment anyone on the higher end could be reworked.
oWO
Myers==Hillbilly??
Myers only had some instadowns and a little bit of undetectable, and now you're telling me he was almost as balanced as a high mobility, almost instadown killer? Thinking about it this way, not even Billy was that balanced.
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It's not that. I have nothing against Ods's opinion. What surprises me is that these opinions are so opposite that I started questioning the content creators I watch
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1 hour and 20 min left
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@Thypari said:
I hope they rework him and give him a token based buff. Like the the higher your chain combo is in feral frenzy runs, the more tokens you get as reward.
e.g.:
Hitting two different survivors in a single feral frenzy run gives 2 Tokens. 3 Survivors gives 4 Tokens and 4 Survivors gives 6 Tokens. Once you have 2/4/8/12 Tokens you get buffs that make him stronger. On 12 Tokens they should remove the Basic Attack Cooldown completely and each hit on the same survivor reduces their bleed out by 33%. So you can basically start stabbing the same person over and over.
wowowow i like this idea. But I'd say once you downed a survivor with Feral Frenzy the stacks should be halved just so he can't just become Legion 1.0 all over again. But this idea is definitely better than the current version of Legion. And it rewards you for chaining hits in Feral Frenzy which is A MUST. the only problem I have left is with the deep wounds mechanic. It is extremly boring
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@LordGlint said:
Im just curious at how long the perk defines as an attempted blind. Do I have to hold the beam on a killer's face for abit for it to register, or can I do a quick flashlight click and it still counts.
I believe when you get the score event "flashlight evasion" or something like that it should activate. Just like when you get protection hits you get a score event and you get announced that it counted towards a protection hit.
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Well hitting a survivor with a bottle interrupts their action, so there's that.
Also the bottles' gas covers a greater area rather than the snares, and there's no need to be in the dream world to be affected by the gas too. There are definitely differences between this 2 mechanics, but still, Clown needs something more to keep up with the rest of the killers.
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BT has its uses and so does Soul Guard. But I'll choose Soul Guard because it's extremly funny when it works. Plus it counters NOED sluggers, so running it is a win-win
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@Aneurysm said:
https://us.v-cdn.net/6030815/uploads/SUMSLQZQM9A3/img-20200707-135452178.jpg
Look at how nice + synchronised my hag looks tho. All from different outfits.
It's true that you can still manage to mix and match the cosmetics in such a manner that it looks actually good. But for the most part, her outfits look weird if you mix and match them. Yours looks really good. But many combinations are still horrible. I believe that's why the devs give her so little outfits.
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@Mookywolf said:
i have unfortunate news for you friend
@Cheers said:
It was delayed till the 8th of July...
Oh God didnt see that coming. Thx for letting me know
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Why should Franklin's Demise, a perk that wastes a perk slot, be countered by an offering, white ward? Offerings are useless most of the time, and don't have a big impact on the game usually. But again, why do you think is fine for a perk to be countered by an offering?
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Is it based on your experience as killer or/and versing these killers as a survivor? Also, does this tierlist include power modified by add-ons or just basic stuff?
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At least we have the dead by daylight wiki, which gives actual numbers for add-ons and killer powers
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1412856#Comment_1412856
Almost any build can work. The real problem is the consistency in a build. Much like Yu-Gi-Oh having consistency is very important and overrides a lot of over things when considering perk builds.
I have no doubt you will possibly get 4 downs in one attempt sometimes with your proposed build. The problem is not if, but how often is that going to happen? Not very. Neither is the 2 man scenario if I'm being honest, pretty much for the reason that there are so many things to loop around, aka tantrum off of, that it makes it very unlikely the scenario will play out how you want and you'll just end up with just a small TR and knowing there's someone nearby.
Thx for the feedback on this build and that you took your time to explain your opinion on it.
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@LordGlint said:
Im gonna have to agree with everyone else here. All reducing your TR is gonna do is show you less information. You can still get those same double hits with a larger TR. If anything, I'd suggest using monitor instead of furtive so you can approach a target and get closer before they start running, then get notifications at 40 meters if anyone is within THAT range.
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1412811#Comment_1412811
That's a much better idea.
I think OP really wanted synergy with Bubbas chainsaw sprint but it just isn't there.
I agree with you guys for the most part, but this can work at its best on a killer like Oni, that's why this build is so popular on him. He has mobility using his Demon Dash, and can much more easily target survivors, there's no denying in that. But is it really worth it on Bubba? He doesn't have any kind of mobility, and if you spot a survivor 32+ meters away thanks to IF, they will be long gone, because Leatherface is just a 4.6 ms killer.
I created this build to work around what Bubba can do best, and that is punishing Survivors who stick together/or close enough to get them both down using 1 chainsaw run. I totally understand that this could just be a waste of perk slots, but I still feel that it could be a decent build imo. I am not really fully convinced yet that this build could work until the PTB drops and all I can do now is try creating fun builds to test.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1412796#Comment_1412796
yeah, it lets you check a smaller area, but you get the exact same information and more if you dont use furtive. it's like you're crippling yourself here.
having Infectious fright let you know who is in a 32 meters range will not be that good because of the fact that you wouldn't be able to tell which survivor is worth following (in case that there are more survivors in you TR). One survivor could be 24 meters away, but another could be 10 meters away. IF could mislead you in this situation and hurt you more than it helps you.
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@GoodBoyKaru said:
i disagree
infectious is strong because of it's snowball potential to find as many people as possible and create as much pressure as possible. reducing your terror radius reduces the likelihood of finding someone else with the perk and they synergize horribly together lol.
On the old Bubba, I agree with you that this build wouldn't work, but now because they made it so Bubba's Chainsaw lasts longer, and moves at a greater speed, it might be a common thing to get a 2 down off of 1 Chainsaw run, and this combination of perks (Furtive Chase+Infectious Fright) would allow you to check a small area to see if there is any survivor hiding in a close proximity.
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I dont want anybody to feel offended by my opinion, but man, in what world was Hillbilly at least decently funny to play? Yes, as of 4.0.0 (without those nasty bugs) he is strong. Too strong overall and needed a change? Probably not. He was, to some extent, the image of "balance" in this game. But even with his perfect balance I have never considered HillBilly fun to play as/against. He is a balanced killer for a medium player against medium survivors, but good Hillbillys, oh lord. Downing people like trees with Infectious Fright then and calling it "pressure" is the living proof that this change is 100% needed for the top players of Hillbilly that could make mistake after mistake and STILL catch survivors and kill them because yes, they are good at Ppaying this Character, but this character wasnt getting punished enough for misusing his power and that's why I love the Overheating mechanic. I am waiting for people to disagree saying that there are a lot of mindgames based on the revving mechanic, and adding this overheat change is just overkill. He is a HIGH mobility killer with an insta down!!! No matter the drawbacks these pros cannot be forgotten this easily!!! But at the end of the day, wait for that damn PTB and THEN start giving respectful feedback. No one likes seeing a baby crying over a character in a video game.
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Billy is a high mobility, insta-down killer that really doesnt have a big punishment for unwisely using his power. Like for real, Pyramid Head has a hella long recovery after using his ranged attack, that only damages 1 health state if I may add. Yeah, wait and test it, then start giving feedback. If somehow this change comes out as huge problem, the devs wont be able to properly colect the feedback, because there are people complaining just because they dont like the idea of something being changed, and not necessarily because that change itself is bad .
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@Mew said:
really dislike linked cosmetics when it doesn't make sense on why they're linked
like, the legion Robbie the rabbit skin? thats fine because it makes sense on why its linked (except for the weapon but eh)
but the nea skin really doesnt make sense imo. we have Bunny Feng, which isnt linked, so why is this one?
You can mix and match Feng's outfits so freely that most of the people run horrible fashion looks. Like the bunny hood, with a bright shirt and that red skirt/dress. It is something that shouldn't exist. That's why some cosmetics need to be linked.
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@gofu said:
You lose charges chainsawing, you lose no charges walking
good point, but lets say that you go for a sweep, then wait for the charges while you walk with 4.6 ms and this cycle goes on and on.
But comparing just ONE sweep vs normal walking, I bet the chainsaw sweep wins, and helps you cover a greater distance
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1405364#Comment_1405364
Literally half her useable add-ons copy her perks lmao. There's one that makes survivors moan louder while injured after a blink hit, and one that allows you to see auras of survivors healing within a radius after a blink hit.
um...do you consider 2 add-ons being half her total add-ons? I didn't know about those add-ons at the time I wrote my response.
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@CakeDuty said:
https://forum.deadbydaylight.com/en/discussion/comment/1405364#Comment_1405364
Actually you're wrong about the Nurse part. Bad Man Keepsake is Nurse's Calling but only lasts 60 seconds and Metal Spoon is Stridor
@DWolfAlpha said:
https://forum.deadbydaylight.com/en/discussion/comment/1405364#Comment_1405364
Dude, Thanatophobia is the only nurse perk not copied by one of her add-ons.
Yeah, soneone pointed it out after because I didn't know, but now I know of this add-on's existance.
Maybe they want to free a perk slot by using an add-on(?), that's the only reason I can think of tbh
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jesus...That's why I've never heard of that add-on before. It's just pointless. Thx anyway, even tho it saddens me seeing potential wasted.
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I prefer to believe that there is a reason on why they decided to make such an add-on and in fact, the base kit of Leatherface will be drastically improved. If I am wrong on the other side tho, why on the moon would they make an add-on that on the core is the same as ONE OF HIS PERKS. Y'all complained about nurse, but at least she doesn't have an add-on that copies the effect of an already existing perk. Better give Bubba wings, otherwise.... remains to be seen.
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great idea! This idea is much better than the perk in its current state. hope the devs implement it !
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no one saying Cursed Legacy? Intresting enough thinking about how many people complain about Oni xD
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@Shocktober said:
Looked fine to me. Even if you get to 115, carrying someone makes you slower. So she gets boosted to 115 then goes back down to whatever the carry speed is when she was going to the basement.
Hm, you might be right. Thanks!
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@LeftPreston said:
I play a nurse a lot but I have not noticed anything bugged with that add on. It could be but I barely use that add on in particular
Probably. I found a video and a time stamp, would you mind taking a look to see?
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spirit, not only for power, but she has better cosmetics too