hardtimefun
hardtimefun
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- hardtimefun
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@Boss said:
Probably.
tell me your secrets
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@Mugombo said:
If you honestly think that dead hard is OP then you must be a terrible killer. Most of the time survivors bring it to a game it’s basically a wasted perk as it doesn’t change most chases at all against a decent killer. Every now and then it gets them distance to a window or pallet and can add some time to a chase. But killers have plenty of perks and other things to decrease chase time so what’s the issue
I didn't say it was op like i also said i don't fall for the run into me dead hard, i mean it can give way more time to a survivor than they deserve it by reaching a window or pallet they wouldn't have reached otherwise or reaching a pallet and since they have DH are super greedy and run around it again
And our perks to decrease chase times are? bamboozle? 15% faster? brutal strength? 20% faster? stblf, exposed perks which again must be triggered by you survivors, what else? where are the others "plenty" perks that makes chases end faster for us? a loop is a loop and unless you are a spirit nurse or deathslinger, you can't always deny the loop and so those "plenty"of perks you are talking about aren't that effective and if you manage to mind game them or they make a big mistake nope, E outplay
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1861333#Comment_1861333
Ah, then you’re well aware. If you think about it you’ve answered your own question. You have played since 1.0.0, you haven’t stopped, why should the devs listen to you then?
For me personally, I’ve switched more to survivor. I have over 5K hours in this game and was about 55% killer 45% survivor but have been playing survivor a lot more since the Ruin change. Wayyyy less stressful, plus the devs listen to you.
85 killer 15 survivor, can still reach rank 1 survivor if I want (no need to tryhard) apparently undying was annoying, nerfed,
apparently DS and unbreakable is annoying, ignored, I hate these devs
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@Speshul_Kitten said:
Because killer players don’t stop playing the game and try other things.
Survivor players are less likely to spend money on the game and quickly move onto others. It’s the reason Undying was nerfed.
Legitimate concerns though, they just fall on deaf ears, look up DBD the Dark Times on YouTube if you haven’t already. Might help make things click.
i lived in the dark times, I play this game since 1.0.0
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@dspaceman20 said:
I think a problem with Dead Hard is that there is no middle ground. You use it for distance its supposedly overpowered, you use it to dodge hits it usually never works and make no impact on the game. So of course survivors are going to use the strategy thats most effective.
On a side note does anyone know the total distance you move with dead hard?
I did read something about it long ago and it was like around 200% +/- for 1 second or so
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@thrawn3054 said:
More than half the time the perk doesn't work and you're complaining about it?
that half the time you are talking about you are using it in the middle of a dead zone so work or not you are still going down.
the other half makes killers waste way too much time because of your E outplay
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@Aztreonam78 said:
Let's compare Dead Hard with all other Exhaustion perks.
- Balanced Landing, Lithe, Head On - require Survivors to work with their environment in order to get benefits from the perk.
- Adrenaline - basically rewards Survivors for completing their main Objective.
- Sprint Burst - can be activated at any time, but may critically backfire by forcing Survivors to slowly walk.
As for Dead Hard itself:
- Makes Survivors feel okay staying injured. Since Survivors using this perk want to heal to lesser extent, it indirectly increases gen speed.
- It allows skillless gameplay. Unlike all previous exhaustion perks demanding wise play from Survivors, Dead Hard is designed to erase mistakes they make by dashing to a Pallet or a Window and denying good play from the Killer.
In conclusion, Dead Hard requires serious treatment and redesign since now it grants too much feeling of safety.
facts, thank you
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@Ghoste said:
Imo Undying should no longer be a Hex perk since it does absolutely nothing if it's cleansed first. Just have it be a regular perk that gives you 1 Hex respawn. I mean at this point, why would you not use Thrill of the Hunt instead of undying? At least that gives you a notification and actually defends your totems.
I agree
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@lowiq said:
Probably because DBD is one of the only games that rewards players for having laggy internet.
As for hit validation, I just think there hasn't been a consensus as to whether the system works as intended or not.
honnestly the only big big change i've noticed on this is windows hits, but it can sometimes happen if you are like a the tip tip of your weapon and should hit but you don't
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@BattleCast said:
Hits have seriously been off though recently. I have literally seen myself hit someone over a pallet with 40 ping.
I once got a survivor with a hatchet after they ran through a door gap and were completely on the other side, my hatchet 100% didn't hit them, still got the hit
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@QwQw said:
I don't see a reason for Legion to be nerfed, he's a mid tier at best. The feral frenzy having a reduced cooldown depending on how many people you hit should be a qol change.
I just think it would be a QOL on both side, legion would be less annoying to deal with as survivors and legion could catch a survivor quickly after ending FF, i think it could be worth a try on a ptb
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@Mandy said:
I agree that Legion needs some minor buffs, but I don't think they're the worst killer by far and I do rather well with them. I'd like to see their fatigue time reduced to 2.5/3s but not really a great deal more than that. I find FF very easy to find other survivors with and do pretty well mind gaming chases, add on wise I tend to run the Julie's & Suzies mixtapes the most as those are the add ons that work best with my style of play.
I just think legion mostly need quality of life changes, because most of them when he got his big first rework were totally about making him weaker and less annoying but now they are just a pain, why does the power bar reduce on regular hits? this can go, the fatigue duration should be 3 seconds fix and the add-ons changed, frank's mixtape and stab wound study remained unchanged and so fit his old basekit which nobody use anymore.
He simply need speed add-ons, 3 seconds flat fatigue, change the fatigue and frank's/stab wound add-ons and remove the power bar depletion on regular hit.
There was once a post that peanuts said he'd send to the devs team to make sure they'll see it, these changes were the best i've ever seen and I dream of them becoming a reality
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you have 5 gens that take 80 seconds solo to do 5 totems that take 16 seconds without speed buff perks, you have time for 400 seconds of work time but not an extra 80 seconds to disable what you complain about?
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who gives a ****? cleanse totems or change DS unbrakable before doing any changes, I don't mind facinf this build as survivor and barely use this build on 3 killers, very good killers don't need it, some killers are made for this build (like legion or plague) but definitely not every killers
And not because otz find it boring as well means it's broken, there's many broken things in the game and the fact survivors can remove those perks while keeping theirs the whole game makes it balanced
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/1848657#Comment_1848657
The egc lasts for 120 so either someone has to die or they find the totem if neither are done everyone dies
the EGC start once one gate is open or the hatch is closed, the perk won't trigger since it requires every gen to be completed, rancor doesn't trigger if it's a hatch closing EGC, this hex would be the same way, and since this hex takes effect before the EGC starts, survivors still have chances to get out, and if the killer simply camp the totem, survivors simply have to wait, every survivors or most of them look for noed before opening an exit gate, most of them at least, this perk will be the same, the will look for it.
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@malatruse said:
Interesting idea, it overlaps with Blood Warden though.
it would, but it would mean the killer have 2 perks for the whole game
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@GloryHunter said:
What this would bring is survivors playing hide and seek for 80/100/120 seconds or up the amount of keys in play I reckon
they could anb could but it's still 2 minutes for the killer to find them and again i am pretty sure 95% of survivors would look for the totem isntead of playing hide and seek
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@Doing_gens_wbu said:
This would be a great idea, however with the state of the game. I don't know if it's doable. Could see janky complaints from both sides in regards to hitboxes. I think making gens regress from repaired to broken is a little too op. Especially if it can regress like from ruin or kicking it. Plus with how they code the game it would be very difficult. But who knows maybe they'll surprise us!
from what i had in mind you can only revert like 3-5 seconds in time, so if you want the gen to be incompleted again you'd have to be literally there when it finishes
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@2LuvRias said:
Listening to a survivor main tell you how to play Killer is like asking a Vegetarian what you should get from KFC. Just ignore them and play for yourself.
I always do, i just find it funny they think those things and wonder how they can think that way
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@brokedownpalace said:
Get bad 😅
I respect Clown players, tho. Any one that plays a killer like him, Wraith, Trapper, etc. deserves credit. Ignore the haters.
I do, i find it funny they lost and are mad about it
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1845749#Comment_1845749
True but I assure you to get Merciless, and double pip, you might want to take it down a notch. I'm not saying you should go easy on them, but rather easy on yourself. As your Rank gets more potent, you will find it harder and harder to Pip, and even to NOT lose Pips. So it is best to practice now how to get every last min/max in BP and advancement out of a match. It can be win/win as you earn more, and they don't feel steamrolled. In the end, it is your game and you play it how it feels best to you. I'm just letting you know that fast and efficient starts to really bite you in the rear about Rank-12.
the better the survivors are the more points I get because they work and loop more, if they all go down in 20 seconds i don't get many points but i won't make the game last longer since it will end up being the same even if i have mercy, i'd rather have it end quickly and have a new one hoping to get more competent survivors.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1845731#Comment_1845731
Well as long as you aren't hurting your own BP or Emblem advancement in the process. In general, the game does not reward fast, efficient matches. You have to get enough chases, downs, and hooks and in just 3-4 minutes that would be very impressive. I've found the game lets me max out BP and advancement when I stretch most games (in the Red Ranks at least) to about 10-15 minutes.
even if I end teh games quickly sometimes i still end up with brutal since no gens or only 1 has been completed and got every survivors hooked once and got some hits (more than 8) so if they are too quick i get brutal and since i am rank 1 I stay rank 1, never ever got displeased for finishing it too quickly
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@Moundshroud said:
I never take that idiotic name as an insult. Why wouldn't you be giving your best? :) Just take it as a compliment and otherwise ignore the salty types trying to grief or shame you for THEIR failures.
exactly hahaha, i enjoy finishing games in 3-4 minutes because it show how much they don't belong in this rank and they are so mad about it, i love it
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@NomiNomad said:
That feel when you put on Tar Bottle and get Lery's or The Game.
https://us.v-cdn.net/6030815/uploads/RSYX688JN9T8/ded.jpg
On topic, I wouldn't be opposed. It'd be a nice QoL change for him.
I agree, that would require some work for sur but would make these add-ons more consistent
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@Yamaoka said:
It's a bug that re-appeared with the addition of Dedicated Servers.
In case someone wasn't around before dedicated servers. This is what it looked like before dedicated servers:
how it should always be honnestly
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1841317#Comment_1841317
I'm pretty sure it worked just fine before we got dedicated server
now that you mention it
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@Slashstreetboy said:
Only true noobs (no offense) would consider Trapper OP, even if he started with 3 traps. Even with his best loadout he´s not as strong as basekit Hag, Spirit, Nurse, Freddy or Huntress.
that's for sure, but i played him enough to know where his best traps spots are and how better he would be with 2 by default, he wouldn'T be op, far from it, but he would become A tier i am sure
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@Heartbound said:
You do need a bag when you play Trapper, at bare minimum so that it lets you carry more than one in hand. It'd free up an add on slot too and that would help. It wouldn't make him OP, since it's the same Trapper we all face nowadays anyway and nobody complains.
that's what i mean, if you have 2 traps by default, you could make the impossible to escape trap or ultra setting speed and other things, would be way more fun and powerful
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@Mooks said:
They said Legion is not on the list of killers to get changes soon. There are several others that get something before: Clown, Freddy, Demo (mainly addons), Huntress (addons) all are confirmed and Michael and Pig may also get addon tweaks and were already mentioned. Then they said they wanna take a look at newer killer a few chapters after they released like they did with PH.
so I would say Legion won’t get anything in the foreseeable future.
I remember that, that's actually really bad legion will be ignored for maybe 2 years
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spirit : bbq, devour, monitor, stridor
freddy: STBFL, ruin, undying, BBQ
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@TheClownIsKing said:
Killer can already do something about it: camp.
If the survivor is foolish enough to crawl their, punish them by making sure the remaining survivors are down 2 teammates helping them out.
I don't want to wait 1:20+ minutes because one survivor camp under the hook
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@possibly_a_pig said:
Unless I'm mistaken, this got fixed and then reintroduced. Survivors can do something similar at gens.
that sucks...
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@HealsBadMan said:
https://www.youtube.com/watch?v=YRrJugu9bOM
Skip to 13:30 to see evidence.
Side note, can't wait to see keys nerfed. As someone who plays both sides they're pretty OP, and abudant since the mori nerf. Ideally a key would just let one survivor go, or at least have a slow unlock animation like opening a chest :/ tactics like what Ace and Dwight had here are just scummy and unfair to a well played game.
that looks like evidence but if we check very carefully she is blocking the PATH to the hatch and not the hatch itself, but it realy looks like she is indeed stopping the ace from using his key, so that's great news! :D
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dude don't start with that 🙄
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@Exerlin said:
omg they made hatch standoff 2
killers always win
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829661#Comment_1829661
But giving everyone in an area the exposed status effect could be extremely powerful on some killers, especially since you control when it triggers. I think the limited number of potential procs is a good thing. In fact, a limit of 3 times per match should be added considering dead dog saloon. Imagine being a high tier nurse, pyramid head, huntress or legion on dead dog. you would destroy
Perks to not affect powers, unless it's a hit from their weapon like deathslinger/nurse/spirit, but oddly enough blight is another category
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@Saltjar34 said:
Ghostface and Myers gives exposed and requires you to do something. Try to base your perk on something like that
like I said to somebody else, this post is about perks and not powers
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@Exerath1992 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829363#Comment_1829363
Here's Johnny: after destroying a breakable wall, all survivors within 12/18/24 meters are exposed for 30 seconds. This has a cool down of 120/105/90 seconds
still has like 1-2 uses per game but in the saloon map
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@Exerath1992 said:
Well, if you think about it, the perks that involve survivor unhooking ARE something the survivor gets control over. If you think about it as "me hooking people and not camping them so they can be unhooked" is the thing that procs the perk, then its totally rewarding killers for what they do.
However, I would like to see more things that give exposed. I think a fun one would be:
heeeeerrre's Johnny!: after destroying 4/3/2 breakable walls, survivors within your TR are exposed for 30 seconds.
Or
Don't touch my stuff!: after kicking a generator, if it is untouched for 90/75/60 seconds, the next survivor to come within 24 meters of it is exposed until they leave the radius for 20 seconds
breakable walls are way too uncommon even in remastered maps, there's like barely 1-5 walls in most of them, so your first perk would never ever be used.
and your second one is really like dragon's grip
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@Freki said:
devour hope and make your choice: also requires the killer to be a distance away from the hook as well.
noed and rancor: doing your objective is great how about adrenaline or hope? that's completed by doing gens as well as the killer not getting to you all fast enough and putting enough pressure on the gens.
you are forgetting ghost face's and mikie's stalking, oni's rage and blight's pink add on that puts exposed on the next hit at the last token. you are forgetting plagues power that puts you in the broken status effect, clown's pinkie finger add on that exposes you if you are hit by a bottle. deathslingers pink add on that exposes you if speared 15 meters or more. huntress' iri head add on that is a one shot down with a reduction of 4 hatchets. billy's and bubba's chain saw.
now lets talk about countering these: devour and make your choice, you can unhook within the terror radius (not infront of the killer) and not get the status, noed you can do bones and you won't have that. iron maiden, don't go in lockers. so your choice of what to do my advice to you would be to Make Your Choice.
the post is about perks, not powers
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@Sonzaishinai said:
A perk if you get stunned 7-6-5 times your next attack will give the exposed status effect.
This has the exact same issue you're complaining about. It requeres survivors to stun you. And they can get around it by dropping pallets early.
Clearly not as easy to design perks as you thought
ya I messed up on that one haha
but it also requires you to want to get stunned if they don't stun you well they get hit and so die
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@[Deleted User] said:
"Why is there not a single perk that reward killers for doing well?" Make Your Choice and Devour Hope actually requires the killer to do well (hook a survivor) to trigger. Dragon's Grip also requires the killer to stay near the kicked gen or else he gets no value from it.
All 3 hexes mentioned require the risk of playing with only 3 perks for the majority of the trial.
Rancor is risky as the obssession will know from the beginning of the trial that you have it and he'll probably hide when all gens get done.
Almost no one uses Iron Maiden, and the people who use it don't do it for the exposed.
they just have to unhook before the killer reach the required distance
devour hope can be removed before it can even work
so waisting time and letting other survivors do other ganes for 30 seconds before leaving said gen and go for them?
all of them can easily be countered, yes when they work they work really well, but it can still be avoided easily
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what annoys me the most about the twins is that the fact a survivor have victor on their back doesn't stop them at all from using pallets and vaulting windows which should have been the main thing Victor should do to survivors, and also keeping victor for too long will put you into the dying state, I can't understand why it's not base kit, and why you don't see the aura of the survivor Victor is on, it's a really really bad base kit