hillbillyclaudmain69
hillbillyclaudmain69
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@rglarson13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1611628#Comment_1611628
So you're fine with DS being removed, then, seeing as tunneling only happens in a small minority of games?
That's not true at all. Tunneling almost always happens with no obsession. And I'm a killer main. If they don't have an anti tunnel perk, this game wouldnt be fun for them at all. That isnt a good example. Borrowed time would have been better.
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@Decarcassor said:
Any attack that only inflict a single health state of damage without any additional effect should be a basic attack.
Just slap Deep Wound on Pig's Ambush and Demogorgon's Shred. Fixed.
I'd like something extra, but not deep wound since it gives me a headache.
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@lugZas_exe said:
I'm playing much more Survivor than Killer, and I think Spirit is op.
The problem with Spirit is that as a survivor you don't have any feedback, you don't know what she's doing when she stands still. For her this is just a big mind game, but to me (the survivor) it's like flipping a coin with 10 sides, and 9 out of 10 times I land with my face in her blade.
She can always track you. "Use Iron Will" isn't a solution. When you're injured, you leave Blood, when you run, you leave scratch marks. When you stand still, YOU BREATH. And when you just walk you make sounds too. A good Spirit can track you in every situation.
I think Spirit needs a nerf, or a rework for her skill, eventually the devs are planning this idk but I think she really needs this. Let her making Scratch Marks when she is in the Ghost World, a specific animation or something else, And the noise doesn't count, it is much too quiet and is simply drowned out in the music of the chase.
And at the End, as a Survivor you don't have fun playing against a Spirit, and when you see a Spirit in a Match and you're in high Ranks, you can be sure that you will die.
First of all, without an ULTRA RARE add on, she can't see blood, second, if you vault into a spirit you deserve to die, third, scratch marks aren't precise, fourth, you can crouch with iron will, muting yourself even if she has stridor. She is unbalanced, but you have absolutely no clue how to play against her, and that's why you always die.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1612194#Comment_1612194
Each one with their own, I guess ^^. I also usually know survivors' spawn location and can also track with BBQ, but I think Nurse's main weakness is stealth due to her walking speed, that's why I basically bring 4 detection perks on her (if you count Shadowborn as one)
I count it as a chase perk. It helps my fps and that helps me get hits. I'm a console nurse main btw.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1612185#Comment_1612185
I really have to disagree on this, Nurse is probably the best killer you can use Whispers on because she is the slowest killer in the game and also the fact that her blink range is exactly the same as Whispers'. With Nurse, all you have to do is waiting for the perk to light up, blink in that direction and you are almost guaranteed to land almost on top of a survivor.
Oh ok. If that's how you use it then that's fine. But I personally know where most people are at all times due to bbq and just really good game sense. I use whispers on other killers, but I've never liked it on nurse. But hey, you do you. Run whatever you want.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1611562#Comment_1611562
Whispers is a great perk on any killer, it's a bit hard to understand it but when you learn to use it it's a top tier perk. My build on her is BBQ, Infectious Fright, Shadowborn and Whispers
I know that whispers is good. Its just not that good on nurse.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1609813#Comment_1609813
Again, this logic doesn't track. Why would a camper be MORE likely to get extra kills out of Noed? :) If a person is a camper you have ALL THE TIME IN THE WORLD to cleanse those Totems. Remember, Noed only triggers at the end of the game, once all the generators are up. The Killer gains insta-down, sure, but you know it might happen. The Killer has no idea what Gate you are going to run to, and if they camped the entire Team is there to make saves and take actions.
People gripe about Noed for no good reason. You do know there are Killers that start and play the whole match with Insta-Down right? It isn't that big a deal. Noed is not the Killer's friend. It takes up a Perk slot, it may never activate if the bones are done or the gates never open, and just because you get insta-down doesn't mean you will catch anyone.
Camping and Noed are TWO DIFFERENT subjects and do not relate to one another at all. Please quit trying to imply that they do. If anything, a camping Killer gives you LESS excuse to whine about Totems because you had more time to deal with them.
Neod activates after the gates are POWERED, not opened. So if the gates are never powered then you never needed to use it in the first place. Just wanted to point that out. Otherwise, I agree.
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@xI_Fabi_Ix said:
Me and my friends just went against a Spirit. She got hit by DS twice, both times the stun only lasted 2 or 3 seconds. Smth like that.
From hitting the skillcheck to her moving in not even 3 seconds.
Extreme DS nerf, not mentioned in patch notes.
Its a bug. Along with another flashlight bug, movement bug, and hook bug. It only does that on certain killers though.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611662#Comment_1611662
If you play Deathslinger/Spirit optimally you too M1 survivors w/o power, yet they have basic attack built in their power for whatever reason, but Huntress doesn't. Once again, you are wrong and your argument is invalid.
Because its a hatchet. It isnt a regular weapon. It cant possibly count as a basic attack. How can huntress relate to slinger or spirit, who BOTH have nonlethal powers and rely on basic attacks to get hits? Once again, your argument is invalid.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611645#Comment_1611645
Nurse has addons to make her fast and please don't repeat the nonsense how weak are they.
Also, by your very logic, the huntress should be able to basic attack with hatchets since she is too slow to land normal m1 hits often enough which, as we see is not your case.
If you were saying truth, you would've had some real arguments which is not the case here, as repeating one and the same thing I already disproved above isn't an argument.
Nurse has ONE add on to increase her speed and its #########. A literal nerf. She is SLOWER THAN SURVIVORS for christs sake. Huntress is 10 percent faster than them. Also if you play huntress optimally, you m1 survivors anyway, so she isnt related at all to this. Your entire argument is weak.
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@Justalittlepeeck said:
It's funny that it's very likely that out of all blight feedback devs will take into account only this one because it calls out for unnecessary nerfs.
Wouldnt ultra rare mean you get it more often? There are only three killer ultra rares, so if at least one shows up per bloodweb, you get a 33.3333333... Percent chance of getting it. If there are 5 greens( Idk how many there are) there is only a 20 percent chance of getting one. Id like this to be ultra rare bc this.
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@Flawless_ said:
I am ok with this addon being as strong as it is if it was an ultra-rare or had some kind of trade off, but it's a green addon meaning you can quite possibly bring it on every game and there is literally no counterplay to it. Zero. Nada you can do as a survivor to avoid getting found or hit.
I can slap on whispers and just bounce around the moment it lights on. Boom wallhacks with no penalty. Where's the skill on that? Get to a tile and hit a wall once and you know exactly where they're going. This crap is like the old prayer beads and as a killer main I really don't think it's fair. I just wonder how in the world did the devs agree that this was weaker than either one of his red addons. Shouldn't they after 4 years know what makes an addon strong or weak? Meanwhile most killers' "ultra-rare" addons (PH, Hag, Billy, Deathslinger, etc) are mediocre at best and sometimes detrimental to your kit.
Just how? How is it possible that the entire playerbase can see these things but the devs are like yeah this addon is mid-tier let's just leave it at green rarity...beats me.
I like how you didn't mention nurses ######### iridescents. She need the most love imo
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611634#Comment_1611634
if you think that repeating one thing, ignoring everything that opponent says and saying "I've won" when your opponent gets sick of that bs is "winning an argument" in your opinion, then I feel really sorry for you.
I'm repeating the truth, which you continue to ignore. Nurse is to slow to not always have basic attack. Blight isn't. So simple.
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@ringwinning said:
Necessary or unnecessary?
I used to not run any exhaustion perks and was playing the game just fine, but it seems a lot of people believe that if you don't run one then you're wasting a perk slot.
Nowadays it's a tossup if I run one or not but what are your thoughts on them?
Sprint burst with a flashlight. Thats all I'm going to say.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1611483#Comment_1611483
Do you respond to every post you see on the forums? It's not even part of his job to be on here. Maybe try a bit of empathy next time instead of jumping straight into attack mode.
This.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611613#Comment_1611613
good luck, I'm not going to continue a conversation with a person who ignores anything that I say and keeps repeating the nonsense how "nurse is different".
You ignored everything I said and ran away from an argument you knew I won.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611613#Comment_1611613
good luck, I'm not going to continue a conversation with a person who ignores anything that I say and keeps repeating the nonsense how "nurse is different".
She is. You can't basic attack on her without blinking, and thats why its a basic attack. You are slower than survivors. You might not be able to comprehend that.
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@adsads123123123123 said:
Whispers isn't good enough imo. Just knowing a survivor is within 32m isn't good enough. There's a million places they could be hiding and it still takes too long to find them. It's fine to spend time searching in the mid-late game but not in the early game. Take this scenario: Whispers goes off and there is 1 survivor hiding. It could take 20 seconds or more to find that survivor. Meanwhile 3 survivors are working on gens in the background. This is another problem with the strategy I mentioned. You don't know whether the survivors are going to do it. If they aren't hiding and you spend time thoroughly searching for a hidden survivor, then you have wasted a lot of time. For the average game, survivors do not use the strategy I mentioned, so you just can't waste time searching for a hidden survivor.
https://forum.deadbydaylight.com/en/discussion/comment/1611520#Comment_1611520
Discordance is really the only counter. Using eyes is just searching for the survivor. On Haddonfield and Ormond, survivors can easily evade you.
https://forum.deadbydaylight.com/en/discussion/comment/1611528#Comment_1611528
That takes 2 perk slots and would force me to run those 2 perks just to counter a scenario that happens ~10% of the time.
If it doesn't happen in the majority of your games, it isn't a problem. Learn spawn points or use whispers.
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@adsads123123123123 said:
Here's what the toxic swfs do. 3-4 survivors hide and do not work on any generators at all until they see the killer or their terror radius appear. 10 seconds after the killer leaves, they start working on the generator because the killer has to leave to check other generators since there were no indicators of any survivors there. The problem with this is the killer usually won't find any survivors until the first gen is completed, the killer has essentially done nothing and are basically playing with a 4 gen start. This problem is most noticable on killers with no stealth, mobility, set-up, and detection, e.g. Clown, Cannibal, Legion, and Pyramid Head, and especially on maps with generators that are difficult to patrol, e.g. Ormond and Haddonfield. Asides from running Discordance, there is 0 counterplay to this strategy on the killers I mentioned. At the start of the game, the killer cannot waste time thoroughly searching a generator with 0 indicators of a survivor there because there are 6 other generators survivors can be on. The most the killer can do is glimpse at the generator and leave. Once the killer leaves, 3-4 survivors start working on that generator and the killer won't find survivors at any of the other generators they check.
Its called tier three whispers. Easy.
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@Zenn said:
*wave*
Its still possible.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611600#Comment_1611600
In that case this is exactly what it should be.
Blight, compared to any other similar killer with fast mobility power or chasing power which ignores basic attack rule (Spirit, Nurse, Deathslinger), is worse than any of them in every single aspect apart from maybe traversing the map slightly faster. In chases however he is significantly worse and more skill demanding than any of these three killers, yet he is suffering from basic attack rule.
It makes zero sense for him to have the restrictions which these killers are somehow free of.
M1 then use your power. Simple. This would only be a valid argument if he was 110, which hes not.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611596#Comment_1611596
So what? Tell me why is this a reason he cannot have basic attack from lethal rush, while Nurse can?
If you say anything like "tHiS iS dIfFeReNt blah-blah" I will ignore you because I'm tired of the self-contradicting nonsense you say.
Nurses power is different. She has no special attack, as with one, her basic attack is worthless. As blight, you can m1 and then use your power, and get the basic attack perk to activate. You don't seem to realize that blink attacks can't be a thing, or else nurse wouldnt even be capable of using those perks. Blight is 115% speed. You can m1 then use your power with him, where on nurse you can't. Thats why its not a basic attack. You don't, and shouldn't use your power all the time. But nurse has to, so using her power has to be basic. Its so simple that I can't believe you don't see it.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611588#Comment_1611588
And Blight's power is for traversal no more or less than Nurse's power. He also has much harder times hitting survivors with his power in chases, so once again, no reason he shouldn't be able to have basic attack from lethal rush, if nurse has basic attack from blinks.
Your point makes zero sense.
Your point doesn't make sense either. Just because one killer has something doesnt mean another should.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611588#Comment_1611588
And Blight's power is for traversal no more or less than Nurse's power. He also has much harder times hitting survivors with his power in chases, so once again, no reason he shouldn't be able to have basic attack from lethal rush, if nurse has basic attack from blinks.
Your point makes zero sense.
Blights power isn't meant for loops either. Its in between them.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611588#Comment_1611588
And Blight's power is for traversal no more or less than Nurse's power. He also has much harder times hitting survivors with his power in chases, so once again, no reason he shouldn't be able to have basic attack from lethal rush, if nurse has basic attack from blinks.
Your point makes zero sense.
Nurse is the hardest killer. Remember its only day 3. All he needs is flick.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611582#Comment_1611582
Demogorgon got braking pallets as basekit as an addition to the ability which allows him to literally instantly damage any survivor within 12 meters range of him.
There's nothing wrong in allowing blight to break pallets with slam. If people are so afraid of Blight being OP because of that, he could break pallets only with lethal rush.
Read the post first. I said that since I use pallets to slam off of, I don't want this because it would make him harder to play. I think he would be weaker with that addon base kit.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1611576#Comment_1611576
So what? Nurse can still M1 survivors, it's just slightly harder to do. She also has addons to increase her movement speed.
Like I said, either devs should be consistent and make any attack coming from or after using powers like Nurse's not basic or admit that basic attack system is flawed and return one step back and use logic to consider attacks basic/not basic and not a flip of a coin.
She has one add-on like that that and it nerfs her. It is one of her worst add-ons. I'm a nurse main, and I think of her power as traversal. Thats why its a basic attack, because its a traversal power. Blinks have nothing to do with an attack.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1610464#Comment_1610464
So a spirit has less of a chance to hit someone out of their ability because she has to find the person or know where they are, the blight wouldn't have to do this.
You entirely missed the point.
You can hear them and they dont know where you are. Shes easy to hit with. Blight, however, you can't hit if the survivor jukes at all, because you have no flick.
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@SloppyKnockout said:
Also WHY CAN'T HE BREAK PALLETS WITH HIS SLAM?!!?!?!?!?!!!?!?!?!?!?!?!?1/1/111111/!?!!
I don't think it should be base kit, as I slam off pallets a lot. It definitely shouldn't be iridescent, though. They should switch the aura reading one to iridescent, and the pallet slam to green.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1610598#Comment_1610598
Spirit can do all that and she has basic attack.
If Blight cannot have basic attack, then it must be taken from Spirit and Nurse aswell.
Nurse wouldn't be able to hit survivors without basic attacks, and not every killer should be at that SSSS+ tier level. Don't compare a perfectly fine killer to an unbalanced one like spirit.
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@Justalittlepeeck said:
https://forum.deadbydaylight.com/en/discussion/comment/1610640#Comment_1610640
Oh, that's so smart conclusion, thanks, but would you bother explaining why spirit and nurse have basic attack despite the fact they are using special abilities to position themselves?
Nurse bc every killer has to have one, and she wouldn't otherwise bc shes 96% speed. Spirit bc its easier to do honestly lol
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@Justalittlepeeck said:
Devs, would you kindly make us all a favour and explain the though process behind making an attack which:
- Has the exact range as normal m1
- Is used by pressing m1
- Is not referred as "special" attack in the very description of Blight's power
- Has the exact same animation as normal attack
not a basic attack?
While Spirit can perform a basic attack with a boost out of her phasing and Nurse is just vibing with using attack only after her ability and gaining benefits as basic attack?
And, please, don't say that landing a hit from Haunting or Blink is harder than landing a hit from lethal rush, we all know that is a lie.
Blight is already lackluster, it won't hurt allowing him to make basic attacks out of lethal rush.
I said that before and I will keep saying it:
basic attack system is disgusting, illogical, stillborn mechanic and it must be gone or entirely reworked because it is ruining the game
@Peanits @Almo @McLean please, I demand answers. I am sure you possess the information that you are allowed to sure to tell all us why Blight does not have an access to basic attack in his lethal rush.
p.s. "basic attack mechanic serves purpose of simplifying game" - the most hypocritical and shameful thing anybody could say. This mechanic has a lot of illogical exceptions like Blight or Spirit and it must be gone. Stop using it as an excuse to make killers worse.
The only thing blight needs is flick. Thats it. His power is relatively strong, but too hard to learn if the survivor can dodge it without trying. And it is referred to as a special attack, at least on ps4.
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@[Deleted User] said:
Totally agree. I still remember being frustrated af when I got Whispers tier 1 on my p3 Nurse and could only got tier 2 when I had almost all perks. And that happened when there were 13 or 14 killers
Whispers isnt even good on nurse. Her best perks are nurses, shadowborn, bbq, and pop/ruin. She really doesn't need whispers, and running it on her wouldn't be a good idea.
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@preston159 said:
When the game was first released and had only 45 perks, 4 survivors, and 3 killers, the tier system made sense, and it held up for a long while after as well. In addition, the changes which have been made to bloodwebs in the past has made them easier to deal with, but not perfect.
25 survivor perks at 3 tiers each for 4 survivors = 300 total perk purchases to complete survivor loadouts. 20 killer perks at 3 tiers each for 3 killers = 180 total perk purchases to complete killer loadouts. If we assume 4000 bloodpoints per purchase on average (which I'm sure neither is or was entirely accurate, but for the sake of simplicity) that's 1.92 million bloodpoints to purchase all perks, excluding the rest of the bloodwebs. A lot, but reasonable for new players (which everyone was at the time) to get what they want where they want it.
In the current game, there are 23 survivors, 21 killers, 83 survivor perks, and 75 killer perks.
In my experience, the average level 50, 4/2-perk bloodweb seems to cost about 55,000 bloodpoints to complete, and I'm usually pretty good about gaming the entity to take as much of the bloodweb as possible. This equates to 27,500 bloodpoints per perk tier. Since the majority of the bloodpoints of someone trying to max out will be spent on level 50 bloodwebs, I'll use these numbers for calculations; I believe they should suffice at least to serve my point. I'll also round down to 50,000 bloodpoints per web, or 25,000 per perk tier.
23 survivors * 83 survivor perks * 3 tiers = 5,727 perk purchases. At an average of 25,000 bloodpoints per perk purchase, that equates to 143.175 million bloodpoints. 21 killers * 75 killer perks * 3 tiers = 4,725 perk purchases. At an average of 25,000 bloodpoints per perk purchase, that equates to 118.125 million bloodpoints.
To max out all killers and survivors would cost approximately 261.3 million bloodpoints. (Note: these numbers cannot be directly compared to the aforementioned 1.92 million bloodpoint number, as I didn't take into account the cost of the rest of the bloodweb when purchasing perks.) At a maximum of 32,000 bloodpoints per game (excluding offerings and events) one would have to play 8,166 perfect games to earn that many bloodpoints. At a near ABSOLUTE maximum of 230,400 bloodpoints per game (assuming only perfect games, double bloodpoint event and 5 4th year cakes every game, which is extremely unreasonable) that's still 1,134 games.
In my 1546 hours, I've earned a total of 143 million bloodpoints, averaging ~92k/hour. At that rate, it would take me approximately 2841 hours to max out all characters, if I didn't prestige anyone ever. And using OhTofu as an example, he's earned a total of 812 million bloodpoints in nearly 7000 hours of gameplay, averaging 116,000 bloodpoints/hour. This is likely significantly above average, but even so, it would take 2,253 hours at that rate to have earned enough bloodpoints to max out all characters, ignoring prestige. The large majority of the playerbase will never hope to play that many hours, and those who do/can will likely be prestiging characters anyway. And with the DLC train seemingly stopping no time in the near future, this problem will only get worse, not better.
To be clear: I'm not saying everyone should be easily able to have all perks on all characters, but I do not think it should be so far out of the realm of possibility for a casual player to get the perks they want.
There are also other problems with the perk tier system, in my opinion at least. Some perks are almost not worth running at all until you get them to tier 3. Examples are: Autodidact, Iron Will, and (less so, depending on circumstances) Stridor, Blood Warden, Whispers, Lightweight.
And some perks have nearly no discernible gameplay difference between their tiers. Examples: Better Together, Borrowed Time, Breakout, Mettle of Man, Self Care, Devour Hope, No One Escapes Death, Infectious Fright, Lightborn, Monitor & Abuse. If you include the perks which function exactly the same in-game with the only difference being the amount of bonus bloodpoints you receive, this list gets even larger.
Some perks are better in some (or all) situations at tier 1 than at tier 3. Examples: Discordance, Make Your Choice.
Creating perks for a tierless system would also be easier. With the current perk tier system, perks essentially must be based on a number in some aspect in order for it to differ between tiers. Without this restriction, many more perks become possible additions to the game. Many games function just fine with a perk system like this, in which you either have or don't have a perk; there aren't any levels.
So, for a short list of benefits, a tierless perk system would:
- Make it easier for new players to get into the game in its current state
- Significantly open up the possibilities for future perks
- Open up possibilities for reworking perks
- Entirely eliminate the problem of some perks being useless until you buy them 3 times
- Entirely eliminate the problem of some perks having nearly no differences between tiers
- Entirely eliminate the problem of some perks being better at tier 1 than 3
- Make the bloodweb RNG less infuriating without taking away from the game
- Improve overall game health (in my opinion)
That's not to say there are no problems with this system. I'm sure many veteran players may complain that they spent bloodpoints buying something they didn't need to buy / future players won't need to buy. Personally, as someone with 1500+ hours (which I know in the grand scheme of things regarding this game isn't a ton) I wouldn't mind a change like this going into effect, even if it means I spent bloodpoints newer players won't need to spend, as I see it as beneficial for the game and community. I also believe this logic is flawed, as the health of the game should trump all else. However, I don't believe it would be outside the realm of possibility to give all players bonus bloodpoints based on the perks they've purchased. For example, a possible reward system could look like:
- 1500 bloodpoints for each tier 2 perk owned
- 2500 bloodpoints for each tier 3 perk owned
This would result in a maximum compensation amount of 4.77MM (23 survivors * 83 perks * 2500 bloodpoints) + 3.94MM (21 killers * 75 perks * 2500 bloodpoints) = 8.71 million bloodpoints for someone with all tier 3 perks on all characters.
Altogether, I truly believe that getting rid of perk tiers in DbD would be good for the long-term health of the game, and may even be necessary if DLC continues to get released. New players are frequently overwhelmed by the sheer number of perks and the feeling that they may never have the perks they want where they want to in order to experience the game to its fullest.
What are your opinions? Do you think the perk tier system should go? Should it stay? And why?
I think that perk there should stay. Its meant to be a grind so you have to play more. Also Make Your Choice is better at tier 3. The cool down takes place during its duration, not after.
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@RWIUHF said:
https://forum.deadbydaylight.com/en/discussion/comment/1610848#Comment_1610848
even if it blocked all pallets its still gonna suck... Any survivors with brain cells will endure a well more than 15 seconds without dropping a pallet.
Thats fair. Maybe block vaults too.
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@cheezjtz said:
the flashlight one isnt even that bad but i agree with the other ones.
The flashlight one is that bad on console. I use one every game and can't hit flashlight saves anymore.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1610839#Comment_1610839
I mean they couldn't put 5 operating tables randomly on the map with 5 conscious but drugged up guys just so the survivors can open up their intestines in the chance of finding a key.
lol Sounds funny if you think about it.
True 😆
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@tactic said:
It’s presumably a bug, since it was undocumented and seems to only affect certain killers
It's sad, because this works on spirit. I went down and wiggled off because hooks are bugged too. I was within lunge range when she recovered.
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@BunnyTheHutt said:
Just saying it, he's really bad. His power is good for getting places but it's so incredibly easy too juke because he literally can't turn while Lethal Dashing. Even if he could any pallet or window completely counters him because he has too stop his power, then break the pallet, and in that time you've gone too another pallet. Even if they're in the open the actual dash will slide off most angled walls instead of colliding with them, so you loose the survivor because you can't turn. it also doesn't help his M1 is buggy and doesn't connect when it should half the time.
He needs his ultra rare addon where he breaks pallets on impact in order to be even close too good. If he broke pallets on Lethal Rush and had the ability to turn his attacks like Oni he would be an amazing killer, but ATM he's just too frustrating to play.
I like him. He's hard to play, and relatively strong. His power isn't meant to be used at loops. Its meant in between them. Thats why I use brutal strength in him. His only problem is not having a flick.
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@PrincessPoop said:
It makes no sense to me why Hex: Blood Favors needs both a cool down and a hex.... it’s really not strong enough to warrant these downsides imo. Hitting a survivor already gives them a speed boost to travel to another loop and it only blocks pallets within 16m... I feel like all it really needs is the cool down to be balanced.
If it blocked ALL pallets then I'd would be ok to have those but not in its current state.
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@SCP_FOR_DBD said:
https://forum.deadbydaylight.com/en/discussion/comment/1610788#Comment_1610788
Was the box itself actually in a movie? Or is it an original? I never even mentioned the map because I think it was done quite well.
It was, just bhvr altered the design and it wasnt even remotely related to the rbt.
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@IIITweedleIII said:
It IS disappointing that it's a rarity than anything that the RBTs are only looked at as stalling the game. Wish they were more than such. And her Mori is so boring
I wish that she did the one trap where it twists your arms and legs off and then she cuts your throat for the mori. It would take too long tho
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1608037#Comment_1608037
If you want to actually divert the Killer as effectively as possible? Yes, you have to learn how to hold W.
Flashlight saves are just easy in general. They have a huge window for timing and aiming; it's so very lenient. Anyone who finds it hard is just bad.
Anyone who finds it hard to check for them is just bad.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1608143#Comment_1608143
Ok you are making gross exaggerations sure it extends a bit outside the eyes but it's not side blinds. That's like 2017 stuff lol. Exaggerating doesnt help your point. I can link you a ussylis video which shows where you can blind with or without shadowborn/monitor. You want the link?
That video taught me how to flashlight save.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1607704#Comment_1607704
Yes I did because if it wasnt every survivor would be able to pull off flashlights saves, locker saves, cj techs, awkward angles. It has a skill cap even the blueberry herself spirit while being relatively easy has a skill cap.
Well, to be fair, its the killers fault if you cj them.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/1607644#Comment_1607644
oh no!!!!!! not my 1 perk slot DDDDD: WHAT WILL I EVER DO WITHOUT MY PRECIOUS THRILLING , CORRUPT, SLOPPY AND POP
do remember that by using 1 perk slot you are completely nullifying the survivors items and their play style, and i find it extremely satisfying when survivors hover around me like flies only to realize i have lightborn, idk about you but it’s satisfying af
I just found out the reason why they do that. It gives the blind and points to them, but doesn't actually blind you.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607668#Comment_1607668
If the Survivors are actually good, the loss of that one Perk can and will be huge. Even more so if I were trying to make an actual build that highly depended on Perk synergy.
But let me guess, if I asked you to switch out one of your four second chances for Calm Spirit to counter Doctor, you'd throw a hissy fit and call it unfair?
Doctor is fair. He doesnt need a counterperk. Why would someone take off a good perk to counter something that isnt even worth countering? This is a bad example.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1607624#Comment_1607624
If you think flashlights are that weak, you're bad. They exist to be annoying second chances that erase the Killer's ability to see.
https://forum.deadbydaylight.com/en/discussion/comment/1607630#Comment_1607630
Ah yes, let me just sacrifice a Perk slot on Lightborn and muck up my entire build because a Survivor clicked on a shiny stick in the pre-game lobby. Such a fun and intuitive counter.
And what about iron will vs spirit being necessary in red ranks? Is that fair? Take off a perk to be completely immune to those"second chances"
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@Haselden said:
This perk combined with ruin or Devour hope literally is breaking games. They're to many hex totems to worry about now with undying, it should only reveal people near totems not buff other perks.
Undying is fine. It takes away stacks, so it has bad synergy with devour.
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/1607602#Comment_1607602
Do you get flashlight locker saved every game to the point of filling 3 pages of the discussion full of replies on why they are BS?
The discussion was about ghostface not being blinded by locker’s angle and you wrote an entire book on why they are bullshit, but have you heard the very simple basic trick of running lightborn when you see flashlights in the lobby? it’s an intentional game design to see what items survivors are bringing and strategize accordingly
This. Thank you.