immortalls96
immortalls96
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- immortalls96
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@AvisDeene said:
https://forum.deadbydaylight.com/en/discussion/comment/1026141#Comment_1026141
Insidious? I don't think there is anything wrong with it, it does what the name implies. It allows the killer to use an insidious strategy, do you want it to cloak Bubba with invisibility like the Wraith or something? Everything else sure, but I don't see any reason to touch Insidious.
My point is its blatantly a bad perk..synergize eith nothing really and is 100 percent for trolling or just bming..cant be used for much else
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1026189#Comment_1026189
Shadowborn is amazing on nurse
I can name several perls that are way better...and nurse isnt really around anymore
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1026266#Comment_1026266
I mean depending on the killer it's not really and issue, as trapper all he really needs is less things to deal with cause he has to set up and pick up traps combined with chasing and hooking. I can't say the combo is worth it on other killers that don't have to do what a Trapper does but it does help.
Not enough to be worth a perk slot most of the time realistically
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1026209#Comment_1026209
The cooldown is 40 seconds and on these killers with not that good mobility, I don't think it'll hurt them that much unless every survivor is injured i never noticed myself missing the proc with it. Not saying it's not niche cause i use 3 perks to make it work for me.
Yeah...that's the issue
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1026184#Comment_1026184
So can Monstrous Shrine
If they try to wiggle off or you hard camp the basement ^^; lol
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1026186#Comment_1026186
Thats the fault of map design but like i said for the normal killers like trapper or plague like i said it can save them time.
Can..but even then the cooldown eliminates what's left of its usefulness
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1026184#Comment_1026184
If it even last long enough to do well lmao
Precisely
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1026141#Comment_1026141
Each of those has viable use in some builds save cruel limits. Weak survivor perks don't fit in builds or have viable use.
Lol ok..name one survivor perk with an ability as weak as shadowborn?
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/1026141#Comment_1026141
While i agree with most of you list, I think surge while a little weak with it's regression effect, is useful on killers like plague, trapper and other killers that can't really afford to waste time kicking gens. Combined with Thrilling tremors and surveillance, I'd say it does what those killers need it too do. I do think it's regression should be like 10% instead of 8% cause it's basically an extra 3% of what the base explosion on a gen is which feels pretty underwhelming.
Surge isnt built to work as it should on most maps, it requires a basic attack and has a hard capped range..that's the real problem with it..it doesnt proc enough
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1026141#Comment_1026141
Maybe we should add Ruin to that list, now.
At least it CAN do well on very specific builds
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@Waffleyumboy said:
Ok...so y'all are gonna cry at whatever you can? It's not their fault there are more weak survivor perks than killer perks.
Bo survivor perk is remotely as bad as monstrous shrine, beast of prey, insidious, bloodhound, mindbreaker , surge, cruel limits, rancor, tinkerer, shadowborn, overcharge, hex third seal, furtive chase, just to name some of the problem children that nearly have no use or are only mildly useful when making a two or in furtives example 3 perk investment..theres just no comparison
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Eh..it will help a tiny bit but..it wont change anything meaningful as they'll still speed up gens and pts is not being touched..realistically this is a distraction to pretend anything meaningful is getting done..and I'm saying this not out of spite but just being realistic
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Eh same scenario really
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Freddy..because 90 percent of his addons do pretty much nothing anyway
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Do people really want this game to doe off that bad?.. killer power quality needs to go up instead of perks being crappy patch jobs...because it inevitably causes the issue to persist and limits how interactive killers can and should be
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1020508#Comment_1020508
Ok thanks so it IS possible to briefly interrupt the vaulting in this "grace period" DURING the vault, despite some other arguments in the community? I think it is clearer for me now.
But would also like a Mod or Dev to confirm something :)
Not during, just before it..but it mostly depends on the animation phase..then again to this day survivors can still sometimes vault entity blocked windows so take that as you will
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@Snapshot said:
https://forum.deadbydaylight.com/en/discussion/comment/1020497#Comment_1020497
That is exactly my question no one can answer....
What is the "last possible moment"?? As I explained above, sometimes it's way before the vault, and sometimes it's when they already nearly finished vaulting? Please explain
Ok so..its also possible it's slightly buggy..but I would assume theres a grace period where doc cant prevent the vault during the animation..so sometimes when you hit just before the grace period they do that odd animation while normally they just cant vault
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Doc has always had this issue..so far as I can tell the stopped vault instances just mean you hit them at the last possible moment
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Unknown but I'd assume not because of iri kings description
Dark devotion may work as it is a tr ability
Impossible skill checks is likely slightly worse because of the t3 changes but doable
Still early to speak on viability but he has promise
Yes t3 is worth it as it's still tracking, time wasted to snap out of it , and prevents item usage temporarily
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Are the sounds fixed? If not it gives them free time to run while you try to locate them that's why..abusing bugs as they do
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Not much changed..some lag of killer interactions and certain charge abilities..not much else
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1008861#Comment_1008861
That's understandable. Yeah definitely killer improvements. I'm really excited for that aspect. I played maybe 5 games without ruin today and it went fine. Blood warden for the win haha.
Lol fair enough
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1009128#Comment_1009128
That's still not enough for over 33%. I can't wait for the reaction when killers still come out on top after Ruin changes.
Killers were never on top..and it could very well count for that..you have no evidence to support otherwise..that's my point..people have run the numbers..the path to objective completion is way shorter for survivors than for killers..and killers do not have the capabilities to do what needs to be done with the exception of atm 3...1 of which can still be run around effortlessly
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1009087#Comment_1009087
The stats couldn't be inflated by more than 10%. Even that assumes 1/6 games go from a 4e to a 4k because of survivor's choices. And this isn't possible since dcs aren't included and probably over 50% of these scenarios are caused by dcs. So you would have to assume over 33% of games are completely forfeited by survivors and that is the lowest possible estimate. It doesn't add up to me, how does it for you?
Because dcs, hook suicides, a poor ranking system..all feed off each other..1 DC or hook suicide can trash the entire match alone..therefore one bad number becomes four..noed and ruin boosted the stats also because they can single handedly turn games as they are the only 2 viable hexes..all 4 escaping or 1 dying can turn to a 3k with over altruism..now the inflation starts getting massive...combo that with how often I win as a solo survivor and it all starts to come together..in two years that's my conclusion..now ruin alone will be removed from the inflation..we will see just how bad it gets with that by itself
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1009068#Comment_1009068
Ok would you like to explain your point to me?
Player error isn't what I refer to as that's normal in any game..however..certain aspects outside the game are so common compared to other games it results in some very flawed data..with the sheer number of number boosting factors..the real stats would be mortifying
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1008903#Comment_1008903
Almost all killers make silly mistakes, I myself as killer can't help but make a mistake each trial. Be it forgetting to look for bbq auras, or not following scratch marks correctly, or pathing a chase wrong. Playing perfectly takes mastery.
You miss the point entirely but ok
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1007817#Comment_1007817
You could also say the stats are heavily deflated by killers afking, giving hatch, or just making silly mistakes.
Not really as those nearly never happen..meanwhile the ones I stated happen in the vast majority of games as proven by pretty much every DVD stream and video never made
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1008582#Comment_1008582
I think some of these "killer nerfs" get taken out of proportion. It's a grass is always greener on the other side kind of thing.
I personally disagree..the ruin change however could finally result in much needed killer improvements..actual results for once
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1008569#Comment_1008569
I can see some people giving up without ruin and not giving themselves the chance to learn and grow :/
Well..from someone with a lot of experience..its likely true..few people want to wait for the light at the end of the tunnel..the devs keep pushing out constant killer nerfs the last couple months and I'm sure you read the initial dev post...it doesnt look like they're too concerned about how it feels to be the killer
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It's annoying mainly because stuns have no counters anymore but it is funny when they try to do it again and get back dodged and smacked...however lately the new servers have a bit of a delay on killer interactions so I'll go for a locker open..but get hit regardless..aside from that it's not so bad
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@PumpkinKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1008443#Comment_1008443
I do feel like this change was necessary, as in too many people use it as a crutch kind of perk. I hope this change helps people grow as killers. That being said I do agree with you, it has me worried for the red rank killer base.
People will grow but..not nearly enough because killers are too limited on what they can do with most of the cast
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@xBEATDOWNSx said:
https://forum.deadbydaylight.com/en/discussion/comment/1008544#Comment_1008544
Both sides need some love but man, that shouldn't even be possible.
Survivors have more than they need already..one heal perk is more powerful than a full killer anti heal build..all survivor needs is to be in tuned with swf so we can actually get some actual meaningful changes done to killers as many of them dont have enough to do what the game expects
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Anything to make them bleed longer or track (nurses does decent at this) is preferred, it helps get his power more often..infectious fright is also good..addons..dash speed, windup, and blood fury duration have the best result usually..extra blood orbs if your using the bloody glove, avoid the family seal as it's terrible
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Hence why killers need better tools...
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1007356#Comment_1007356
They said the stat is wrong? When did they say it?
They say and I quote "Do not draw any conclusions from these stats as there are many factors that go into them" I.E. too many things are inflating the stats , moris, noed, survivors killing themselves end game, hook suicides, dcs..once you take all that in you realize the stats are massively inflated
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@TFjawbreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/1007448#Comment_1007448
I’m playing her on PS4 and depending on the map and how well coordinated the survivors are I average 3K. My issue right now has been trying to blink past objects cars, barrels and statues I’ll charge her blink a bit and then I won’t blink forward at all even though I’ve charged at least 1 second.
especially on sanctum of wrath that map is a nightmare for her.
Yeah the ps4 servers eat up her second blink range for some reason
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A bit melodramatic..so far the servers were a major plus over p2p..honestly
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@TFjawbreaker said:
https://forum.deadbydaylight.com/en/discussion/comment/1007425#Comment_1007425
Thanks for all the help
Good luck..I still hold hope she may be adjusted better in the future
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@TFjawbreaker said:
So as I’m still new to her should I stack the recharge addons until I get a bit better?
May as well stick to them..that and range are just the good ones
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007356#Comment_1007356
Even if they are wrong by 10%, that's still above a 50% kill on everybody. I can say that, playing as a solo survivor, I can see why these numbers exist.
You literally have to be running DS / BT to have a chance against any tryhard killer, because once the facecamping starts, there is literally no other option to try and save your team.
If you are not running them? Sorry, watch your team die and do generators. That's the state of DBD currently.
Too many potatos outside their rank man..and even then,..yeah you cant look from one side. Because you'll never get it right that way
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You should soak in even the devs admit the stats are not accurate AT all
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1007351#Comment_1007351
Literally every single killer at red ranks has above a 50% kill ratio. What do the numbers say again?
Even the devs say those numbers are wrong..sooooo
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The numbers disagree..this isnt salty rhetoric..its blatantly most killers arnt strong enough to do what the game requires to have an even match on equal skill levels..hence why only about 3-4 killers meet the needs
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Why do people make posts like this then ignore the facts that people who know the answer give..like honestly
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Doesnt really fit the wraith, but a cool idea regardless
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/1004821#Comment_1004821
True, actually. Maybe the reveal range can be reduced for hooked and downed survivors?
That would be nice..at least I wouldnt have to be a lile away to cloak again without getting "spotted"
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Several of these would be beyond overpowered for a single perk especially..free stuns, free scratch mark removal..crippling a killers ability to hook while breakout is in the game especially..if any of the more broken ones hit the game this game would be dead in no time
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@txcrnr said:
https://forum.deadbydaylight.com/en/discussion/comment/1004781#Comment_1004781
yeah it would be limited but it could force some gen regression and prevent survivors from powering thru the last gen when you’re nearby. As for chase competition, being able to lock pallets and windows solves that (similar to bamboozle but doesn’t require crossing the window but can be undone by a few skillchecks)
Hmm..interesting thought
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1004832#Comment_1004832
They have a bit of glow on the mask tho.
https://us.v-cdn.net/6030815/uploads/296/O04MZV3F981K.png
Couldn't find better picture, sorry. ;-;
True but I think it was to avoid a smudge look on the mask
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@Sentry said:
Thx
Sadly no..thana helps it a bit but the obsession buff makes the synergy laughable