jeremycarinio
jeremycarinio
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@SkeletalElite said:
People using monitors with crosshairs, software with crosshairs, or just putting a piece off tape on their monitor:
Sure why not
then tell it to CoconutRTS why could he hatchet you accurately without trajectory assist.
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why are yall going through m2 aura reading? no one, and i am not
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2791325#Comment_2791325
So nerf her because...? I don't see the problem with her having a white Aura indicating where her birds are going to fly. The white Aura doesn't make birds easier to hit. You're complaining because you want to
who says removing her aura reading of her idle crows? in what part did i say that? at least back read before spewting nonsense.
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2791325#Comment_2791325
Yeah, I play Artist. And if you only fire birds right after you place them, you're not doing a great job of playing her. Not saying you'll never do that, it's fairly common, but that's only half her kit. The other times, you're setting up birds facing different ways at loops, or creating a spread that you'll chase a survivor into after you follow them around a structure. The visible flight path assists that because their trajectory no longer matches where your PoV is facing. You've shifted position. You can extrapolate from the exact direction the bird is facing, but depending on where you are, the bird may no longer even be on your screen. Hence, flight paths.
In the cases where you're placing a bird straight ahead because you think the survivor's about to drop a pallet, and then you're firing as fast as you can click - yeah, you don't need the aim box. But I don't think that's what it's for.
This is just a really weird point for you to harp on, especially when the Artist isn't an especially strong killer in the first place. She's good, but not "nerf this immediately!" good, and you're not even suggesting a practical nerf to her capabilities, just one that makes her harder for new players to pick up. Which I could understand if she was something like Nurse-tier, but she's not.
meaning you rely on her trajectory assist? thats the problem im pointing out. that design of her power is a god design that makes her easier, and OP. You do not rely on remembering how you placed your power. that design helps killers to give a exact direction, having 10-0% error. i dont really see that as a nerf.
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@Laluzi said:
I'm pretty sure she gets aim assist because she fires her birds seconds after placing them, and their flight paths don't track from the center of your screen like every other ranged killer in the game.
This isn't even a nerf to what she can do, this is just a QoL reduction. I can't understand why you'd want something like that to happen other than spite.
"flight paths dont track from the center" ? have you tried playing her? her dire crows are literally faces forward at the center of killer POV. how hard that can be.
and back at you, how does it reduce the QoL? her aim assist is not even necessary to begin with. you have your POV at center, just like how a skilled huntress does it, is it?
@landromat said:
So what's your buff suggestion to keep her balanced? We don't want 3rd Billy
uhmmm no more? she is already a killer with a lot of power to give information, and power to injure at a long distance. why would you still want to buff her?
@ThatOneDemoPlayer said:
Nerf her because...?
i dont see removing her aim assist as nerfing her? a lot of killers does not even have this aim assist to correctly aim at survivors, thats pure skill. besides, the idle crows' silhouette should be enough for you how did you place your crows, and that takes 100% skill. unlike relying on that aim assist, you can even place it without consequences, as her crows recover fast.
@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/308709/nerfing-the-dire-crows-of-artist
Its because her ability looked at as trap. She is comparable to freddy snares, trapper traps, demo portal which all have aim assist/visual indicators for placement for obvious reasons. She is trap killer that changes her traps into flying projectiles.
Its more of question for why survivors have aura-reading on her birds because I do not know any killer projectile power that works like that. I guess you could argue pyramid head but he is not aura reading. I'd consider his from particle effect/nature of ability. I don't like his either, I think his should just be the spikes coming at you with no lines to side, it would be fit more horror-real theme like. If pyramid head ever get add-on pass, this could be an ultra-rare add-on as it would make it harder to dodge his ranged attack which would be fitting.
AURA READING ON BIRDS? really? you can only see the birds MID FLIGHT, based on how far a survivor is, no time enough to react. besides you cant even see her idle crows.
Freddy snares, is technically 1m away from kliller to assist location, trapper traps are good MID gaming(based if youre really good at location spots), DEMO, oh gawd, demo is the worst as it only gives him mobility, it does not even help him with gen pressure.
"SHE IS A TRAP KILLER THAT CHANGES HER TRAPS INTO FLYING PROJECTILES", and thats exactly why she is deadly when played correctly. she is a killer designed to create a map presure, gen pressure, power to injure, while camping, is at best, which other killers dont have.
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How exactly is she going to be weak without her aim assistance? please explain.
because NURSE, TWINS, CLOWN, TRICKSTER, HUNTRESS, EXECUTIONER, NEMESIS, all range attacks without any aim asssitance as base kit.
And mind you, if say FIRST FREDDY OVERPERFORMED: a lot of players whined he's too weak, thus, the he was reworked.
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besides, im not actually nerfing her power. i want it to tone down. her aim assistance gives her a good advantage of aiming CORRECTLY. at least give her a benefit of the doubt to use SKILLS TO AIM.
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shes not overperforming because shes technically new. you cannot have a good comparison towards 2016 killers.
shes the only who can pressure survivors from AFAR. together with other perks like pain resonance, pentimento, ruin, and other gen slowing perks, shes can be really good at maintaining pressure around the map without even trying.
her power used as an anti-loop is actually worst because like its powers, it is a ANTI-LOOP, you are forcing a survivor into an open with no consequences.
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yeah, like all of the gens are located on 2nd floor. and all of hooks are at ground floor. thats sarcasm.
Its a good idea how they buffed it. maybe a bit too much, but its NOT really a game changer versus on the objective. get over it. its just a hype, but with the design of most maps, the perk is a map based skill. it wont work on rotten fields.
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im not sure if anyone is understanding.
supposedly, PINHEAD TELEPORT should force him to teleport to the box because that is "SUPPOSEDLY" mechanic.
what i encountered: Pinhead uses teleport button to "CHAIN" forcely the survivor, without actually pinhead teleporting, thus, he is not on cooldown, and walking freely towards survivor.
with freddy, he uses the bloody teleport to fake the survivors, im not sure if its the same mechanic with pinhead, but i think that seems unfair the killer can CHAIN the survivor without the teleport cooldown.
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@nikodemo said:
it's completely fine. if you're having a hard time with it, you need to think about your positioning better when you start solving the box.
not if youre locked, while pinhead is walking freely towards you(without the teleport cooldown), positioning wont really be helpful.
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The game itself is FRUSTRATING, and as how Mathieu, it should be.
I actually liked that part of the game, because it brings the very best of the "HORROR" genre of the game, unlike the other games which were toned down to cater to almost age of players, remember that this game should be horror.
I suggest dont put too much pressure on yourself for a game. in the end, its just a game. there maybe a lot of streamers who were good at it, but they are PROFESSIONAL players, they get paid to play several hours.
i wouldnt say have fun, but dont get too serious. hahah i know its addicting. thats the game itself.
if its affecting your mental health, avoid playing dbd for a meantime.
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it was really frustrating. last time(original post) i played consecutively 3 times on that map, WITH NO WINDOW VAULTS at father campbell.
and "COINCIDENTALLY" i played last night, guess what, NO WINDOW VAULTS AGAIN.
#########
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2519705#Comment_2519705
i mean 2 vaults for both floors but i can be wrong
not that i remember. i used to get a lot of time waste inside the father campbell due to its amazing tile. the counterplay for killers is to destroy the breakble doors at 1st floor.
i remember, there always 1-2 above, and almost 2 below(the one with side by side vault-door under stairs, the one near the basement, and the one near the main stairs. as for 2nd floor, usually its either at the side of gen, or either windows near the candelabra at the back, usually, the stairs at the back has it oftenly.
can the devs check this? it was so frustrating
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@landromat said:
i believe there is always 2 vaults in the chapel
if were talking about 2nd floor, yeah, there shoudl at least be 2: window vaults i remember are near the gen, the window vault on the main stairs, and sometimes a vault near the breakable door going up. USUALLY, theres always a small vault on the rear stairs.
TODAY, I HAD NOTHING. its like the vaults were gone. and there were only 1 or 2 vaults at the ground floor that i remember!
im not sure if its the RNG to blame, since i think the main building has its own RNG, shouldnt it be?
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the old killers' AURA READING are very conditional. ITS NOT FREE, and its time consuming for killers.
PLAGUE- her vomiting aura is an ADD ON BASED, its not free information unless she have it. counterable if you cleansed.
DOCTOR- it takes him around 45 second cooldown to use this again, and its not even as useful at it can be countered by lockers.
LEGION - its only useful during feral frenzy, and its not even as good as it gets.
TWINS - the only time it is useful is when victor is camping out on an area. IT EVEN HAS TERROR RADIUS to know that hes there.
WRAITH - ALL SEEING ADD ON.
PINHEAD - technically conditional due to its relies getting his BOX. PRETTY CONDITIONAL TO ME.
EXECUTIONER - IF YOU ONLY STEP ON HIS TORMENT.
DEMO - only when his upside down. (pretty conditional to me)
HUNTRESS - add on based aura reading.
NURSE - ADD ON BASED.
GHOSTFACE - he still needs to stalk. its not even aura reading. if youre saying "IM ALL EARS", its a perk honey. research on it.
So any killers with FREE AURA READING? i dont think so. NEMESIS is actually a powerful killer, and i dont see any reason to call him weak. his tentacles cooldown is as good as M1, and if you know how to play him, youd know that you can flick his tentacles. it was already a bad idea to have zombies. and even you say that zombies are bugged, it does not happen EVERYTIME, and is very annoying when located at the right place and time.
on the latter part of my post, i suggested that it might be better to have the zombie aura reading to be distance based, not GLOBAL.
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NO. FREE INFORMATION should NOT be part of his power, and he's the only killer who has this power.
his power is very nice on closing in loops. the length of his tentacles closes a lot of gap, and it is even non-conditional and permanent. his zombies are already good enough to protect gens.
his zombies getting stuck is a bug, and should be fixed. but zombies getting stuck are like 1:50 games. If aura reading is not removed, i suggest to shorten the aura reading for zombies, maybe around terror radius at maximum.
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these maps are already nerf to the core. there are a lot of free hit zones on these maps.
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well the thing is, DELIVERANCE is already useless when you are the first one to be hooked. one balance i could think is to for it to be used ONCE, may it be first or second hook.
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i thought the devs have changed it to remove collision upon attacking?
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i dont think yall understand. im suggesting to make him deaf, or 50% deaf during CLOAK; thats because he can both see visual(seeing both the survivor and the scratch marks) and hear audio cues(survivor moaning, environment noise) even during his cloak. I think making him deaf will make him less strong than he is right now. i think this will make him solely rely on uncloak during chase, or rely solely on scratch marks whenever in chase. (giving him a true invisibility has made red rank WRAITH aggressive, in a sense that they are uncloaking IN FRONT OF SURVIVORS. his slow uncloaking is not even downside since he has speed boost to compensate with). given his unlimited cloak time and true invisibility, WITH speed boost upon uncloaking, even survivors dont have time to react on that, especially on open maps. its basically a free hit. unlike spirit, even with true invisibility, she has a phase sound that makes her presence known. but with her LIMITED PHASE, she solely relies on scratch marks and sounds, thats her downside.
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yeah, thats what i said. no need for buffs, but need to rework.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/2252517#Comment_2252517
No, you all gave 1 reason only: "i cant outplay her in a chase".
thats basicly the only reason you gave.
actually you can outplay her. spirit mains tends to fake phase then true phase with a gameplay, they need to see where youre supposed to go. if you have decided where, they will phase then surprise you going on the same direction. on grassy maps, try to walk on no-grass parts. crouching will make your moan a little bit softer. spirit uses scratch marks and sounds when phasing. she is one of the slowest killers in the game, but faster during phase. it may be a bad strategy, but you could pre-drop a pallet to force her out of phase. when fake phasing, you try flashing her with flashlight, theres a sound cue for flashlight if its not working or not, if not, she already on phase.
but with spirit, you need to play with 200 IQ, just imagine still being in a chase, but with a ghost. you need to predict what she will do when you go to window or pallet; is she going around the pallet? is she commting to hitting you through window? something like that.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2252672#Comment_2252672
Wraith already gets nerf threads.
People will jump unto the next bandwagon once Spirit is nerfed.
i highly recommend to rework Wraith to be honest. pro wraith are becoming more aggressive, which even uncloaking IN FRONT of you is not even a bother due to their uncloaking insta-speed boost. once you got cornered on a dead space, its already a free hit for wraith. The common gameplay for wraith is to be stealthy by hiding at corners of wall then suprise lounge; he even has an ADD ON for that.
Wraith are even better than spirit to be honest; with his now buffed true invisibility, he is a stealthy as spirit, capable of body blocking vaults and pallets, faster speed during cloaked, and can be even faster with add ons, wraith has become more versatile than spirit. at least spirit has a terror radius during phase, which makes her presence known. Wraith doesnt have during cloak. his sounds are very faint, you can only hear him around 5 meters, which is too near. comparing to TWINS, victor's shrieks can be heard far enough for a survivor to react.
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@Canas said:
Another case of blatant key abuse in an evergrowing series of incidents.
https://us.v-cdn.net/6030815/uploads/GY5Y1AZ00MK5/key-abuse.png
I worked my ass off to set up a 3-gen against a streamer and his pals and was robbed once again due to the mere existence of a key. I didn't even pip despite the high amount of bp I was able to amass, all just because the key removed any further interaction between the killer and survivors. This is unacceptable.
so it means your not chasing a survivor and just defended a 3 gen all throughout the game? what a nice strategy though. no wonder you got key escaped.
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is there an update with the mods here? i have been experiencing the same. its frustrating. and a lot of killers are mid swinging trying to get a hit. Killer mains right now are aware of the hitbox issue and ARE ABUSING it.
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@whispersenthusiast said:
All these threads complaining that the totem counter isn’t added to the HUD but is instead tied to a perk when we literally have a jack of all trade in Detective’s Hunch.
With two gens done on opposites sides of the map you should practically have seen all totems. Add the remaining 3 that need to be completed for the dreaded NOED and there’s no way you won’t be able to see all totems during the game.
And you also get deja vu/visionary for free to seal the deal.
Anyone still complaining about NOED is just lazy
Agreed. Ever since HEX: Undying was created, i used detective's hunch as meta. it really helps searching for hexes.
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@Phasmamain said:
Otherwise certain maps would be a nightmare for him
probably? but still it is an unfair mechanic since theres bloodhound perk.
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Bloodhound is a perk where killer can see the blood trails in BRIGHT RED, not the scratch marks.
Like I said, i think it is unfair?
@wisdomwielder said:
No. He can't see scratch marks, so it's fair.
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@FilthyQuentin said:
https://forum.deadbydaylight.com/en/discussion/comment/2075002#Comment_2075002
Yeah, no surprise here.
EXACTLY. Because as now the DEVS mentioned, it is now considered as ANTI-TUNNELING PERK.
Like what the DEVS also said, CAMPING & TUNNELING are valid strategies(despite it shows how unskilled a killer is to use this), perks like DECISIVE STRIKE are now used(strategically by survivors) to punish KILLERS for using an unskilled tactic of making one player out.
Besides, you can always go for the savior, if you were able to down him instant, thats an exchange hook.
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@Danoobiel said:
DS should be nerfed even further, locker play should be removed, it should deactivate on being healed, the stun should be reduced to 3 seconds and the duration should be lowered to 30 seconds.
Pop's duration was nerfed for the same reasons.
BTW I didn't think I'd see a thread where people want the benefit of a perk without even useing it and advocate for sluging.
isnt that what perk should be? a benefit of the user?
i mean what are perks for?
and also, it was mentioned by the Devs on their vlog that DECISIVE STRIKE was NOT intended to be a counter for TUNNELING. It just became as it is because, yes, KILLERS TEND TO TUNNEL.
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I belive you are aware with V/A/LO/RA/NT. their anti-cheating software detects malicious software that when a player gets detected, it cancels the game.
Attached below is my proof on one of my recent games. the survivors(except me) and the KILLER, were all hackers.
i hope you could consider having a banning/cancelling the game system since it is no fun playing with them.
and also, hackers do it for FUN. if you think banning permanently will do anything to stop this, thats wrong. they can just create again and again, because thats how psychotic these players are. at least save the game from cheaters because believe me, the game can be unplayable if its full of hackers.
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I am not sure if you aware of VA/LO/RA/NT, but they have an anti-cheating software that checks for malicious software being used while playing the game, thus, canceling the game when a player gets detected.
I hope you could get into this, because playing with cheaters is not fun. "Reporting players" does not anything because if I were a hacker, I can just create a new account then do the same thing. these "HACKERS" are doing it for fun, so getting their account banned does not frustrate them. And I am sure you are aware of the ghostface spamming hatchets and flying videos.
On this game, 3 of survivors and the KILLER were all cheaters. i wasnt able to record the whole game, but all of them cheated MIDGAME.
THEY DO IT FOR FUN. but for me, it is frustrating for players who plays fair.
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the condition of unbreakable is he needs to be downed. if hes slugged, hes one survivor NOT DOING GEN.
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the downside of the perk is its ONE TIME use. thats the condition. its a 2 slots useless once its both used. when we could have GEN PRESSURE PERKS(prve thyself, resiilienece, exhaustion perks), these perks are POWERFUL once used PROPERLY. if not, its useless
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to the mods, look at this discussion on how the Decisive Strike is NOW useless. this is how Survivors use the perks, and how Killers strategize their plan to kill.
If Decisive Strike is now considered as an "ANTI-TUNNELING PERK", i highly suggest to mods to buff it by : REMOVING THE TIMER of the perk. Since it is then deactivated by doing an objective, by removing the timer will give a good buff since it is now considered ANTI-TUNNELING PERK.
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but is that all we can do? report a player?
if i were a hacker, i would do another account and hack again and again.
is there anything you can do ON GAME? i mean, comparing to a "recent fps game", they have an ON GAME banning system.
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@FilthyQuentin said:
All they need to do know is make DS's timer to stop when being chased. Right know it only rewards you if you get tunneled and play bad but even in that case the killer can just slug you.
exactly what makes the DS useless. with the limited time, and harsh nerf, DS becomes useless. even if the killer tunnels you, if he slugs you within 60secs, the DS is useless.
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@HR_Helios said:
https://forum.deadbydaylight.com/en/discussion/comment/2068563#Comment_2068563
The fact you think bbq is a meta perk is hilarious lmao. Thrilling is better tells you what gens need defending. You know why killers eat ds? So they don't have to deal with it late game. No killer sees someone on bbq and thinks "Im gonna tunnel" we think "Get off my gen". So we chase them if you just gon unhooked tough luck. Stealth if you don't wanna get chased again. I slug people off hook all the time regardless of ds. It's free pressure. I'll down you then chase the unhooker. If no one picks you up by the time I hook them and I re hook you that's your teams fault.
whats hilarious is you claim that NOBODY USES BBQ & CHILI. HAHAHAHAH tell that to all streamers.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2068409#Comment_2068409
If you don't use it, yet believe it should protect you? A free 5th perk?
its not a free "5th" perk. its the mechanic of the perk. how did it became a 5th perk? its like BT thats protects unhooked survivor. like Deliverance that free hooks upon saving anyone.
every perk has its mechanic. learn to read from it.
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@Karao_Ke said:
https://forum.deadbydaylight.com/en/discussion/comment/2068563#Comment_2068563
It isn't about the killer slugging, and it isn't about the killer eating DS on purpose. Killers will still do that, with or without the nerf. The real reason why it was nerfed was because even if the killer hooked 2 people back to back before they found you, they'd still get punished by DS despite not tunneling AT ALL which could ultimately end up costing them the game for no reason.
if im the killer, i would respect his DS. thats a limited 60 secs already. downed survivor wont do a gen. killers are punished because they still want FREE HOOK.
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@ermsy said:
If unbreakable is balanced then why does it not have a downside when deliverance does?
the downsize of unbreakable is 1 time use only, just like deliverance.
what you did is your slugging tactic, when you should be gen pressuring. when you down a survivor, hook him as soon as possible.
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@Midori_21 said:
There IS reason to use it. To (temporarily) fend off a killer who is actually, legitimately tunneling. If you aren't being tunneled, you won't get use out of ds. If you ARE being tunneled, the amount of time it'll take the killer to fully get you out of the game is plenty of time for the majority of generators to be finished, since if you're being tunneled, nobody else is being chased and should be on generators. If you get actually tunneled to death from the start of the game, and generators don't pop left and right, that's on the survivors for being inefficient.
One way to make a DS Survivor inefficient. SLUG HIM. respect DS, thats 30 secs of inefficiency for slugged survivor, survivor off gen because of healing, PLUS ruin thats regresses GEN for you.
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@Kalinikta said:
@Pig_Is_Pog if you are being tunneled off hook that would mean that DS will still do exactly the same as it did previously? You aren't hitting any of the conditions to have to disabled and therefore it is simply still active.
if im the killer and assumes the survivor has DS, then ill just wait out 60 secs. upon tunneling. BOOM. deactivated. besides, it takes more time being healed, wait for him to bleed out, while others survivors not doing gen. so DS has no use.
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@Pig_Is_Pog said:
Ever since the ds nerf every killer just tunnels now. i havent been able to enjoy pretty much any game since chapter 19 because me or one of my teammates are constantly getting tunnelled out of the game.
DS is not feared anymore, it’s nothing to what it use to be. DS cannot stay how it is, it needs to have a full rework. It’s almost impossible to not be tunneled off hook, the ds nerf has affected how killers play and has made the game really unfun for survivor.
Pleaae just completely rework the perk so it’s still an anti tunnel perk but also can still be somewhat feared from killers...
EXACTLY. DS was both supposed to be Anti-Tunnel perk, and limited protection for a survivor. The DS nerf basically makes it USELESS. Here are situations.
- KILLER ASSUMES survivor has DS: Im just going to slug and wait it out.
- KILLER pick ups survivor with DS : At least he has no DS anymore.
- KILLER sees survivor on BBQ chili working on GEN : im going to tunnel the fvck out of him.
How about on survivor side.
- Its DO OR DIE situation. either you do an objective or lose LIMITED protection.
Even in the OLD DS, KILLER does the same thing. so i dont see the reason DS needs a nerf. Decisive Strike is a good meta for survivor perk. Just like UNDYING, RUIN, BBQ and CHILI.
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@Beelzeboop said:
It makes stealth killers barely viable.
A quick fix with minimal effort would be to reduce the range by half or more if the killer is Undetectable.
It shouldn't be that hard.
UHMM A BIG NO.
for stealth killers, learn to use the rocks to hide. use your skill as a stealth killer and not walk in front of a survivor.
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@Jukantos said:
Behavior in the interest of objective criticism and strongly needed changes, i have three suggestions to make that could be implemented with relative ease and would STRONGLY impact the "roughest" elements of gameplay currently in the game for both sides. Here are three DESPERATELY needed changes:
- add a 5-10 second action to hatch unlocking, potentially with an additional difficult skillcheck if the killer closed it
- Only stop a generator from regressing if a survivor repairs it for at least the animation time taken to kick it, 0,01 second taps mid-chase are as broken as old hook 99% sabotaging
- Doors constantly being left at 99% completely negates the existence of the Endgame collapse, therefor they should regress slowly while not being held. Additionally i would suggest the ability for a survivor to literally hold the switch up as long as they want, with the ability to then release the door by pressing spacebar. That way someone actually "holding the door" would still be a viable option for the current 99%ing, but at the cost of needing a "maintaining member".
These mechanics are currently the most "gamey" and bad feeling mechanics in the game, keys in particular not being addressed before Moris, DS and even OoO get a rework is just bonkers considering their indirect "buff" in the form of the brown hatch location addons is very much still in the game and very much lacks any form of counterplay at this time.
- add a 5-10 second action to hatch unlocking, potentially with an additional difficult skillcheck if the killer closed it - well i dont want to agree with this kind of nerf. but lets see with devs
- Only stop a generator from regressing if a survivor repairs it for at least the animation time taken to kick it, 0,01 second taps mid-chase are as broken as old hook 99% sabotaging - you "Pop the weasel" for that.
- Doors constantly being left at 99% completely negates the existence of the Endgame collapse, therefor they should regress slowly while not being held. Additionally i would suggest the ability for a survivor to literally hold the switch up as long as they want, with the ability to then release the door by pressing spacebar. That way someone actually "holding the door" would still be a viable option for the current 99%ing, but at the cost of needing a "maintaining member". -killer can open the door actually.
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my nerf suggestion is to
(1) have a cooldown or limit on dream projection. his teleportation is actually his strongest skill that cause gen pressure without condition.
(2) remove the 15% stackable Dream projection. this should be an add on. actually all penalties should be an add on.
(3) the snap wake up of survivor is to make (1) second SLAP rather than snap. I think it would be better to slow down survivor for 5 seconds after slap if that would help balance.
(4) slow down on placing ability of snares and pallets. i saw this player once that places snares just below the running survivor. i dont know how he does it but it really has a slow down effect.
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@Mileena_Kahn said:
The main reason for that is because even if you do not interact with an objective for the timer to reset, the killer can immediately chase you off hook and then just slug you and set their 1 minute timer until it goes off. Object needed to be changed but it’s completely gutted along with DS. I’m not trying to prove a point or anything just saying it’s basically useless kind of like how undying got gutted too. If long time survivor mains are not happy about the changes they’ll either:
A.) Run Unbreakable/DS every match which means a high spike in Unbreakable
B.) Leave the game
Hopefully the Devs will fix something about being slugged immediately after the hook with DS up not needing Unbreakable for it, because it’s in the killer’s favor if they decide to be an A**hole and just slug you after hook immediately or not. We’ll see what happens in the future.
EXACTLY, WTH DEVS AND MODS WERE THINKING with the nerf?
DS will be deactivated when other survivors are doing OBJECTIVES? REALLY MODS AND DEVS? REALLY? How can you think this will be balanced?
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@Zarathos said:
Looks at billy and nurse rework. Reeks of disappointment alienation and failure. Hears huntress is getting changes nervous sweating intensifies. I 'd recommend those who haven't got there huntress cheevos get them soon because if behavior's track record has proven anything they will nerf huntress and rip/mess with her kit that it alienates a large portion of the huntress community. If you think they will find a way to do a clean rework examine the state both billy and nurse are in. From a balance perspective yes they are no longer a problem but after all was said and done billy and nurse are one of the most frustrating killers to play in dbd since there rework bar maybe the twins.
So far, i have no complain on other complains. the exhaustion add ons are seems reasonable. THE IRI HEAD IS WHAT I ONLY COMPLAIN. because if you add with infantry belt, that is 6 chances of exposed hatchets. SIX. it does not even have a nerf like slow reloading, or slower walk. Add more of its BBQ CHILI PERK + long distance hitbox, in the hands of a GOOD PLAYER with a good game sense, even you all have rank 1, a trial can be finished with 1-2 or even nothing gen finished.
The suggested nerf i am thinking is have the FIRST HATCHET be exposed, the rest are normal. that will make the killer use hatchet more skillfully.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/223676/again-is-iri-head-getting-a-nerf
It's also been said many times that Huntress will have her turn soon, so your question has been addressed many times.
I am hoping so. Because the IRI HEAD is by far the most OP and broken Add on in all of killers.
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i dont get why the full rework? I think the add ons are just reasonable, EXCEPT IRI HEAD. its just and exposed add on. + infantry belt, makes you have 6 chances of exposed attacks, thats too much.