lifestylee
lifestylee
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- lifestylee
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Comments
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jesus thats ridicilous
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I think the perks fine
@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3177984#Comment_3177984
Well it does not only work agains't bad survivors which is very misleading to say. It works agains't survivors who don't communicate (soloQ). Whereas swf survivor even if he bad can say I go down and then the perk is countered. It ahould only be regression and not making survivors incabable of fixing gen. They could make it 15% like pain res.
thats a direct nerf to the perk aswell, 25 potential seconds of incapatation is much more useful then 5% extra regression.
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@OjomoTheWraith said:
New Dead hard has an activation delay of 100ms. I tested it in and out with keyboard recording and watching in slowmotion. If you get hit under 100ms after you Pressed Dead hard you still get downed. Idk if that's intended or a bug, but it has to be removed. Unnecessary punishment for people who can frame perfect hit it.
Maybe they should look into that yea, i use dh and still get value from it alot of the time but sometimes i feel like i time it right and because its in the absolute start of the animation (like you said) it doesnt work.
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Perk needs to be looked at, a slight increase i can see but not to the point hyperfocus can currently give you. I personally dont see why they needed to add another perk that speeds up gens tho, there's already multipule perks in the game that do that.
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3-4 hook stages is hard tunneling generally (for one kill).
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Would be nice if it was a lower tier add on for sure.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3165295#Comment_3165295
The 4 most recent maps we've had are:
- Saloon
- Midwich
- RPD
- Eyerie
Not including the reworks because I don't know the exact order in which they were reworked, and some reworks were definite improvements.
But something that's interesting is that all 4 of those maps are hated by a lot of the playerbase for promoting stale gameplay and being generally unfun to play on for both sides. It does kinda seem like history is doomed to repeat itself.
garden of joy was recently released
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@kizuati said:
Uh... Play a bit better and dont rely on camping with noed and no way out? I'm having zero trouble as killer. Any loss I face is because I got outplayed in chase.
not every loss is honestly getting outplayed in chase, there's map you can predrop and just run safe loops where it takes a long time to get them and if you're going for hooks you wont win the game.
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The old rpd was actually better then the reworked one, more safe pallets and loops in this one and its roughly the same size aswell. I honestly preferred the old rpd over this one.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3158904#Comment_3158904
2/4 perks for something prove thyself does better really isn’t that strong. Even still survivors could use some decent gen related perks to counteract regression perks
Only issue is that it works with toolboxes which give way too many skill checks right now. Just disable it for them like autodidact is disabled for medkits
Maybe that would be more balanced yes, if they removed the option to use it with toolboxes.
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@Phasmamain said:
It does if you can consistently hit great skill checks which get smaller each time. It rewards skill with faster repairs which is pretty alright imo
ive heard people pairing it with stake out so they can hit the skillchecks constantly or much easier? i dont understand why they would add more genrushing perks to the game when its not healthy.
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@Regulus47 said:
Honestly, I think he just needs his addons nerfed and he's mostly fine! Remove the tombstones, nerf infinite tier 3 to 60 extra seconds instead of infinite, maybe look at jumpscare mirror a bit to make it more interactive to fight. But for basekit I think he's pretty well designed. Maybe bring back that sound effect that lets you know he's about to go to tier 3 but I don't think I'd change him any more than that.
nerf myers? what lmao!!
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also works with deliverance i think which is kinda a yikes, you'll pretty much always get safe unhooks cause of the base bt aswell. but yea with deliverance no one has to save them so no chance for trade really.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3153659#Comment_3153659
While the whole Demo community might be agitated by this, in the dbd community this might not even be registered as a burb. :P
This might not effect that many killer players (mostly demo and billy/blight to a lesser extent) id still like to see this adressed/fixed because its belony.
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@Akumakaji said:
Thats utter BS lol. But well, people encounter so few Demos that educating them on a hidden tech to counter his power probably wont hurt the "Demo community" of 5 peeps.
in the comments people were saying this works vs billy and blight to a lesser extent aswell. could you imagine missing your chainsaw with billy to things like this. you would feel robbed especially as his chainsaw is already pretty damn hard to hit.
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@ThatOneDemoPlayer said:
That's complete and utter bullshit, and the devs probably won't do anything about it.
Also, ew a DC
that first shred should have hit him 100%, i understand if its behind an object and ur crouched making it harder to hit but out in the open like that just because you're not 100% centered shouldnt be a thing.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147272#Comment_3147272
What about when the unhooked person runs in front of you so you can't get to the unhooker?
Survs dont do this enough, they need to try to take aggro and help their teammate aswell if they dont want them to get tunneled. if i come back and cant find the unhooker im forced to go for the person on the hook. atleast make it somewhat interesting for the killer to go for the others.
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Yea survivors will get deliverance for free now on every unhook pretty much. Not like deliverance was already a strong meta perk that denied alot of pressure from the killer as your teammates dont have to spend any time trying to save you.
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Yea i coulnt think of any scenario were you couldnt get a safe unhook now with just the base bt after the buff.
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10 seconds of basekit i believe is too much and the buffed haste was unneeded. I could get behind maybe 8 second base with 8 seconds added if you have the perk borrowed time. Borrowed time was already a very strong meta perk, dont understand why it needed a huge buff. 20 seconds of endurance with the added haste means that person will be safe always, even 10 seconds at base means that person will be almost always safe. With this new buff 110% killers wont even be able to catch up, survivors will simply easily outrun them.
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@Phasmamain said:
Nah they’d rather buff bloodlust than actually try to design a decent map
Getting bloodlust earlier (t2/t3) isnt enough for the horrible map design. Alot of maps arent designed well but i think garden of joy is probaly the worst designed map in the game.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3144468#Comment_3144468
Disagree. You know, OTR was a perk BEFORE 6.1. Pre-nerf Decisive + old Off the Record was vastly superior. I tried the new OTR + DS combo. With STBL buffs and every Killer running it, the 2 seconds I got didn't even allow me a window hop against a tunneling Freddy (and his deceptively long fingers).
if you dont go down in a deadzone you can get value from ds, its not supposed to be a free escape from the chase just a chase extender. OTR is a free hit, so if you get tunneled off hook you always have 2 health states and i believe you can get 3 hits if you're fully healed and still have otr active.
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use otr and ds if you're worried about getting tunneled, i think its stronger then just pre 6.1 ds
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I'd hope they'd rework garden of joy first, map is too unbalanced.
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You are correct.
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they need to rework garden of joy. map is really unbalanced with weird collisions.
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@behaviourmakesmesad said:
https://forum.deadbydaylight.com/en/discussion/comment/3142656#Comment_3142656
That works only if killer has less than 20h or 80IQ
In best case its trade anyway which is completly fine to me.
Few times I even unhooked survivor and was grabbed at same time.
ive seen killers with thousand of hours mess it up by tapping if you do it believeable, tapping a bit shorter and longer unless they want to stand by hook for a long time, or bait a hit in some way. at worst you might need 2 people then to unhook the person. what you're saying i dont believe is true.
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fake the unhook by tapping and there u go