mutabletiger4
mutabletiger4
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- mutabletiger4
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Comments
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@Drazen said:
https://forum.deadbydaylight.com/en/discussion/comment/822227#Comment_822227
If they really need to balance they have to nerf swf too with spirit shes the only threat against good swfs most of the roster can even be crushed by a mediocre swf team
You can't really nerf SWF, the problem with SWF isn't in-game mechanics. It's external voice communication
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@memento said:
Limit perk slots depending on their party size. I think it makes balanced match.
Solo=4 slots, 2PT=3 slots, 3PT=2 slots, 4PT=1 slot
Perks don't give SWF the advantage they have though, which is information. This is just a punishment for people wanting to play with friends
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Pig needs more nerfs, too OP.
I think billy, freddy or ghostface
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@lunaticlifter said:
@mutabletiger4 that's also an idea to give sruvivors some perks as base kit, like devs wanted to do with kindred, but still i don't think ds and adrenaline are fair right now
I personally think they're fine, I play mostly killer and rarely get hit with DS, and if I'm having a good match adrenaline rarely comes into play. When it does, I've already failed my objective
I wouldn't mind kindred base, at least the killer aura reading aspect of it
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@Drazen said:
swf is far more op than spirit if played correctly still it isnt the issue right? lets nerf spirit to nurse level so no one plays her wonder what killer will be next to be nerfed to ground
There's very few SWF that are near unbeatable, most are pretty tough at high ranks still. Nurse is still strong, despite the nerfs. Spirit is being "looked at" because she's overperforming, and people don't like playing against her. The last few patches have been good for killers
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@lunaticlifter said:
@mutabletiger4 well since you play with vocal chat i assume, you have enough information, i think the perks only help a little more.. but for solos these perks give huge amount of informations, to reduce the gap between solo and swf, i repeat, reduce, not cancel..
I do play with voice chat, by no means are we an optimal SWF either. 2 of us can loop decently well, the other 2 go down pretty fast. We get 4 man escapes and 4k'd.
But in your post, you say you want to nerf these perks to see solos run non-meta perks. Why should solos be forced into running other perks? Why can't they just be given more information at base, reducing the gap between solo and SWF, then buffing killers to compensate. Information is a powerful tool that the game is not balanced around. Why not start?
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@lunaticlifter said:
@Madjura @OmegaXII yeah sure, but more solo players will realize how good are some non meta perks.. if every solo players in a game would run perks like empathy, bond, spin chill, alert, small games, i think the unbalance between solo and swf will be much less noticeable
I play exclusively SWF when I play survivor, we don't run meta perks, 3 of us run spinechill, I run bond and 1-4 of us run small game. I also run second wind, plunderer's, quick and quiet. Perks don't make SWF strong, information makes SWF strong. Solos should be given more information
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Nerfing survivor perks nerfs all survivors, it won't only affect SWF
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Barbecue has counters
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All my survivor challenges are taking me a while
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Normally the hero, I die for my friends all the time
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I play pig without ruin, I do use Thana, Dying Light, Pop and Nurse's
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So in all your matches, every survivor DC's?
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The ability to blink through basically everything and travel the map quickly isn't strong? So what makes a strong killer?
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I'd rather wait a bit for something that works. Nothing is set in stone. Double BP's would be nice, but Behaviour has no obligation to give us that
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I don't tunnel or camp, if it reaches the point where I need to, I've already lost. Other than that, I do what I want
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Played pig today in red ranks against what I suspect was a 3 or 4 man SWF. 4k, all gens done. They weren't easy, especially since they found ruin about 30 seconds in
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/734980#Comment_734980
Nurses and stbfl really depends on the killer tbh.
That's true, they're still pretty useful on certain killers though
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@xXNurseXx said:
https://forum.deadbydaylight.com/en/discussion/comment/732685#Comment_732685
yeah better play 4 useless perks like monstrous shrine otherwise youre boring lmao
There's other useful perks you know, nurse's, infectious fright, STBFL, dying light, just to name a few
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Demogorgon, he's the only one I've played in red ranks so far
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Learn in custom games with your friends, that's much better than going into a ranked match with an experienced killer. Don't give up on the game just yet
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I find red ranks fine against average survivors. I've played the demogorgon with Ruin, Nurse's calling, STBFL and Infectious fright. Not every game is good, but even less games are stressful
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I think any killer can do well or at least put up a fight against average survivors. Against the teams made up of all above average survivors, probably not
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I got to red ranks for the first time as killer with demogorgon, I think it's a pretty solid killer
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I've had FPS issues on Hawkins which sometimes seem to carry over to other killer matches. I've been playing only the demogorgon so I don't know if other killers are affected
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@Drago2703 said:
From memory the phasing sound is 24 meters just like her terror radius, you just have to be outside of the husks terror radius to hear it. Had you just exited the terror radius of the husk when you started hearing the phasing sound? If you had then it may have just given the perception of her having to be really close to hear the sound. If she was using any add-ons that increased her movement speed while phasing they may have also given the perception that she was close when in reality she just caught up quickly.
I for some reason thought it was map-wide outside of her terror radius. Thank you!
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@Mochan said:
Second Wind will activate as many times as you can pull the conditions off. That is a max of twice per game if you managed to do the conditions right.
It's not a "safer" self care it's a more dangerous one as it requires you to heal someone and get hooked (which is always a dangerous proposition). Meanwhile you can selfcare after escaping from the killer, which is a lot safer.
What it is, is a perk that saves you time because you don't need to actively heal to get the benefit. You can do gens while healing. That is a big deal, which is why it looks great on paper, but in practice it's hard to activate, especially in solo play. I'd imagine it's easier to do in SWF.
It is definitely easier to pull off with SWF, I always tell my gf when I'm running it so I can heal her or she'll let me heal someone while she does a gen
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My gf and I are both yellow ranks, get matched with brown/yellow rank killers but sometimes purple rank survivors
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@KormitLeFrag said:
Ye, shame you cant just loop endlessly around shack isnt it.
Thats called karma for being a prick.
Have you heard of mindgames? Shack is not an infinite, merely a strong structure
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/689657#Comment_689657
I'm pretty sure thats the joke he is making LMAO, no way anyone can say that seriously.
I really hope so
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/689354#Comment_689354
"punishes efficient killers" maybe it's the game's way of telling you to slow down and stop kill-rushing.
Lol, that's like telling survivors to stop gen-rushing, also known as doing the objective. Killing is the killers objective just like gens are the survivors objective
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I prefer to stay in green/purple ranks. Other than that, I don't care
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My first time playing through Until Dawn, I was scared. Second time, not so much. If the wendigo were to be added though, it'd probably become another killer that actually scares me
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@abasKWAT said:
https://forum.deadbydaylight.com/en/discussion/comment/678027#Comment_678027
Dude don’t be a dick 😐
I was joking, it might not have come across that way though
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Enjoy your ban buddy!
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@Clockso said:
https://forum.deadbydaylight.com/en/discussion/comment/666530#Comment_666530
Oh I see, but I wonder why broken doesn’t count as a hit since when a survivor becomes broken it gives you sickness damage points
I don't know, trapper's traps also don't count. It's a bit dumb, hopefully the devs do something about it
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Chaser emblem isn't reduced by chases being short, your emblem is being reduced because 1, broken doesn"t count as a hit and 2, if they stay broken and go down it's only one hit. You get points for each hit on a survivor, that's why instadown killers suffer as well
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Sometimes I'm the bait for a gen or 2, sometimes I want to go do a gen myself because my teammates aren't
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Probably slightly more than a regular chapter, since there's 3 characters
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I play solo when I want a break from killer and I have no one to play with. I normally only play SWF with my girlfriend and a couple of my other friends, we're all bad at survivor but it's fun still
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@PigMainBigBrain said:
I still want the grudge dammit!
Or a combination of Sadako and Kayako
https://www.youtube.com/watch?v=1LuHqFXbuTo
Just imagine it
No terror radius, but instead, you hear the gargling noises.
She uses her hair as a power to pop survivors at a small distance, or even slow them.
She's invisible unless you're within the radius of her gargling!
Or instead of her hair doing damage, you have 7 seconds before it injures you!
2 maps, the hospital and Kayakos house area!
2 new survivors from a wide range of the japanese cast.
I WOULD BUY IT AS INSTANTLY AS I BOUGHT PIG SKINS!
I would never touch this game again, the grudge terrifies me
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Sounds interesting, the power will be lethal or a slowdown, I like it. Not a fan of the blade swipe after the stun though, it would probably end up being too punishing for the killer.
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I think her traps just need to be more consistent, the slowdown potential is amazing, I don't run ruin on pig and I normally have a lot of time to get things done
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Ahh yes, this is so balanced. Great job! Makes my life as a killer easier
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I think the teleport will be handy, the lunge will probably have it's uses. The perks seem interesting, it's too early to say whether it's "viable" or not.
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I'll play nice, won't let them all escape thougn
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I went up against 2+ survivors saboing hooks. Very annoying, had to slug a few times. It was a good game, sabo is good when used effectively
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It used to bother me, now it doesn't. If they die, they die. If they don't, that's how it is
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@noneofyourbusiness said:
https://forum.deadbydaylight.com/en/discussion/comment/630687#Comment_630687
this change make this perk usless, killer can down rescuer, one second later unhook survivor, hook rescuer and hook unhooked survivor, it's still tunelling without penalty
Unsafe play=/= tunnelling. The killer hooked someone else, the rescuer. The unhooked got downed again, got hooked. Sucks, but that means the survivors played dumb
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/635530#Comment_635530
You are missing the point.
The OP asks for WW to protect from losing your item against Frankie's. You guys are arguing that the offering doesn't say that, which is correct, but that's not what the OP is saying. He is asking for it to be changed.
None of you have given a valid reason why an item should be removed from inventory if the survivor uses a WW against Frankie's. There is no reason. Make the item drop and prevent them from using it? Yes. Remove it from inventory? No.
Also both I and the OP have made some valid points, where you guys just want to shout us down because you outnumber us. That's literally been every post here. Maybe if some of you would acknowledge our position we would stop posting, but you just insist on repeating yourselves as if that's conducive to the discussion.
Item gets removed from hand, item is no longer in inventory when you die, because you were not HOLDING the item at the moment of death. And if you don't want to lose items, don't use items