sizzlingmario4
sizzlingmario4
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2900423#Comment_2900423
Yes, let’s kill perk diversity for risky perks on an already balanced killer. This is clearly the way.
I respectfully disagree that Nurse is balanced. However, I do not think she is as much of a problem as some people say she is. But she does have her issues.
Besides, there are already killers who don't benefit from basic attack perks much. Like who uses exposed perks on Huntress (barring Iron Maiden, but that's not why it's used on her)? Realistically I don't think this would really play out much differently than those kinds of killers if this change went through.
There's also already perks which are simply not practical on her due to the nature of her power. For instance, bamboozle is great on chainsaw killers but Nurse vaulting windows is basically a myth. This change just adds basic attack perks to that list, and that's about it.
@Brimp said:
Because... that would completely kill any perk that only works with m1's on her?
I like to use surge on her and since that only applies through m1 downs that means I would get no value from it forcing me to go back to ruin or pop. Overall killing my perk variety for her. I get that not many nurses have perk variety but it's better to have the few that stay using it than to make them like the rest of the nurses.
Surge's basic attack requirement should be removed anyways.
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Yes, I've said this before, and I think it's a very fair nerf to Nurse that does not destroy her at all. A power as strong as hers should never be allowed to come with an instadown. This would obviously still keep her a very strong killer but reduces stuff like starstruck nurse on midwich or MYC floods of rage nurse which I've already been seeing a lot of.
Imagine if blight could run starstruck and instadown you with a flick. Obviously Iri Tag exists, but it's balanced by being an iridescent and that it only works on the last rush so it requires extra planning.
I realize that this would pretty much kill any basic attack/Exposed perk on her, and while you can make a valid argument for keeping them basic attacks as she is pretty much entirely reliant on her ability to get hits (whereas even the worst Blight for instance could still play M1 killer at 115%), Nurse already breaks a bunch of the fundamental rules of the game and it's not like changing it would make her any less of an anomaly.
I do not believe Nurse needs a full-blown rework or anything, but this change is a good idea in my opinion.
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DS doesn't need any more changes.
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I think the shock detonation delay needs to be reduced a little bit. He's too reliant on Discipline addons as it stands.
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Broken is fine. Blindness might need to be looked at though.
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To prevent abuse it’d need to be 20-25 minutes imo. After that I’d be fine with penalty-free DCing.
But yes track the end of the EGC and force end the game after that.
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Meh. MoM is not a perk that should be easy to activate. What I would do though is just remove the killer seeing your aura and have it deactivate as soon as it’s used, rather than needing to go down.
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Read it all. I have to agree and I appreciate you actually going out of your way to run the numbers on this.
LOS is important when it comes to nurse counterplay but I often see people forget about distance as well. I can break LOS against a nurse but if I’m still close to her it’s going to be that much easier for her to correct after the first blink (if she needs to correct at all), and extra range helps make up distance more easily after a mistake.
@Murgleïs said:
I read everything. Doesn’t change the fact that :
- she is one of the least played killer
- with the lowest killrate
- most survivors don’t know how to counter a nurse
Yes these are good addons. A lot of killers have good addons. What’s the next theme ? Blight ? The Artist ? AFK Pig ? Pinhead ? Everyday there is a new complaint about a killer in a heavy survivor sided meta. She takes hundreds of hours for the average player to be decent at.
None of that matters here. Yes, she has low killrates because she is very hard to learn and play properly, with or without addons. It doesn’t matter whether extra range is OP or not if the player can’t take advantage of extra range properly.
@dreamsy10 said:
https://forum.deadbydaylight.com/en/discussion/comment/2898221#Comment_2898221
You guys won't stop until all killer's are nerfed so there won't be any killer in que, don't you? Her addons overall are fine, don't forget it takes actual skill and time to play her even with her "op range addons". If you change her range addons then first time you change the map sizes, since even nurse struggles against bad big maps and therefore some nurses play's with range since map design in this game is really bad.
”You guys won’t stop until all killers are nerfed”
Not at all. A lot of killers need buffs. And map design/map size is a problem whether you take Nurse into account or not.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/2898323#Comment_2898323
Also maps work against pallet Freddy if I remember
Yeah. Maps could get a buff but their interaction with certain killers’ powers is dumb imo
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It depends, but in general no.
If it’s a good map vs. a multi-hex killer or if you’re seeing trapper’s traps with it then yes.
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I think it's stronger now than it was honestly. The notification is gone, but the slowdown was buffed and can deter COH which is important.
And it's not like we can really add the notification back anyways because artist exists now and it'd be very difficult to get a hex totem cleansed against her without someone bodyblocking birds if she knew the moment you started.
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Maybe it should remove the noise but still continue showing the visual indicator so it's clear what's happening and not actually taking info away from the killer.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2897596#Comment_2897596
Thanks for this! Do we have any confirmation that Soulguard functions the same, if a hex were to be active?
SG/UB works the same way if you're actively cursed by a hex; soul guard lets you pick yourself up for free and you'll still have UB later if the hex is cleansed.
There used to be a bug where it actually mattered which order you put the two perks in your loadout but it got fixed. Though iirc SG is still bugged with plaything and pentimento and allows you to pick yourself up when it shouldn't.
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I don't think changing the cooldowns would change a lot unless they were increased significantly. Like, whether DH's is 40 seconds or 60 seconds, a lot of the time that's going to decay while you're working on a gen anyways and isn't going to make a difference + exhaustion resets on hook regardless. It'd be mostly the same with SB, or it may even help it in some cases since you could do a gen for a longer period of time before having to worry about 99ing it or losing it.
I would support smash hit having a slightly shorter cooldown though. BL, lithe, and head on are fine as they are imo. SB, DH, and possibly overcome should be looked at.
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It's an okay perk. It won't make a difference every game though as it's only 4 seconds. But when it does it feels great.
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https://m.youtube.com/watch?v=8Yubh7SG0nA@Steel_Eyed said:
It won’t consume the UB? We sure? Cause the way it reads, the first time the player picks themselves up, it’s consumed.
Watch the part on the right side. First they pick themselves up with the boon. The second time, they crawl away from the totem and can still use UB.
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If you are within exponential’s radius then the pickup is free. The recovery speeds stack but it won’t consume your UB
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While I agree those killers' scoring should be looked at, I think they should also just uncap the BP categories imo, for both survivor and killer. This way it doesn't matter if certain killers get more deviousness points or not and survivors are better rewarded if the killer throws and chases them for 5 gens, instead of having the lowest score after escaping because they didn't get to do gens.
(To be clear, I'm only suggesting uncapping the individual categories, not removing the 32k total cap per match.)
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Would be a good idea for an addon now that she has directional audio. Idk about basekit though.
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As a frequent Meg player I am sorry you had a bad experience with others of my kind today.
But yes Leons are almost always super bad with very few exceptions.
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It's not common, but I've had it happen before both as survivor and as killer. Basement is already a dumb mechanic as it stands but this just makes it worse.
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For survivor, I'll go with Stakeout. It's a perk I use sometimes and it definitely adds up over the course of the game. The main downside is if you get a stealth killer or one with a small terror radius like spirit or huntress then it won't do much.
For killer, Pentimento. People seriously sleep on it thinking boons completely destroy it (and when they first revealed it I thought they would too) but in reality that doesn't always happen. You do need to build around it, but at its full potential it's a very strong perk.
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I swear the more I play her the louder it seems to get.
Please reduce it
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I mean sure why not. It'd be a neat visual thing lol.
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Meh I disagree with it being a basekit feature. 99ing gates to avoid starting EGC is a valid strategy and the EGC was never intended to favor one side over the other (although it already does favor the killer).
Could there be a perk that does this though? Absolutely.
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I like it. I like addons that are sidegrades or that contain both nerfs and buffs at the same time so that they actually have a meaningful purpose, which is what this does. The meme addons that are only nerfs for bloodpoints are just boring generally.
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Blood favor doesn’t need to be nerfed. It was the most useless hex perk in the game, it got buffed, now it’s in an ok spot.
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I believe (and this might be an unpopular opinion) that thrill of the hunt is better now than it was before it got changed. Not just because of the higher penalty, but because it has a second use now; not only does it slow down cleansing, but it makes survivors have to spend longer to put up COH and COH is still a busted perk. If COH eventually gets nerfed into something useless then thrill would lose some value, but until then it has that added benefit.
Having said that, it being a hex perk and also getting weaker over time while it’s still up is redundant imo. I think it should be a hex but shouldn’t have tokens; it should just have a flat cleansing and blessing penalty on all totems for as long as it’s active.
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In my last 120 solo survivor matches Hag has only appeared once
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2896224#Comment_2896224
Interesting plague build, I might try it removing thrill for bbq or corrupt
Regarding the rest, yeah that's what I said. As single perks they're ok, but stacked is just insane
Yeah corrupt helps for early game slowdown which is pretty much the one thing this build doesn’t have. You need a good start or it falls apart fast.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2896109#Comment_2896109
PR+DMS is only a problem if Survivors don't know how to counter it.
Get off the Generator before a Survivor gets hooked, and then get back on it.
Pentimento isn't really underrated. It requires Survivors to cleanse Totems for it to work, which most of them don't, thanks to the new Boon Perks.
Sure, it works with other Perks, but it's only useful when you run 2/3 Perks along with it, which is a whole build, just for Pentimento to work
Idk if Pentimento is really “underrated”, I think people just don’t use it much because as you said it requires you to use other perks to go with it. But with the right perks and the right killer it’s absolutely disgusting.
I use it on plague with thana, thrill, and plaything. Survivors don’t bless because COH is mostly worthless against her, so they either have to deal with pentimento (and spend forever doing totems anyway because thrill and thana stack) or be oblivious all game against a killer that can either have a power as strong as corrupt purge or have you injured all game because you decided not to cleanse.
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2896076#Comment_2896076
I said slowdown/stalling perks. I don't have much of a problem with noed tbh. Actually I wouldn't have a problem with it at all of it wasn't for slowdown perks that make it almost impossible to "do bones" and finish all the gens too, if the killer has any idea of what they're doing. Ah yeah, that counterplay you mentioned doesn't work much because there are some spawns that you simply won't come across while doing gens only)
Anyway my biggest problem right now as a single perk is DMS, but overall it's how well stalling perks synergize together, especially PR + DMS (-15% + up to 45 seconds = 55% gen progress)/Pop (-15 + (-25)%). Luckily, people are seriously underestimating how strong pentimento is too, because other than the 30% slowdown, there's the passive slowdown of having to cleanse twice totems (finding them + going to them). If someone gets hooked close to the rekindled totem, that's a free ticket to camping, and survivors don't even have the option of "doing gens" anymore as a single gen now requires ~120 seconds to complete.
Basically, slowdown perks by themselves aren't even that strong/they're ok. But put together they're just too strong
I don’t think there’s any 1 slowdown which is a problem but stacking some of them can get a bit ridiculous I agree. I don’t even have much of an issue with ruin/undying/tinkerer because that strategy is mostly dependent on the totems and tinkerer is far less effective once they’re gone, but having PR and pop remove 40% gen progression per hook is kinda nuts. At the same time though toolboxes and prove thyself are also an issue and ideally I’d like to see base regression made a bit better + the early game revisited, and then nerf slowdown perks and toolboxes/prove all at the same time.
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@Mazoobi said:
https://forum.deadbydaylight.com/en/discussion/comment/2895423#Comment_2895423
I don't mind if Power Struggle is nerfed.
For a perk to be classified as good, it shouldn't "need" or require another specific perk to do that. Hence why I think Open-Handed's ability does not warrant it to be good at all.
Heck reduce the threshold of Power Struggle back to its original form or make its requirements different.
BHVR is handicapping Flip-Flop and that conversation rate needed to go a LONG time ago. They probably wanted to give this perk a chance so they incorporated Power Struggle, but now it feels like the perks are tied up together since they only feel useful when they're played together. They need to go back and re-evaluate their perk designs.
Oh I agree perks shouldn't be fully dependent on other perks, at least in general. Open-Handed is kinda an exception though as it's specifically designed to make other perks stronger and has no effect on its own. The other exception that comes to mind is Undying; although it does show auras near dull totems, no one runs it just for that and its main effect requires another hex to be used for it to mean anything.
On the other hand, Flip-Flop can have an effect by itself; it's just rather weak and unreliable.
Having said that, if you’re ok with nerfing PS to fix this, then a potential way to address it I think would be something like this:
”Flip-Flop: Increased conversion rate to 60/65/70%, up to a maximum of 50% wiggle progression. While in the dying state and not being carried, you see available hook auras within 32 meters of the spot you were downed at.
Power struggle: Increased activation requirement to 25/23/21%.”
This means that flip flop is stronger on its own (and also has a new, additional effect allowing you to plan a bit better), but running both perks together requires the same amount of recovery - rather than needing 30% at 50% conversion (thus translating to 15% wiggle), you need 30% at 70% conversion (thus translating to 21% wiggle which is the new requirement at tier 3). PS on its own would technically be weaker but only by a very small amount.
@JohnWick1654 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895321#Comment_2895321
if ur not tunneling DS is never utilised
https://forum.deadbydaylight.com/en/discussion/comment/2895421#Comment_2895421
what if killer is 4 steps from the hook but ur 95% recovered? the 5% isn't that slow to wiggle
https://forum.deadbydaylight.com/en/discussion/comment/2895423#Comment_2895423
or just don't walk through pallets? the only time you need to do that is when you wanna go through shack basement
https://forum.deadbydaylight.com/en/discussion/comment/2895434#Comment_2895434
yeah but it's also very overwhelming when the killer faces 4 survivors with total of 16 perks each doing something useful
while he is alone with 4 perks, one of which could be easily destroyed hex while the surv can forever relit the boons
“Just don’t walk through pallets”
I don’t. But I do pick up survivors who went down under pallets after making sure no one is around to rescue. You can buff flip flop, but you can’t make power struggle much faster to activate without making it busted.
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Tbh no. It's bad enough dealing with it only while someone is injured. Having to worry about it on EVERY hit would honestly be annoying enough to the point that I'd rather have the current version + that also means instadown killers lose one of their unique strengths which is not having to worry about it.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2895921#Comment_2895921
I am not questioning their validity. I'm just pointing out that Killers are far less attached to their perks like a baby blankie than Survivors are. That completely alters how meta works. The OP is correct, to change Survivor meta you need to either make something so good it SOMEHOW outclasses a perk like Dead Hard, or you have to smash the existing perks with a hammer.
Oh I absolutely agree. No argument there.
I would even go so far as to say that even if every killer perk not involving either slowdown or generators in some way was removed from the game, there would probably still be more variety in killer meta than survivor meta as there's multiple ways to go about having a full slowdown build, whether that be ruin/undying/tinkerer +1, PR/DMS/deadlock/corrupt, ruin/pop/corrupt/NWO, ruin/undying/pentimento +1, or even corrupt/pop/brine/eruption, or anything else, vs. BT/prove/DH/IW or DH/DS/UB/COH, or any combination thereof.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/318571/survivors-cant-get-new-meta-perks
This guy gets it.
Survivor Mains act like Killers get AMAZING new perks every patch. Listen, just because Killers use new perks does not meant they are meta. It means they are not chained to the same six perks. You could ban TWENTY perks that I could not use as a Killer, and I'd still put together a fun build.
Ban just five perks for Survivors - Dead Hard, Borrowed Time, Iron Will, Decisive Strike, and Unbreakable - and watch the entire Survivor Main community have an absolutely freaking meltdown.
Tbf, banning DS and BT would be a terrible idea because there would be no deterrence preventing killers from immediately tunneling off hook. But I see your point.
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@humanbeing1704 said:
Correct me if I'm wrong but I thought other haste effects didn't stack with blood pacts
I thought it didn’t for a while but apparently it does. It shouldn’t tbh
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I love getting midwich as survivor, although admittedly I don’t lose as killer too often on that map.
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They’ve already said Twins is next, but Myers could use some love too.
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It’s not bannable but please don’t. It’s basically not playing the game and you should never get a kill by doing nothing.
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I agree, but they also need way more changes than just that.
But yes, if charlotte has to be a certain distance from a hook to send out victor, why is she allowed to just position victor there ahead of time? It’s ridiculous.
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@Sakurra said:
Toolboxes are already nerfed, dude. I don't understand what you want from devs
Toolboxes weren’t nerfed enough.
@ Topic:
The issue with map offerings is not the offerings, but that the maps themselves aren’t balanced. Balance the maps and this problem goes away.
As for perks, kind of. There’s definitely some survivor perks which are overtuned, and the introduction of boons certainly didn’t help. But there are also plenty of bad perks on both sides that need buffs.
For items, yeah I agree. There’s way too much difference between the weakest items and the strongest ones. Good medkits and toolboxes are ridiculous (and BTL got overbuffed), and stuff like maps defeating trapper’s power is an issue, although maps aren’t even that good most of the time otherwise. The item I would consider being the closest to being balanced is flashlights.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/2895404#Comment_2895404
Wait... ACTUALLY? I'm a doc main and I didn't really think it would affect his skill checks, that's awesome, I want that now, lol
Yes and unnerving works with storm as well.
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@Mazoobi said:
The conversion aspect of the perk needs to be removed IMO.
I'm not talking about its 50% limit maximum, I'm referring to the conversion rate that a lot of people don't notice or always forget.
For instance, I've seen people expect to receive a 30% wiggle boost after recovering 30% on the ground... Nah you'll receive a 15% wiggle boost instead.
I understand why there's a maximum, but the conversion needs to go. If you've recovered 30%, you should receive the 30% wiggle boost.
I don't think the perk would be OP from this since:
1) Requires to be slugged for a good amount of time
2) You might've gotten down in front of or close to a hook
The issue with that is you can’t make that balanced without nerfing power struggle. It needs to be buffed in a different way.
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It’s simply not good unless you run power struggle with it.
Take it from the guy who tried to run flip flop unbreakable without power struggle for over 50 matches and got value out of it exactly 2 times, and in neither of those games did it actually end up mattering at all.
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It’s good, but I don’t think it’s as strong as I initially thought it was.
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It’s okay on doctor and no one else. On him though the skill checks can change direction after each individual skill check and can change placements on the screen as well so it’s actually kinda funny.
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@Pulsar said:
Honestly, I've always wanted BT to function off of a time and distance requirement.
Something like, "If the Killer is within X meters of the hook for X seconds, BT will be able to be applied to the unhooked Survivor."
That stops dumb plays like unhooking as soon as the Killers back is turned and still punishes people who are camping. You might make the counterargument that "Well, what if the Killer stands just outside that radius?" That's a great point, make the radius big enough that it gives the Survivors some time to run away before the Killer is on top of them.
I think the one issue with a distance requirement is that it would have to be abysmally large to cover all edge cases to the point where it might as well not have one. And by edge cases I’m mostly referring to huntress.
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There is some amount of skill to using it consistently to its full potential. But there is no amount of skill required to see you’re not going to make a pallet and using it to reach said pallet.
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Yes and I’m glad it’s in the past.
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Definitely mikey.
Huntress as well, throw your one hatchet, and be 115 until you reload.