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supersonic853

supersonic853

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  • @dugman said:

    Actually on Nightlight Pain Resonance is more popular now than it was before the rework. Here's the snapshot of its usage history, 6.1.0 is the rework.

    https://us.v-cdn.net/6030815/uploads/OVBKBP6THR14/image.png

    Thank you for that! Interesting to see.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234007#Comment_3234007

    Travelling to and kicking gens can be a massive time sink, which is why it still has any value. Despite people complaining about stacking 4 regression perks on here, regression perks got hit pretty hard across the board, which is why it still ends up being one of the better ones even when worse than its former iteration. Its also part of why people stack so many regressions in the first place: They all got weaker but the issue of why people ran them was barely addressed. Its why Pentimento is popular now even with how fragile and inconsistent it is, at least it is a potent slowdown that gains value even from people needing to get off a gen to cleanse it.

    Gen speeds need to have less variables in either direction, considering how important they are to the pace of the match. The more slowdown/speed up options they have, the harder it is to balance around them.

    It also really depends on the killer. I get massive value from it on someone like blight or billy (and maybe wesker) since i can easily traverse gens anyway to find which one exploded. So i feel stacking multiple slowdowns on blight especially is unnecessary. Doesnt stop the call of brine,eruption,pain res,dms blights though. Really depends ig. On the opposite spectrum i see what you see. Running it on myers and having to run around checking each gen burning time.

  • @Steel_Eyed said:

    The no scream bubble is a significant nerf to its strength. It’s no longer an info perk like before. (Some players use Surveillance in combo with PR; that actually lets you know which gen was hit.)

    But all it’s competition pre-6.1.0 was nerfed even harder. So now it’s the best stand alone regression perk.

    I was gonna say in terms of playrate it itself seems pretty much the same before and after the change. Probably because its solo strength is still amazing.

  • Yeah i love it from a design perspective and it just seems weird killers don't get to keep it.

  • From what ive gathered its exactly as i described in my post a while ago. Slug into condemnation spreading, then onryo spamming the iri to just ignore the concept of hooking. Guess it wasn't as useless as thought. As it seems to be picking up momentum as time goes along.

  • @RoastedGarlic said:

    They nerfed it instead of adding a way to opt out of it. So yeah no one wants to use the current version. I run it sometimes but most cases I don't have it when I need it, and have it when I don't so I seldomly get any value out of it.

    So its unbreakable? Lol

  • @Crowman said:

    It wouldn't really make the perk see much use imo.

    First problem is that the perk itself is just not that good. Lethal is a good perk with a good extra effect.

    Second problem the most common form of Obliviousness you'll run into is from Plaything which has no duration and would therefore get no value running with insidious. I can't think of that many undetectable perks/addons I run into since 6.1.0. In general good forms of Undetectable and Obliviousness don't have durations to them. There's a couple of standouts like Tinkerer and the Nemesis addon that would love an extra 5 seconds to their effects, but I doubt anyone would want to be running 3 perks just for the sake of extending those durations.

    Demo has a iri to i think. And pinhead has chatterers tooth. Theres a good bit of oblivious and undetectable addons i think? So on some people its helpful. But yeah i guess. Just feel itd make it better than currently.

  • So make franklins and lightborne useless? This is supposed to be a killer advantage so they can prepare for the match and to make their 4 perks more valuable. If you don't want to deal with it. Last second swap.

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215069#Comment_3215069

    Because "Fun" means too strong. "Fun" means easy to win on. The same dichotomy exists in every game you play. Remember when such as such was "fun" then it got changed for being too strong? Remember when dead hard was "fun" to use? Remember when deathslinger was "fun" When spirit was "fun"

    Strong things are fun to play because they require lower effort by the user.

    Also yes, too much wesker. Even with the amount of variation he has while people settle on a meta build the game and chases still play out fundamentally the same and you're mostly on the back foot from the first hook against him due to how much he snowballs mid game.

    Fun doesnt always mean too strong. I like wesker because i can charge survivors into walls or chuck them. I find that fun gameplay. I wouldn't care if he was the weakest killer in the game. That just looks astetically pleasing and sick to perform.

  • I find the bug and medallioun funny. Because i charge like 2 feet. But then yeet them into a nearby tree. They gain like no distance.

  • @bjorksnas said:

    why not just make all items global for survivors

    Yeah id like to know this as well? Items offerings and stuff its just best if as a survivor you had access to everything youve earned. It rewards you for your grind leveling other characters by getting those items on your main. But also rewards the other characters because you can use any items/offerings from your main survivor to make leveling up that character easier. (Say you had 20 cakes on your main and this change happened you can just use the cakes on the new survivor)

  • @Bot_Salvo88 said:

    One time I wanted to say "nice instaheal" to another survivor and, thanks to the filter, the message was "nice #########". I couldn't say it. So to get around it I had to say "nice medkit that made you heal quickly".

    Nice Sprint Burst:"nice perk that makes you run much faster"

  • I was gonna say bhvr has a no refund policy...but if googles the one doing it. Guess they have to?

  • just anything to let me use 4 perks bhvr, please. I love this game and have been committed to it for so long. But this would be one nice feature that would really sell it for me. Since i would be able to play with 4 perk slots. As a accessibility feature it'd be amazing for people like me who cannot play the game without it.

  • @Nathan13 said:

    I’m gonna get a lot of heat for this probably, but denying Myers achievement by jumping in lockers is kinda fun I won’t even lie.


    @ChiSoxFan11 said:

    When I was going for the achievement, I didn't have a problem with someone jumping into a locker -- that's just a smart play to keep from being Moried, and there's nothing wrong with that. Good play on your part to survive the Tombstone and live to tell the tale.

    What I DID have an issue when I was going for the achievement were the survivors who DC'ed once they knew what I was doing. While they didn't know I was trying for the achievement, rage-quitting because of a Tombstone still seemed petty and childish.

    When I was going for it, I brought BPS or cakes into the matches as an incentive to keep people from hitting the "leave match" button, but it took a couple of attempts before I got a group that played it out to the end. They were either all crossplay, or had their messages off, or I would have heartily thanked them for being good sports (and sparing me the endless de-pips I would have had to eat if it had taken me longer to get it).

    Yeah its fair. The only time it becomes petty is the first time i went for it i got the first 3. Dragged the survivor far enough away with 3 pwyf stacks so they had no way to get back. So they insta dced. "No achivement for you :)". Brings out the worst in some people.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209940#Comment_3209940

    I don't like playing it, because it feels like a win more tactic. Like I'm sure that it can work against good players, but it doesn't often do so, and the entire strategy is hard countered by the team playing smart with medkits or Circle of Healing of even Self-Care. Simply have another survivor 99' your heal and then finish yourself off with a medkit or any other method of self-heal.

    Does circle of healing/selfcare help against the slug tactic though? Since someone has to get them off of the floor. Spreading it to them?

  • I don't normally like to ping but @GoodBoyKaru you play a lot of onryo right? Whats your thoughts? It feels like a myers tombstone case where just because there's one way for myers/onryo to win easily doesn't mean they aren't weak overall. But my knowledge is limited.

  • I mean i play a lot of "m1 killers". And slugging has never been my go-to strategy. Also id say slugging is the greater of 2 evils. If sluggings removed as a strategy then they can buff killers accordingly so they don't need that strategy. Id rather look at the future where we don't need these strategies to win. That might take a bit but i think this is overall healthy for the games longevity. Cheap mechanics/strategies should be the weakest strategy you can go for and for so long they were the meta.

  • @ReverseVelocity said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206961#Comment_3206961

    I think the reason they pulled it from console is because it was overriding platform features.

    Yeah maybe so. I just thought itd also be useless since its so easy to see last played with on console.

  • @ReverseVelocity said:

    Heya folks, just wanted to give a quick heads up for those using Anonymous Mode out there. If you're on Steam, people can actually find your profile after the game ends.

    All they need to do is open up the Steam Overlay, and click on View Players:

    https://us.v-cdn.net/6030815/uploads/TZFKMDM3MX62/image.png

    From there, just go to the Recent Games tab, and every Steam profile you've been in a game with in the past week appears.

    https://us.v-cdn.net/6030815/uploads/3BHN6C4UZAES/image.png

    This tab doesn't update until the game ends, but when it does, they can see your profile.

    Just thought I'd make this thread to make anyone aware, and to ask if anyone knows if there's a way to prevent your profile from showing up on this list.

    I think thats why they couldn't do it on console either. They have recently played with as well. So it might not be so anomyous after all.

  • @Marc_go_solo said:

    The unhook attempt action I have no issue with usually, because some will do it knowing others aren't going to get to them. Sure, suiciders use it, but to remove it removes those moments during desperate times.

    I'd be happy getting rid of the struggle phase skill checks. They barely serve any purpose.

    The only issue is that, should someone want to kill themselves, unhooking them won't often change things as they'll just wait for the killer to return to down them again. May take extra seconds out of the killer's time, but ultimately they will die anyway.

    It is very hard to deal with. Someone who tries to escape a hook because maybe they're new or think they won't be rescued could be seen as a suicider to another. There's no effective way to make a judgement call because the view on them is subjective from the people who see it from their angle - not knowing the reason why.

    The only way to realistically deal with it is behind the scenes: to log how many times a survivor does this in the system, and if it happens more than expected then they get a penalty ban.

    Honestly the survivors who just stay afk till i return to the hook i just walk up them shake my head no and swing away. Basically telling them to get over themselves and keep playing lol. Sometimes they don't like that. But i play killer for everyone to have equal footing. And i personally feel bad for the other survivors so i can't help but go easier once it happens. Some killers double down and go even harder, i don't see the appeal.

  • @Thunderfrog said:

    I've had the misfortune of playing 2 Nurses and a Bubba today that just slugged, then ######### around for the death timers when everyone was down.

    I suddenly cannot wait for the update to stop that from being a thing. Even as a killer main.

    I have a feeling after a announced change people just start doing stuff for spite. For instance when the bt basekit was announced i got a tunneler every other game. While before it i rarely got them. Same thing with slugging.

  • Fun fact:shadowborn used to give even more fov than current. Somewhere around 105-110.

    WmCjEnB.jpg

    So this is probably close to what last stand+shadowborn would be. If they even stack. If not then idk.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205424#Comment_3205424

    Thats because if you have issues with one of the FoVs but not the other, you would just not run the perk to avoid having variation. Its now a basekit mechanic in a certain situation that theoretically should happen every single match. If both values don't cause any physiological issues, especially when alternated, it shouldn't have any impact. But for those who it does, they just got a basekit accessibility nerf.

    I was about to say that, thanks!

  • @TAG said:

    You'd think people would use Shadowborn more often with these claims of an FOV slider screwing up the game balance. Maybe the fact that Shadowborn isn't this meta force is a signal of things?

    Mhm. Sad theres no hard data to show how many actually run it. Mostly the only people i know are myself and my friends who also suffer from it MS. Like occasionally you'll get a blight nurse or huntress because they make some more use out of it. But thats it.

  • @TDtheDoc said:

    If you get motion sickness playing a game then just quit playing.Changing the game because a very few people get motion sickness is dumb

    Because most games actually make their game to not trigger it in the first place. Bhvr just wants to be special and stand their ground on making people unable to play the game when they want to.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205324#Comment_3205324

    I already discussed why the fov is a balance tool first and foremost in some of the other threads about this topic. People just chose to ignore that part because of something they want to have.

    And i dont even say it shouldnt happen, but if you simply change the balance, you need to compensate for it. And usually in this threads, noone is even acknowliging it is an advantage, much less discussing the effects on balance.

    The thing is you already got the perk if you really need it. What you want is a balance change in your favor, simple as that.

    Dude. All i want is to stop getting sick when i try to play the game without a perk vs with it. Try telling your explaination to the deaf people who rioted when spinechill got reworked. I was on the disableds side then. See how far you get.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205218#Comment_3205218

    You are right. When it is about accessibility, we should also consider anxiety is an issue for some people playing survivor, and it would really help them if they could set their running speed with a slider, because feeling safer might help battleing anxiety.

    So, FOV-Slider for Killer, Running speed slider for survivors. I am sure noone would use either one to just gain an advantage, its just about accessibility.

    This is such a bad take i don't even wanna spend the time explaining about how letting people not feel sick because of the fov being 85 by default (which is actually lower than most games minimum of 90). Which is such a minor balancing tweak since you can still do stuff against shadowborne like hiding. So basically punishing people for something out of their control. Especially when i also suffer with it. And allowing you to permanently have sprint burst. Have a nice day.

  • @Elessar93 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204596#Comment_3204596

    Well... If you want a balanced game yes. I didn't make the game this way. If devs are OK to balance maps with a wider fov in mind for everyone I'm in. I hate survivor camera myself. It's too close to the survivor's back. But I don't make the rules.

    I just wanna play the game and use 4 perks not running the same one because i suffer from motion sickness. BHVR said themselves when reworking spine chill "accessibility should not be a perk" then that should go to the motion sick players to. Don't punish people like me and say we can't play without a perk because we have a disability.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205125#Comment_3205125

    Yeah the scream gives it the synergy with DMS, because the scream forces you off of the gen and thus it gets blocked by DMS (making the removal of the loud noise notification actually meaningless because you know which gen blocked thanks to DMS).

    Which is funny because that was the og combo they wanted to hit right? Then just brought it back.

  • @danielmaster87 said:

    I also think TINH (lol) should get a buff. Let's just try it for 1 patch or ptb: The great skill check zones are bigger while healthy as well. It could be a good learner perk and a useful perk in general, instead of the noob trap it is now (literally just a worse Resilience).

    Mhm. People just jump on buffing it because of fear of hyperfocus. Which i do feel their fear is understandable. But thats more of a hyperfocus being a little strong than this meme perk.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200278#Comment_3200278

    What if I, as a killer main, don't want that "reward"? Because honestly it sounds boring as #########. No more game clinching kobes into a narrow escape? No more Adrenaline-fueled mad dashes for the exit gate either? I honestly don't know what they were thinking. How many of us got into this game in the first place because we saw an awesome moment like that on YouTube or something?

    That time you managed to hide your Devour:Hope until you got 5 stacks(surprise!)? Gone.

    Soulguard, grab your dead teammates key and escape through the hatch while the killer patrols the gates with Noed? Never again buddy.

    Get ready for the same match, every match. With ever so slight variations.

    Isn't balance fun!?!? Let's give the entire game the Hillbilly treatment!

    i mean, i do agree with bhvrs sentiment its dumb they made all these mori animations for them never to be used in the base game. You need a perk or offering for it. So adding this actually makes the mori a base part of the game that you can get in any match. And i personally like that. But thats just my opinion.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201090#Comment_3201090

    Guardian may be a very good 'niche' perk if this happens.

    Definitely noting it!

    Run theme plays everytime you get unhooked. Bonus points if the person i unhooked has sprint burst. I get to watch them rocket off.

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/347882/split-pressure-straits-no-more-only-tunnel-straits-is-viable-soon

    Just play Bubba, and use Dead Lock and Merciless Storm. Get your 1-2 kills and call it a day. That's what the game is going towards lol.

    Dang do we play the same game? I never have to do this even if i play against a bully squad. Id rather lose and say gg and go next then make the match infuriating or unfun. On topic just go after the unhooker or patrol gens? With some game sense you'll find someone.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201090#Comment_3201090

    Assuming that two hooking everyone is "playing normally" that's a really easy way to lose most of your games.

    I mean i just go after the unhooker. Seems to get me enough value. And i play at pretty high mmr. Or i run a aura reveal build to find another survivor and get in another chase as fast as possible.

  • @ButterFlee13 said:

    Soon guys soon.

    Infectious Fright Perk for chain survivor chase and split pressure no more.

    One Survivor at a time. So tunneling strait is the way.

    Go ahead,Try. I got bt and guardian to prevent that. Maybe play just normally?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200975#Comment_3200975

    Its gives you an advantage so why should it not be a perk?

    Idk because playing without getting sick shouldn't need to play a perk? Just guessing.

  • @TurboTOne said:

    i wish they just added an Ingame option for FOV.

    Some Killer just feel better to play with Shadowborn.

    And some people can't play without it.

  • download (17).jpeg

    @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200778#Comment_3200778

    How often to do really think the new mori will happen? Do you really think a bit more FoV will help the killer find a survivor that is hiding 60 meters away, especially if they have perks like sole survivor or low profile? The killer only has 22.5 seconds to find and knock down the last survivor, if one of the slugged survivors has unbreakable. The last survivor can hide the entire time, because they have zero reason to travel to the slugged survivors.

    Me running shadowborne and getting to last person standing.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200666#Comment_3200666

    https://forum.deadbydaylight.com/en/discussion/comment/3200678#Comment_3200678

    Uh, no. A survivor having to go pickup the survivor that was left on the ground at the risk of being saved without eating a hook state so the killer can immediately pressure another survivor is interactivity. If a teammate doesn’t rescue them, that’s literally that survivor’s fault.

    But most of the time the 4th won't because theyd rather risk the hatch because they know your gonna be patrolling near the slug. Or at least stay nearby. So giving the survivor some option then being on the floor for 3 minutes i think is a better option.

  • @SuzuKR said:

    Ah yes, an infinite use self-pickup that will literally gut an entire strategy even before endgame, and kill interactivity for both sides.

    Leaving a survivor on the floor for the 4 minutes to find the last one because you want your 4k is interactive? It isn't very for the person stuck on the floor as you go look for your 4th kill. Just hook me and take the hatch risk! Im tired of being on the floor!

  • Another update being a loyal forced to run shadowborne enjoyer. It'll be interesting to see it with last standing though.

  • @[Deleted User] said:

    So does this mean you can only mori once per game now (outside of killers that have the ability to kill)? Guess the "Blood on Your Face" achievement won't be possible to get using any killer now.

    Theyll probably rework it to "get a 4k with the one kill being a finisher mori"

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200230#Comment_3200230

    In some sense devour is also getting a buff... You can hook them instead of moriing them and therefore get some hook value if you have some other perk that gives you hook value.

    Unless they put themselves in a deadzone.

  • @Adeloo said:

    So what i understand from the recovery is :

    • slugged over 45 secs = you can pick yourself up
    • unbreakable speed the recovery but you cannot recover fully until 45 sec on the ground

    So the recovery from ground will always be after 45 sec. I was worried about Twins as they suffer a lot from using their power. setting it to a 45 secs timer is good and but i think Charlotte should still be able to have a speed boost when running in the direction of Victor to balance it ?

    Recovery on the floor speed affects the timer. So unbreakable makes it 22 seconds. Have unbreakable and exponential? 11?

  • @jesterkind said:

    I see potential for abuse, but I also see potential for this to be a very healthy change. It's pretty gigantic as far as game changes go, it's premature to react fully right now.

    I am concerned about a few more perks than the ones being changed- most notably Deerstalker, which near as I can tell is basically never going to be useful?

    Infinite Unbreakable is pretty scary. Maybe some killer stuff should interact with it? Like, say you can't pick yourself up if you're Broken and need someone else to do it, or say Haemorrhage now applies to the dying state, or something. I'll have to play on this PTB before I can give solid feedback, but it definitely looks pretty scary.

    Well now the killer gets a reward to because if everyone else is dying on the floor or hooked and he gets the last one. The match instantly ends. Everyone dies. So it goes to both sides. No last second kobes. No adrenaline on hatch closure as last survivor plays. No clutch unbreakable.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200158#Comment_3200158

    It would be pretty quick, but going down near Exponential is easier said than done, and the time you spend crawling to it is time you're not recovering. Bearing in mind that the Killer hears the boon when within range, they could easily kick it before they walk away or judge whether or not it's worth the risk of leaving you slugged. It ends up being pretty situational. Whether or not you think that's worth two perk slots (maybe a third for Tenacity) just in case the Killer slugs you, I'll let you decide.

    Ha. You've given my power struggle flip flop more valuable though! You fool! *evil cackle* if the killer picks you up instantly though its still probably not enough time. If they go for the boon though it might be valuable.

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