supersonic853
supersonic853
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- supersonic853
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@[Deleted User] said:
Waste of dev time like I thought.
Literally just fluff all the way through. Especially the FoV tack-on...everything reeks of wasted time.
Im interested to try it with shadowborne since i already have to run the perk, its whatever i guess. Slugging and tunneling are now less valuable so thats always nice. Now we just need a camping fix.
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@Crowman said:
Unbreakable is honestly kind of dead.
Tenacity allows you to quietly move away and recover.
Soul guard gives you endurance.
Unbreakable makes you recover twice as fast (and allows you to pick yourself up in half the time) but I don't see that being enough to warrant the slot now.
I mean its got the same percentage as exponential now right? But yeah not being able to pick yourself up after 20 seconds hurts. Its good for stuff like power struggle flip flop maybe?
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3200150#Comment_3200150
No the recovery speed overall is quicker. you cant pick yourself up except for 45 seconds after being downed
No "Survivors will now gain the ability to pick themselves up without the need of any Perks. This time is affected by recovery speed effects." So unbreakable halves it.
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Geez imagine exponential+new unbreakable.
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@get_barted said:
Actually, they are removing that from unbreakable.
Perk Updates
With both the Mori and the ability to pick yourself up now part of the base kit, a handful of Perks that grant these abilities will need adjustments. Therefore:
- The ability to pick yourself up has been removed from Unbreakable, Soul Guard, No Mither, and Boon: Exponential, as this is now part of the base kit.
- The ability to Mori Survivors has been removed from Rancor and Hex: Devour Hope, as this is now part of the base kit.
In addition, some of these perks will have changes made for the PTB. However, since this is an early preview, the in-game descriptions have not yet been updated. These are:
- Unbreakable: Now increases dying self-recovery speed by 80/90/100%.
- Rancor: Once all generators are powered, the Obsession’s aura is revealed for 5 seconds, and they are permanently inflicted with the Exposed Status Effect.
- Hex: Devour Hope: Once 5 tokens have been earned, any Survivor placed on a hook is instantly sacrificed.
Yes but didn't they say the speed you recover affects the 45 second timer?
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@SantaKlawz1 said:
After being left on the ground for 45 seconds, Survivors will now gain the ability to pick themselves up without the need of any Perks
I like this!
Im hyped for it as well since it makes stuff like unbreakable more valuable.
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@GoshJosh said:
Reassurance requires getting very close to the hooked survivor. I don’t see how you couldn’t at least injure the user before they run off - if not, force a hook trade. You can always take your chances with RNG and try to get a hook grab as well.
If you’re asking for Reassurance to be nerfed in the end game (which I don’t think it should be), you better be compensating big time in the early game.
I like even the people who reassurance thought would effect have just changed their style. Basement bubba? He just stays at the stairway now so the reassurance is again useless. Other facecamping cases maybe. But most of the time 6 meters will just get you killed. They really need to bump it to like 10.
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@Omans said:
Are there any plans to streamline this process. I got tired of doing it that way a long time ago. There are way too many cheaters for players to spend their own time repeatedly reporting that way.
I don't think there are. As this game doesn't backlog the matches with videos like a replay system. Theyd have to remake the entire game with it to streamline the reports. They can correct me if im wrong though.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3199882#Comment_3199882
Old Ruin was disgustingly unhealthy design. Screwed over anyone with lag massively, screwed over new players massively, immense slowdown that requires nothing from the killer. The killer could literally AFK and it would still slow gens.
The deactivation condition nerfs on DS were fine. The reduction to 3s was illogical though.
Yeah, i guess. Im just sayin as shown in the past they will use pickrate on its own or as supporting reasoning. Depends on what they are balancing at the time. But they have nerfed just based on pickrate before.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3199871#Comment_3199871
Self-Care, I suppose. The reason SC was strong in ridiculously high levels was the medkit efficiency though. BHVR mentioned its high pickrate in extreme upper end MMR. It was kinda utterly useless for most people though.
Pre-nerf DS was not even remotely balanced.
Wasn’t around for Freddy and I don’t know enough about him to say anything on it.
Wraith lunge was nerfed for being a pubstomper iirc.
I did forget one. Og ruin was the king of this principle. It was a bad perk at the upper bracket. But it was run a lot to prevent gens going to fast. And their only reason they put to ruin was "pickrate". Im sure they coulda come up with another reason but it was good enough for them at the time. And now ruin is even more useless as a hex after the 40 perk rework. Also im talking about them nerfing ds with the 40 perk rework. Im aware the original ds was busted. But these last nerfs were unnecessary with the anti tunnel basekit coming in ds might have fell out anyway.
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@SuzuKR said:
What things have been nerfed purely off pickrate despite being balanced?
Self care. Decisive. Freddy the person balancing him literally said "i don't know whats wrong with him but we are toning him down because he's picked to much". Though that just might be the developers not being mindful of their own balance and being unable to put a reason with their changes. Wraith when he had his og lunge. Im sure there's other examples.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3199445#Comment_3199445
+30% from grabbing with bound and base is 20 charges. You end up with 26 charges per a grab. With the passive 70% add it would take from 26 charges to fully infected 54.4 seconds.
Still a long time to be chasing a survivor for hindered.
dang, thought i was onto something. Thanks.
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@Crowman said:
In order to infect you, Wesker has to actually land a bound on you which gives 20 charges. The only exception is if Wesker uses an iri addon to make everyone start infected.
I don't know how much infection you start with if Wesker uses the addon, but I'm going to assume 1. So you get 1 charge out of a 100 charges to fully infect you. Infection charges at a rate of 0.8 a second. Meaning it would take over 2 minutes (123.75 seconds) for you to become fully infected without Wesker ever hitting you with a bound (each bound adds 20 charges).
You can make this faster by using Video Conference Device (+70% passive infection gain) so infection becomes 1.36 a second resulting in the time being 72.8 seconds to become fully infected.
And Wesker can really only do that once since once he begins chase with an infected survivor, the others will spray themselves. In which case two addons are being used to hinder a single survivor in the first chase after 72 seconds. Hardly an actual problem and it means Wesker gives up some strong chase addons like the Egg or Tendril/Loose Crank
isn't there a purple that also gives more infection on the initial grab? i was thinking about running both the passive and the grab one for a chase wesker build, how practical would that be?
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@MarkDenvelue1987 said:
To save time, what about adding an automated function that spend your bloodpoints automatically? It could have different priority settings such as Rarity, Cost, Perks, Offerings, and Add-ons. It can be enabled individually for killers and survivors or you could set it to 'All' which will proportionally spend the bloodpoints on each survivor and killer at maximum efficiency. This could be a game changer for a lot of people who really don't have the time or patience to deal with the bloodweb and just want to play the game, myself included.
I can agree with this especially when i get 2 million bloodpoints and have to spend 15 minutes going through bloodwebs just to get back to playin. Feels boring.
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@ElodieSimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3193151#Comment_3193151
With the amount of killers complaining about it I'm sure they'll nerf it eventually so I wouldn't really worry about it.
i think its more the fact a solo person with a toolbox/hyperfocus can do a gen in 45 seconds on their own. When gens should normally take 90 seconds? Being able to completly halve it? Probably shouldn't be a thing? Not throwing anything else into the equation like prove thyself of course.
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@kisfenkin said:
And they are easily countered with Gearhead and Discordance, so they will never be the meta that everyone brings.
@vBlossom_ said:
https://forum.deadbydaylight.com/en/discussion/347139/prove-thyself-hyperfocus-and-a-toolbox
- Equip Discordance
- Equip Gearhead
- Equip Franklin
???
Thats a lot of slots taken up to counter a combo that can easily change to "okay new plan. Split pressure, he has no real gen defense". Considering a gen with hyperfocus and toolbox alone can take only 45 seconds. So i doubt this "combo" is really much of a counter to the combo im addressing, At least running all 3 at once.
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@Marc_go_solo said:
It's happening to me too. It would be good if, when all 5 characters are in the lobby, the previous map all players had in their last trial were removed from the rng (with exception to map offerings).
That way there would be a greater chance of variety.
Also, I would like to see more original maps made to add variety. Killers such as The Trickster of The Blight are missing out on terrific map options.
And also, what about nightmarish versions of a twisted reality for survivors? Like a botanical garden for Claudette, except it's made of flesh, not plants? Or an athletics field with dangerous obstacles like spiked hurdles, or viscera along the track? Even licensed survivors could have amazing maps - Bill would have several options!
Actually a very good suggestion imo. Id be interested to see that in action. I hate having the same map twice (except with offerings)
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@neb said:
They should keep it, it's not insanely busted.
i mean on a killer like freddy, he needs what he can get i guess.
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Id just bump the range to 10 meters,maybe mess with the time to like 40 seconds. But thats it.
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@GoshJosh said:
At the very least, it needs to be lowered to not exceed 40% max cooldown - as it did prior to 6.1.0. I'm also in agreement it should always lose stacks when the obsession loses a health state. This would keep it from being overtuned on the various killers that can avoid its penalty with special attacks.
Either that, or perhaps it loses all of its tokens if the obsession dies (like Dying Light). It's too good of a perk to be able to avoid any consequences for going after the obsession.
Hasn't the special attack thing been a thing since its inception? I just don't see why nerfing that is necessary. Sure lower it back to its before value so its not buffed under this new basekit. But removing the special attack part seems a bit much since it was never a problem before now. Some killers make it valuable and noone ever complained. That's just unnecessarily removing a feature imo.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3189254#Comment_3189254
If you are running Shadowborn along with three other perks, you are running four perks. Shadowborn is a legitimate perk.
You completly ignored my point. Im running a perk to actually play the game without being sick. Having to run a perk or anything for accessibility is normally a big no because then your signaling out people for their body problems. Pretty unfair to make people who have certain disabilites to be weaker for something out of their control.
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@Alcuin said:
If killer mains are saying that Shadowborn is just a tiny advantage they're running four slowdown perks. It's a significant advantage and improvement over the default FOV and a legitimate perk. If Killers do get it as basekit, though, Survivors should get Fixated/Self-Aware as basekit. That's another perk that is framed as "QOL" but is as impactful as Shadowborn.
...some of us literally have to run shadowborne to even play because of how motion sickness works. Look it up. Enclosed Fov while moving a character. You'll find out that its a lot different to run a perk TO ACTUALLY BE ABLE TO PLAY. Versus a perk everyone just likes using. Respectfully disagree entirely with your point.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3187686#Comment_3187686
Actually, yes.
Resident Evil Village is set to an FOV I can't play it at without serious motion sickness. Increasing it to Re7 values allows me to play it perfectly fine.
Fnaf: security breach is another game I couldn't play or even watch gameplay of without wanting to hurl. Increasing the FOV marginally suddenly allowed me to play the game without issue.
Tiny FOV changes, depending on setup, can make all the difference.
I've fought for shadowborne for a years but seems like the devs don't want to budge on the bad take of "killers need to have their fov restricted" even if it makes people unable to play with 4 perk slots to actually not get sick
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@Mandy said:
Anonymous Mode makes no difference to the reporting.
You flag the player in the end game chat as you normally would. There is now no need to put the player ID (name or steam ID) onto the support form that's sent with the additional evidence as the match is tied up from the reporters account.
That would be correct if you could even flag the person with anonymous.
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Nurse?
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@geni said:
https://forum.deadbydaylight.com/en/discussion/comment/3184146#Comment_3184146
Dbd mobile has shadowborn basekit
It also has better skins and moris lol.
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Id love a response as well. You cannot say for spine chill "we don't want accessibility to be locked behind perks" and ignore motion sick people.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/346187/stun-the-killer-4-times
Head on obviously. Offer it with an indoor map
https://us.v-cdn.net/6030815/uploads/4XYWEB2BBSVS/capture-png.png
Ideally you get aggro right off the bat, run around a corner and hop into the locker for headon. Windows will keep you running to the pallets which you can camp for the stuns
This build you can just sit in a locker near the gen whenever you hear the TR and headon from it. With the indoor map you can get totally free headons because parental guidance can make them lose you entirely after the stun sometimes
Did the challenge. Thank You.
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@ReverseVelocity said:
Head On, Decisive Strike and Blast Mine are really your only other options outside of flashlight saves.
I've been trying blast mine. Noone kicks though.
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You forgot wesker.
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yeah it makes me feel sick when i use his power. So much for shadowborne.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/344236/reassurance-buff-will-heavily-improve-solo-q
It's strong as it is now
Not against the people its meant to counter. Get within 6 meters of a hook while bubbas there. Ill wait. And the 30 seconds isnt worth on some maps getting off my gen running over and running back. I gain like no time that way.
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My condolences.
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@GoodBoyKaru said:
So congrats on shaking up the meta when BT has just been buffed even further, thus solidifying it's place in the meta even further
https://us.v-cdn.net/6030815/uploads/JW7ZK5F1CFZV/image.png
The least you could've done was make it +5 seconds to each
i mean isnt there even less reason to run bt itself when the basekit bt is 10 seconds and 10% haste?
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3158581#Comment_3158581
Maybe I didn't understand it correctly but does that mean that it can be used in every hook state? Meaning if your on your first hook and you active it, then the same survivor is on their second hook it can be activated again??
Instance means they have to be unhooked and rehooked again to activate it again. State would mean you can reactivate it if they go into struggle
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@dspaceman20 said:
I think it should work per hook state. That way if the killer camps onto struggle the survivor can still activate reassurance and the killer can lose more time camping.
Unless it already works this way then it's fine
i doubt they specify instance twice for no reason.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3155659#Comment_3155659
That's awful, sorry to hear
an FPS game not having FOV options in 2022 is a disgrace tbh
i mean like i said you get used to not having 1 perk slot. But trust me it does suck when you don't have that one perk you could have used for a build.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3155634#Comment_3155634
Icon checks out
Jokes aside, is it a motion sickness thing for you? The default FOV has never given me any issues so it's awful to imagine what it's like for people who can't play with it
mhm. Its a pretty common thing. Some people do just hate the enclosed FOV though im sure. Ive been down to 3 perks for years so ive gotten used to the difficulty sometimes of being down a perkslot.
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i wouldn't know. Gotta run it by default anyway. Fun.
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@Blackboar22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153852#Comment_3153852
How tho, it is legit 40 seconds wasted of the killers time, how is that not useable on solo q, find hooked survivor, press 1 button boom! 40sec wasted if the killer is facecamping
And if you cant coordinate with your team and 2 jump off at the same time to apply it? Thats 2 survivors wasting time. Also the risk of getting close to the hook. And it only being once per hook INSTANCE making it only 30 seconds.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153299#Comment_3153299
Pretty positive Reassurance will still be a fairly strong perk, even when only 1 survivor runs it. 60 extra seconds on a hook is definitely impactful. It's just a shame it even got nerfed, because it really didn't need a nerf at all.
itll only be 30 though? because its hook instance not hook stage? so if the killer camps to second state it doesn't reset the use?
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i like how they literally embraced swf play with reassurance in the nerf description. Poor soloq players will spend seconds going to the hook to find another survivor just got there to block it. Now you got 2 people off gens. It was personally fine in my opinion even after playing on the ptb. I just never camped the survivor and i barely noticed it from the killer perspective. If they are insistant on this version id buff the range and time a little and maybe put it to hook STAGE not INSTANCE.
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@Firellius said:
It's not once per hook stage, it's per hook 'instance'. This probably means that if you use it on someone who's on first hook stage, and they progress to second hook stage while on hook, you can't use it on them again.
So against a camping killer, it can now only be used once.
Which means it's #########.
Yep
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@TheWheelOfCheese said:
Am I missing something? Wasn't the only change they made to it that you can now only use it once per hook state per survivor? How does that turn the perk from survivor-sided to killer-sided?
Once perk hook instance. Meaning each time your hooked. So even if you go to second state on 1st hook it doesn't refresh.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3147855#Comment_3147855
Nah, Myers. This guy can mori people without hooks.
Wait a second...
Sadako can do exactly same thing. Let's say they are equal and strongest killers? Deal?
What about pig?
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/3147855#Comment_3147855
You guys, it was clearly Myers.
Specifically with monitor and abuse dead rabbit in tier 2. His 4 Meter tr breaks starstruck.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3147851#Comment_3147851
Nah, it is Trapper. He is strongest killer in game y'know.
Onryo?
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she does. Everyone knows it. Not really a myth.
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@Brokenbones said:
I think 'hook instance' basically means you can only use the perk once on someone as long as they are on the hook.
So for example if someone is on 1st hook and is camped to 2nd, if you use reassurance on their first stage - you can't use it again on that person at all once it's done, but if that person was unhooked before 2nd then hooked again, you could use reassurance another time
That's my interpertation of it
Hey thats a buff for the killers who prevent the save in the first place like bubba! How quaint.........
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147757#Comment_3147757
The point is: IN THE ENDGAME YOU DO NOT COMMITT TO A CHASE!
If he is healthy and you can't one shot he is able to run to the open exit even if he is on the other side of the map.
You have a surv near a hook that is reassuring, you start the chase, you need to hit, recover from the hit, face the exahustion he 100% has, and hit again and grab. He is 99% out.
And if he get bodyblock or a pallet or a loop it is even more difficult.
It is incredible how survs pretend killers do not know these things...
I play killer. And if you want to check my comments to verify. I also said i wished the perk just deactivated during endgame in another forum post. Im well aware of its endgame value. And i think that coulda been addressed on its own. As well as taking a survivor hostage. Not the way they nerfed it here to appease to campers.