supersonic853
supersonic853
About
- Username
- supersonic853
- Joined
- Visits
- 22,416
- Last Active
Comments
-
@Mandy said:
There's no update coming today, we have not confirmed when the update will be released.
So then it was pushed back. All ya needed to say lol.
-
@bjorksnas said:
Its not healing, its equivalent exchange
"Press the active ability button to instantly heal them"
-
@CountVampyr said:
Easy solution to his map not getting confused with Coldwind Farm? Use Texas Battle Land from TCM Part 2. Bam. Done. Much more interesting of a location anyways.
DIfferent director so different license i think?
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1903642#Comment_1903642
That’s the whole point of Sacrificial Ward existing. If a team is dead set on their strategy working in Haddonfield, and they suspect a potential Sacrificial Ward, they’d have to burn 4 strode keys to be sure.
But what this also means for the killer is that the survivors are forfeiting any White Wards, Shrouds, Coins, or Salty Lips (if they’re doing self unhook builds + anti slug builds), which to me makes being sent to Haddonfield not feel as bad.
Doesn't change the fact your "just use sacrificial 4head" is impossible with sacrificials rate of 3% to survivors haddonfield or really any map they want of 16 percent. Its a 4v1 mate their gonna have advantage in numbers always. And if their bringing me to haddonfield or a certain map they probably have a build for said map forcing me into a worse situation since even 2 survivors maps beats the killers one and they can all just bring balanced landing for instance to have a giant map advantage. Sure they may be sacrificing another build but why would they bring haddonfield for no reason? Its like me bringing the game for doctor.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1903028#Comment_1903028
Well that's disappointing, and technically a bug by definition.
Oh wow i was gonna try that synergy as well since it means i can easily give a full heal and heal myself when unhooked. Depresso.
-
@Mandy said:
I really don't think that the Lullaby needs to be decreased, for one reason it's in her Lore - part of her story, and for another she's not a stealth killer and not designed to be. A ranged killer with no warning like that would really not be a healthy addition to the game imo.
M and A deathslinger with both addons can go down to like 6 meters.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1902955#Comment_1902955
He probably does not want to do that, because he has so many Perks to unlock.
So please, disable Map Offerings so that Killers can get more BPs and dont need to burn Map Offerings themselves. /s
Like i told theclownisking there are 23 map offerings (30 greens in total) making it a 3% to bring a sacrifical ward vs the 16% of a survivor bringing haddonfield since theres 4 survivors. Survivors can also if i bring my own just stack two haddonfield because i would know im playing with a 4 man rn and 2 of them have more then 10 haddonfields the other has 5 and i have 16 we can probably play haddonfield for the rest of the day if we wanted and theres nothing the killer can do about it. Ey at least i can use balanced landing for a whole day. (Let it be known i am not defending completly disabling map offerings for swf just raise the killers offering chance for map offering so killers equals 2 survivors since its literally a 4v1 in offerings) but thats just math im sure you've gone to school.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1902890#Comment_1902890
That’s the risk and gamble you take. Use it, or don’t.
I respect you but this is your dumbest take in my opinion. Theres 4 survivors and 1 killer and the sacrificial ward is 1 of 30 green offerings vs 1 of 23 map offerings. Whats the chances to happen one of the 4 survivors has a map offering (with their being 4 of them and 1 of you) and you having a sacrificial ward to stop it. (Which the survivors are allowed to cancel out anyway by just stacking). The survivors have a 4x chance of getting haddonfield for instance since a 1 in 23 chance is 4%. (But a 1 in 30 chance if i don't actually compare the chances and use sacrifical wards actual chance to appear is actually 3% for the killer to get sacrificial ward). BUT Anyways times survivors 4% by 4 survivors theres a 16% percent chance a survivor gets haddonfield compared to the killers 3% for a sacrifical ward. NOT to mention survivor and killer map offerings have the same power so if i burn my own to counterbalance most of the time its double haddonfield to completly nullify any chances i had. "Its a risk you take" most killers are always at the survivors whim in most cases. Survivors can also plan their build accordingly to the map offering their bringing like 4 balanced landing haddonfield. And if im forced to be taken to haddonfield one more ######### time as hillbilly i will personally find the offering user and slug them the entire 4 minutes. Theres a simple solution since the killer is in a 4 to 1 offering battle for map offerings make the killers offering equal 2 survivors making it a 50/50 if two survivors bring haddonfield i have a chance to use my own.
-
Honestly i loved when it used to be a sudo ds counter making ds harder to hit but not almost completly nullified like old enduring. And unnerving was just as rarely used back then even with it countering ds alittle. DS Is the only skillcheck in the game immune to unnerving. What was consistency again? Lol
-
@Kanamishii said:
https://forum.deadbydaylight.com/en/discussion/comment/1901577#Comment_1901577
The day corrupt gets nerfed is the day queue times are going to be even worse
Yeah i might have to retire even though ive played since double window shack lol.
-
Who played the necrovalley fieldspell?
-
what people that bring noed and it doesnt activate?
-
@onemind said:
https://forum.deadbydaylight.com/en/discussion/222339/to-the-noed-users
I say f it if they haven't done the totems I deserve an extra kill for them ignoring the secondary objective
Did you read the post i asked what you say when it doesnt activate. But good seeing the eyes of noed killers i guess.
-
Detectives hunch+innerstrength i get to screw over noed and heal 5 times a match which is surprisingly common. Its funny how killers smack and realize noed never activated in the first place. Basically im sayin its one of the only perks that can never activate in the first place and theres items and perks to get rid of the totems as fast as possible.
-
@OniWantsYourMacaroni said:
You ask the same people that also nerfed PTB Gearhead and PTB Coup De Grace :]
Coup Was because with michael i think.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1897232#Comment_1897232
"Also shoutout to the mega mind using an escape cake, not sure why you'd use any point related offering when doing this strat. Hiding from the point pinata is not how you get points."
I mean, they dont know that they will go against a Spirit. If I play against a Spirit, I will also just stick on Gens. The Killer does not want me to have fun, so I will try to get done with the game as fast as possible.
And if the Spirit is not really good (like seen in the Screenshot, no offense, but 6k BPs really is not much), this results in a super-fast game.
I Mean against 4 spinechills (which is already a busted perk in its own right) even spirit has her limitations as it basically removes most of her ability to take the survivors power. Just like it takes stealth killers stealth.
-
I mean along side wraith trapper bag basekit when?
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1890489#Comment_1890489
I disagree with this, someone would know you had blood warden if they 99'd the gate and it regressed, and they would leave before you got the hook to trigger the perk.
Better Than the perk getting no use at all.
-
@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1890568#Comment_1890568
That's still not the fault of the survivor. They committed to a gen, you went up to grab them, you got screwed by the garbage servers and they managed to complete the gen. That's not the survivor intentionally exploiting the game. It's like if I said that Huntress players are exploiting dedicated servers and her awful hitboxes. They're not, they're just playing the game, it's not their fault there's a specific issue that benefits the Huntress and is bad for the survivors.
Actually they could be exploiting their ping to lag enough that you can't grab them off a gen or hook them. Tru3 and otz have faced it before their ping goes up to like 5k freezing all their actions meaning they cant be hooked or grabbed.
-
Mmr each killers gonna have a different skill rating based on how you play them. Survivors are just skins.
-
https://youtu.be/mOb0ruxs5vg@Mandy said:
It's pretty much down to the individual as to whether they want to play as part of the Team or whether they want a more individual playstyle, that's the whole point of it. You have perks that can specifically help you in solo situations where you can utilise them to not really need the team support as such.
"When you have that teammate"
-
@JPA said:
I don't think it would be unfair if a Killer could smack a gate which would undo 25 or 50% progress. Currently a Killer has no counter to 99'ing a gate (other than blood warden, or not getting into that situation I guess).
Other than the Trapper who can trap a lever, there's not much interactivity a Killer can use around the exit gates.
A good buff would allow bloodwarden to "ruin" a gate (regress it to punish 99ing) so they have to make a choice like blood warden is supposed to.
-
@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1889852#Comment_1889852
I don’t think that’s very fair.
They, like any game studio, have no legal, no ethical, no moral obligation to be 100% transparent with its community of gamers.
We as gamers should stop expecting this from them. It’s very invasive and oppressive.
On the case of colorblind mode they had been blowing it off over and over then almo just gets annoyed and makes things spiral and all of a sudden "hey we've been working on colorblind mode! See! SEE!" Lol something that shoulda been announced a bit ago with the backlash and the only reason they ever told us now is because ablegamers ceo challenged them.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1890375#Comment_1890375
Shouldn't they announce things like that somewhere?
Seems quite important to me
I mean they basically said on twitter they didnt wanna anounce it in the first place this early. But you get a gaming award winner ceo staring you down with a lot of influence then you better get moving. Imagine how fast it shot up from bottom to top.
-
@Gay Myers (Luzi) said:
I just had to delete a bunch of comments. Please remain respectful when discussing a topic.
I also want to make it very clear that BHVR was not bullied into this. They made the conscious decision to work on a colorblind feature - back then it related to restrictions for many technical, but as the years progressed and the game has made progress in many ways, it is a option and not_Queen said yesterday they won't stop there.
It is not done, because they are "being bullied" into it, no, it is done, because they want to include those who want to play the game, but can't or have a hard time. I have friends that are colorblind and deaf - they struggle with the game immensely. They use their own tools, but they have their limits.
The feature is needed and it is great it's coming. If you don't need it, great! I don't need a colorblind mode either, but other people do. Just because I, me specifically, has no use for it, does not mean it's bad.
We have been giving them feedback throughout these years that many features are asked for to make the game more accessible for many different groups of people. This was BHVRs decision on their own - they didn't have to, but they did.
There is no need to be disrespectful about it. If you think BHVR was bullied into it, I can assure you they weren't. Feedback is what is important for a game to develop. This was not done, because of bullying, but because they're aware there are players who either have a extremely hard time playing the game or can't play it. That's why it's done. Making it possible for those.
Keep it civil and respectful or I will be forced to close the thread.
Im glad you guys are introducing it! My problem was how almo handled it personally, and it caused a lot of backlash which got some pretty big people in on the drama. I personally have a bunch of friends who are glad they finally can get into the game without being at a massive disadvantage. I wouldnt call it bullied more though than kinda damage controlling since the dbd twitter said pretty much "we didn't wanna announce it but here you go". Doesnt excuse what he said but at least people get what they wanted.
-
@Mandy said:
Mary's Letter is the same as the others - it's the realm that's mentioned in the offering. Silent Hill is the Realm.
Yeah no just pulled it up to it lists the map not the realm. Fairly interesting. Not a bad thing but just something weird lol.
-
@dspaceman20 said:
If you follow the unhooked survivor and they jump into a locker and you take them out you still tunneled them meaning the stun was justified.
And if you chase 2 survivors and hook them then find that survivor on a gen and they jump into a locker and ds you? Was it justified then?
-
@ulquiorra_cifer said:
https://forum.deadbydaylight.com/en/discussion/221041/ds-situation
Please fix your grammar and spelling for this, as I literally can't read it.
Trying to clarify for them. "Survivor gets unhooked and sees the killer coming back and immedately jumps into a locker. Should lockers allow ds especially when they jump into the locker in my face?" (In my opinion most of the times i still go after the unhooker but it slightly annoys me when a survivor repeatedly jumps into a locker in my face waving ds around like a shield but idk if disabling it while in locker is good either)
-
@valvarez4 said:
Tell the killer the gen at witch you are working 24 secs. before you finish it it's totally overpowered. When 4 survs are alive you can barely counter it, but when there are only 2 survs left it's a death penalty.
Imagine a perk for survs that show the aura of the killer if he moves in the direction of the surv 24 secs before he arrives, and also remove sounds from the surv. This is tinkerer.
"Imagine a perk that tells a survivor the killers moving towards them" spine chill is constant and overrides undetectable and object sees the rest. Tinkerers fine its a normally once per gen activation and it could force a killer into a choice if their chasing. Or multiple gens proc it.
-
I always wanted hide and seek and prop hunt in dbd one of which were made by modding by a youtuber cowsiam. And hide and seek and locker roulette just requires behavior allowing us to disable afk crows during customs.
-
Unnerving affecting ds again. The perks one of the most useless perks and works on literally all skillchecks but ds. And when it did semi counter it it still wasnt played really much. So if they want consistency just let unnerving affect it again and nothing probably will change. Perk will still be useless mostly but have some benefit rarely.
-
@stargazer9 said:
https://forum.deadbydaylight.com/en/discussion/comment/1886560#Comment_1886560
I don’t understand how when the Open-Handed change wasn’t even in the PTB.
https://us.v-cdn.net/6030815/uploads/M0JKUJO4L2CS/2a5f5c62-3386-4643-8f19-ffb403d2ddb7.jpeg
https://forum.deadbydaylight.com/en/discussion/218761/where-is-the-change-to-open-handed
That contradicts what almo said about it working just not being in the patch notes.
-
@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/1886848#Comment_1886848
I would still probably end up using it on killers like ghostface to specifically counter DS.
When was the enduring nerf? There was no reason to use unnerving over enduring when enduring totally countered DS. Is that also when you could just hook juggle?
DS has been buffed significantly from its old iterations in my opinion, enough to justify dropping a whole slot to try and get rid of it.
And No i think this was after juggle was removed. So for a while unnerving was around by itself slightly countering ds and had no real play since survivors could still hit the smaller skillcheck anyway.
-
@SilentPill said:
I don’t think that would be a minor buff. That would make it a meta perk since DS is the most powerful and most used survivor perk in the game.
Eh back when it did affect it unnerving was still one of the least used perks in the game. Its useless on killers with low tr. Its useless on stealth killers. And theres so much better perks that can occupy a slot. And at rank 1 people can hit unnerving overcharge. I would know. Just because it could counter ds a bit wouldnt bump it up to meta status.
-
Different teams the art team handles skins and the gameplay team balance.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1886267#Comment_1886267
Doc takes more to learn. I mean, I cannot say for sure how it is when someone is just picking up Doctor, because when I started to play him, he had to switch Stances, which put him on a way higher Skill Cap, because his Anti-Loop was pretty mediocre if you cannot get the timing right. So Doctor got easier.
But I know that I did Freddy-Dailies with just Fire Up 1 and got 4Ks.
But I would still say that he is harder to play than Freddy, because he still has a small Delay and goes to 4,4m/s when shocking, while Freddy stays at 4,6 m/s. Also he cannot teleport across the Map and does not have Slowdown-Add Ons. He also has built-in Slowdown, but snapping out of it is faster than running across the Map to get a Clock. The only thing that Doctor has over Freddy is the Anti-Stealth.
When it comes to Lullaby, this was mainly consistency. There were no Skill Checks apart from Healing and Repairing which were affected by Lullaby EXCEPT Snap out of it. No Jigsaw Boxes (years ago they were also affected, but this was changed long before the recent Lullaby-Change), no Cages. Also, not everyone is an experienced player and there is a huge difference if Lullaby affects Healing and Repairing or if Lullaby affects Snap Out of It.
The first two are screwing up your Objective, the latter means that you cannot play the game.
Like i told oni though consistency with doc is weird since perks like unnerving don't effect ds even though unnerving says all skillchecks (ds is the only acception btw it affects cages Snap and boxes, for tunnel reasons. But doc makes the ds reversed random placement. Kinda why i don't like when devs say "consistency" when they love putting exemptions in place.
-
Agreed other games have double xp on the weekends all the time and with another chapter probably over a month away were getting at least probably another killer and survivor if its 2 survivors thats fine to.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1886333#Comment_1886333
It's less about nerfing a specific build but rather for consistency sake.
Like,Lullaby worked with doctors madness skill checks but didn't with jigsaw box skill checks for example
On the other note though doesnt perks like unnerving presence not effect ds skillchecks because they "don't want killers to freely tunnel" but doc can make the ds skillcheck a reverse shakey skillcheck? Consistency? Lol also unnerving i think doesn't effect jigsaw boxes but does effect snap out of it.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1886304#Comment_1886304
It's just a meme/gimmick kind of build and not really that good.
I'm pretty sure he just got a bit confused at that moment.You can easily see that with any other streamer.They mistake certain things in the game too.
I mean lullaby was only really used in that build i saw since doctors thing is skillchecks so they nerfed it based on a build that shows up very rarely on a specific map that only really punishes new people. Sounds like ruin lol.
-
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1886267#Comment_1886267
Really the only thing doctor has over freddy is tracking and that's it.
Also,you need a LOT more skill to use doctor well.Wasting your static blast means a 60 second cooldown.
Incorrect use and bad timing on your shocks can even hurt you more than help it could help you.
Also,that impossible skill check doctor build is so insanely rare that i can't even remember when i versed that build.
It was so strong one of the devs got pissed off and made up a story about lullaby not specifying all skillchecks to nerf the build. (Btw you can factcheck he was lieing by looking at old lullabys description)
https://youtu.be/g28KozjF0AI1:29 (i know almo is a like rank 15 lol)
-
@Klakky said:
https://forum.deadbydaylight.com/en/discussion/comment/1886255#Comment_1886255
Actually you can pinpoint exactly where he is with the lullaby he gives out instead of terror radius when the survivor is asleep
https://forum.deadbydaylight.com/en/discussion/comment/1886267#Comment_1886267
DOc's skill checks if you mean overcharge are insanely easy to hit for anyone that has at least 50 hours as a survivor
Against weak survivors obviously he's gonna win but against a good team there's 0% chance unless you get lucky, usually like that for all killers if its against a really good team, literaly the one killer that could take out a SWF is trapper and even his traps can be ran over with dead hard... everyone else may as well just stand still to get more points...
Freddy is too underpowered, its fun to play against but win easily as survivor even against good freddy's and kinda lame to play as
"Literally the only killer who can take out a swf is a trapper"
Spirit nurse and blight are the top 3 boy and all 3 of them have the map pressure and anti loop to beat a swf. I know youve probably been watching otz but hes one of the best trappers out there but he has limits to.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1886227#Comment_1886227
Still, then your post is a bait.
Freddy has basically everything, Anti-Loop ability without Cooldown, Slowdown-Add Ons, built-in slowdown (waking up at Clocks), Map Mobility...
He is not as strong as Nurse or Spirit, but it can be discussed if he is one of the Top 5 Killers (many candidates for that). He is way too strong for how easy he is to play.
To be fair doc has all these that youve listed as well except for the map mobility and i don't see that many nerf doc threads and that many dcs as doc. Theres also the infamous impossible skillcheck doc build and his ability to counter stealth completly with iron maiden. Id take 5 freddies over a doc on the game. I think its moreso a classic case of bandwagon since as spirit and nurse i get less dcs then as freddy and their stronger then him.
-
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1884790#Comment_1884790
I would say switch to 3 safe unhooks instead of protection hits.
Agreed its the only perk to specify you need purely protection hits for it to work. Also that means it has a hard limit and requires you to be altruistic when using it.
-
@dspaceman20 said:
I have a few questions and concerns.
If this were to happen wouldn't there need to be a compromise with the killers to minimize the amount of tunneling, slugging and camping they do? I mean thats the reason why Survivors take second chance perks right, as a way to handle these strategies better?
Also I have to ask, when is a second chance perk justified, and when is it ok to use a second chance perk? When is it that using them makes the game fair?
While i agree on the ds unbreakable countering slugging and tunneling making sense some others don't, my beef as someone red both sides is honestly dead hard or adrenaline. Smacked a survivor and are about to down them at the last gen left? Nope they fully heal and are gone. But definitely dh is the worser here. Sprint burst requires you not running if you use it the intended way, Lithe needs a window,Adrenaline doing all the gens, And balanced landing a fall. Dead hard requires nothing to activate it besides the obvious being injured which you can force in most cases. Your out of position and won't make it to a vault or pallet? Dead hards gochu homie. You out of position and are about to go down? Now here comes in its intended affect and dodging a hit for free. Dead hard for distance is a example of skill not mattering a perk just nullifying the killers skill. Not to mention in the niche cases you can deadhard over a trapper trap dead hard out of a deathslinger snipe or huntress hatchet. Hard counters nurse and legion as well making them stun themselves.
-
@EnderloganYT said:
https://forum.deadbydaylight.com/en/discussion/comment/1530133#Comment_1530133
downing all the survivors is not accomplishing the killers goal. a killers goal is sacrifice/mori all of the survivors.
Unbreakable is literally about slugging, no matter the reason behind it. having a tough game? slug if you want but don't be surprised when they use the perk for its intended purpose.
and it does not at all fit the crutch perk definition. a crutch is a perk used to make up for ones own lack of skill. unbreakable isn't made to make up for a lack of skill, it's made to counter a playstyle.
playstyles should have counters: without them it would almost always be a guaranteed win when done. sure, something that takes skill should be given a benefit, but slugging takes no more skill than playing normally. plus it makes 4/5 players unhappy when done in a match. so a perk should be there to counter it by all means since the majority of the emotions shared by slugging is negative. and since we're talking about emotions, we gotta bring up
the Negativity bias
the Negativity Bias is essentially the notion that, even in equal values, negative emotions will have a stronger impact on a person's psychological state. so even if the happy killer players emotions were worth 4 sad survivor players emotions, the survivors should be prioritized in this situation. let me give an example
Person A will be the killer who just slugged all 4 survivors (and promptly sacrificed them) successfully, and Person B will be one of those unfortunate souls who were slugged in Person A's game
From A's perspective, this is a moment where they're like "nice" and carry on. very little impact is made, and they'll most likely forget within an hour unless something really cool happened that match.
From B's perspective, they very well could wonder "why? why do I play this game when it's full of toxic strategies that cause me to hate said game? why do people not acknowledge this anymore on the forums? why is that guys happiness above my own?" they then either carry on, with it influencing their day at least a bit, rant about it on the forums if this pushed them over the edge, or even stop playing the game all together (you've seen it, a post saying someone's leaving DBD because of the toxicity in game will appear every few months. and think of all the people who left without telling the forums!).
Now imagine B's perspective times 4, since we have to account for Persons C, D, and E as well, who all had similar experiences.
In short: the survivors experience HEAVILY outweighs the killers in this scenario (not to say it can't be flipped where the killer experiences a negative experience, such as an undeserving DS strike) and Unbreakable is here to prevent this by providing a way out of the negative circumstance. hell even slugged survivors without unbreakable get happier when they see someone get up with unbreakable, since it means they have a chance to be healed up now. and yes, the killer may experience a negative emotion from this, but it won't be nearly as strong as even one survivors negative experience (last I checked having your game plan foiled isn't as bad as losing all your progress and the game before you really should have) and having 1/5 people have a bad experience is much better than having 4/5 bad experiences.
and again I need a reason it's unbalanced. Technician is a crutch for people who can't hit skill checks, but it's not breaking the game by any means.
Under the negative bias thing if we put it in reverse where all 4 survivors genrush the killer can loop efficently and have second chance perks to save them in the situation they mess up (like dead hard). Will the 4 survivors still outweigh the killer since its 4v1 and the devs are just like "its fine"? I know a few youtubers that have said yes (true and otz for example) the killer gets 0 kills for example and theres nothing much they can do about it unless they maybe have like noed or something (which is a hex). The 4 survivors had their fun game but the killer got nothing and feels like they wasted their time or that survivors just have most of the power. You can camp as the killer to confirm a kill but then its just boring for the person on the hook and for the killer and its pretty much a one for one in negativity. They genrushed and were toxic (from the killer pov) so you confirm a kill on them. And they just feel like your a toxic killer whos mad cuz bad.
-
@Bwsted said:
So, do you mean being healed 1 health state even if you get downed? Because the issue I see with that is that you gain the broken status effect. So, the killer would know that once you get downed they just need to camp you for a few seconds to smack you back down again once second wind picks you up.
EDIT: no, it doesn't stack with deliverance currently.
Peanits confirmed it works for deliverance but you have to wait the extra 30 seconds after deliverances broken runs out.
-
I wish they could do a experimental like with overwatch where they test gameplay updates to see if they should push it to live.
-
@Mandy said:
Not really, cos STBFL is for attacks that hit, and Mad Grit is for missed attacks.
If you hit a survivor (not the obsession) when still carrying a survivor with Mad Grit & Stbfl, you'd get the reduced cooldown but that would only be from STBFL, you'd also get the delayed wiggle from Mad Grit.
Yeah i think they were moreso asking if they synergize stacking would be the wrong word in this case. stbfl lowers the cooldown when ya smack a survivor with another survivor on your shoulder (im assuming its intended) so that plus the pausing of the wiggle timers a good synergy. (And very terrifying when ya got a demo with mad grit save iron grasp and whatever the other perk is that allows you to move faster with survivor on your shoulder)
-
Isnt this like saying though ds should allow me to get up and murder the killer if they slug me because most killers when they see an obsession slug if its the same survivor? A perk is judged on impact it has in the game giving it a secondary effect just because it can be useless with counterplay isnt how perks should work. Lightborne and franklins are useless in the case of no items so should we allow the killer to say have a greater view distance with lightborne and franklins they cant open chests by you smashing the chest. Left behind should get an ability to open a closed hatch like you have a key because the killer could shut the perk down by shutting the hatch?
-
@OniWantsYourMacaroni said:
I can't think of any perkt that's better at lower tiers.
Perk tiers are just outdated imo.
The only thing they do is making it extremely hard for newer players.
Discordance t1 used to be the best

