tehshadowman33
tehshadowman33
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- tehshadowman33
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/688660#Comment_688660
0.25 is a lot more than you think, especially in a chase.
Not saying don't nerf, just saying a lot of people don't seem to recognize how close chases can be sometimes.
That's equivalent to 1m of a survivor running in a direction. It's rather quite small.
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Buff Vanity Mirror and I guess Boyfriend's Memo, but honestly, I'd be happy with just buffing Vanity Mirror.
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Anyone notice footsteps are impossible to hear right next to you, but become louder the further away a survivor gets before fading off?
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The perk working in lockers absolutely has to go bye bye.
It costs nothing for a survivor to do.
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Just use Left Behind. As others have stated, if your team failed, you fail to find hatch, and you fail to open gate then you deserve to die.
You are NOT entitled to win every game.
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Weak. Needs buffs.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/652239#Comment_652239
Better?
The perk activates after being unhooked and remains active until the user fully heals,enter a locker, unhooking teammates or begins working on gens, totems or exit gates.
That would be too killer-sided, and I have over 3k hours in this game with 90% of that playtime as just playing killer.
Survivors should still be able to locker juke, but not also benefit simultaneously from the protection DS provides on top of that.
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@ShyN3ko said:
https://forum.deadbydaylight.com/en/discussion/comment/652199#Comment_652199
I think this DS change is worth testing in the PTB.
Or?
As long as you make it so that it deactivates if you get pulled out of a locker, then yeah... It's definitely worth testing on PTB.
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@artist said:
literally just track your hooks. right now it's as simple as not picking up the guy who was on the hook less than a minute ago. dumb it down any further and ds would never go off unless the killer is actually rank 20
Ironically, it's also really, really hard to know when that 60 seconds is up unless you're using a stopwatch or something equivalent.
Killers don't know when that timer has expired. There's no in-game equivalent event killers can use to 100% accurately gauge the passage of 60 seconds worth of time.
EXAMPLE: Borrowed Time has a window of activation that lasts 15 seconds. Killers will know when this expires. Why? As soon as killer hits Bloodlust 1, that means 15 seconds have passed. :)
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@FriendlyGuy said:
DS can be used twice/needs no skillcheck anymore and Deactivates after another hook? Fine.
I would be fine with that change.
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At the very, very, very least they need to make the perk disable if you get pulled out of a locker by a killer.
It's complete and utter cheese of the perk. There's no way that this was intended.
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@Mew said:
I mean, the only perks i think that seem decent are fixated, inner strength and second wind. None of the other perks will really shake the meta at all, since some of them are niche perks that are worse than other niche perks that relatively do the same thing, or just plain bad. For instance, why would you run Babysitter when you can just run borrowed time? Same with better together, just run Bond. Camaraderie will probably be bad for solo play, and maybe have some use in swf.
I'm still musing over whether Camaraderie is junk or actually somewhat useful in SWF like you said.
I mean, it basically gives you an extra 15 seconds of repair time before you have to go save your friend, so around an extra 8-17% gen repair progress?
I'm tempted to say it's junk. I know when I play killer, if a survivor is seconds from sacrifice, I'm going to hard patrol the area at the very least.
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@Rydog said:
Did you just call Alert, Object of Obsession, Decisive Strike, Deliverance, and Lightweight useless? I mean, you are perfectly entitled to your wrong opinions, but come on.
Alert gives you free, map-wide, no-cooldown vision on the killer for 5 seconds every time they perform a common action.
Object of Obsession is basically an OP wall hack for SWF groups.
Decisive Strike has good counterplay, but it is one of the game's most powerful anti-tunneling perks.
Deliverance is situational as you say, but as long as you're not playing really poorly, it is a massive boon.
Lightweight is kind of an edge case because it's always difficult to tell how much it is actually helping you, but denying information to the killer is not a weak thing.
It might be interesting to see what one can do with Lightweight combined with that New Nancy perk that lets you walk faster + see your own scratchmarks.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/639663#Comment_639663
OoO is a stupid perk to run unless you can run the killer all game, Alert only works when the killer kicks a gen, DS is easily countered by camping, Deliverance like I said circumstancial. Lightweight is useless once you're hit because since they've upped the audio and all you need to do is follow blood trails LW is countered. Whole point of an opinion isn't meant to be wrong so don't be a smart ass about it. But in your words your wrong opinions are your own.
To be more accurate, Alert works when the killer breaks the generator OR breaks a pallet.
The latter action is what gives it its value, breaking pallets!
Though, true... I get more use out of Empathy, unless you're on one corner of the map and someone's getting chased on the opposite end of a huge map like Temple of Purgation.
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@StupidButTru said:
https://forum.deadbydaylight.com/en/discussion/comment/639589#Comment_639589
Those beginner perks have two huge differences Deja Vu is a literal waste of a slot once you start getting better perks, Unrelenting allowed killers to recover quickly and pursue chase. You are correct though there needs to be beginners perks.
Deja Vu hard counters tri-gen strategy that killers use, but other than that it's awful.
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@Mifian said:
Yeah, my first thought would be a wendigo, or maybe someone who can shapeshift and disguise themselves as other survivors in order to get close, that would be very cool.
Also gimme a medieval knight-skeleton-killer or something really stupid and out there and I'll play him every day.
I keep saying, I want a skeleton killer. :D
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/620753#Comment_620753
How do I unequip Object of Depression IRL? :(
Find Doctor and let him zap your brain. Works IRL too.
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"Endangered"
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@FrenziedRoach said:
Naw, you're not the only one
It's the biggest reason why the "Red Glow" addon became part of my standard doc build - so I could spot those naughty survs trying to hide in the corn
OMG! You're a genius.
I never even thought of that. That's wicked awesome.
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@NuclearBurrito said:
No Mither, Self-Care, Solidarity, Boil over.
Ding, ding, ding!
We have a winner!
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@Acromio said:
Long story short: Loser Face™ is meme tier. His power is completely in the survivors' hands, and everything he can do, Myers can do it a million times better. He's almost as bad as the Legion.
Ghost Face is better than Legion, yes. Only if he doesn't get revealed too much. If Ghost Face makes too many mistakes, or gets revealed too much, then Legion or Plague becomes the better pick.
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I never even bothered purchasing him. His learning curve is too high for what meager rewards you get from mastering his playstyle. Honestly, I'd much rather play as Wraith who has semi map control.
Terrible teachable perks. Gets destroyed by SWF on comms. His power's effectiveness is highly influenced by the map and just doesn't do enough to make him overcome the sort of generator rushing you see in Red Ranks unless you play near perfectly.
Being left without any power aside from crouching (something that's almost useless, except in rare instances where you can mindgame behind an obstacle around a short loop) for 30 seconds means that if you get revealed too much, you are just objectively better off playing Legion or Plague.
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@darktrix said:
Blindness is already debilitating not seeing auras when you need them, like slugged survivors or people on hooks and countering aura read perks survivors have.
Hemorrhage speeding up hook death or bleed out? Campers would love that. I don't know about the skill checks being blurry - that sounds more like a perk level thing and you should consider what would happen with stacking other perks/add-on to it. Hemorrhage should be a useful choice, but not elevated to meta level.
Please tell me you're joking?
I can't think of any practical situation in where 4 survivors are using all meta perks and 30 or 60 seconds of blindness would make any difference whatsoever. Only Hex: The Third Seal is even worth anything at all because it's permanent until cleansed.
When you hook someone, even someone who's blind will see the light circle disappearing and know where to go for unhook.
If you're the last person left, or just 3 people left, if a killer injures you and you go blind, that's going to have zero impact. The killer would have to abandon chase and go find someone else and slug them and that slugged survivor would have to be close to dying from bleedout for any of that to matter at all.
You'll literally never have a game in red ranks where a survivor dies from bleedout unless nobody manages to find the hatch, which is exceedingly rare.
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The chapel I think is most people's favorite.
It's really balanced and it has fun art assets.
Pretty much any playstyle works there.
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4k and depip shouldn't even be possible. Yet, it exists.
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I more or less see Jason as being able to walk through pallets.
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@fluffymareep said:
https://forum.deadbydaylight.com/en/discussion/comment/603800#Comment_603800
Yeah, I'm thinking it's an oversight. It's been like that for a while now. It's why if you're letting people wiggle off (while farming), you don't drop them to get them off. I believe you can drop them 4 times to build up the wiggle meter. It's annoying when people drop you when you're about to wiggle out, though.
Yeah, that sounds like a bug. Does NOT sound like intended behavior.
I would write up a bug report.
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Wait, what?
A killer dropping a survivor into auto-escape doesn't register as survival category BP/emblem points?
That sounds like a bug.
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@twistedmonkey said:
Maybe the husk being left will sort this when dedicated servers come about. I hope so.
While many strats like slugging for the fourth kill may seem boring in some people's eyes (I said boring to be polite) it's still a strat and should be accepted as part of the game. If the devs decide to change up how slugging plays out in that scenario it would be different.
Dcing for the hatch to me is a false win condition as the killer has no counter play and it wasn't earned via good play.
People just need to accept a loss or use stealth to hide if the player is being slugged. That is what I do and it works a lot of times as most are so focused on protecting the slug they don't stray too far giving you time to find the hatch if enough gens are done.
Obviously, I think the husk mechanic will be the blessing to solve all our problems.
I'm assuming that the husk will behave 100% identically to an AFK survivor with perhaps the exception of stillness crows.
I.E., a slugged husk will bleed out after 4 minutes, etc.
I.E., a sacrificed husk will permanently break one hook unless killer is running Hangman's Trick (which nobody does lol).
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@Angelicus23 said:
"they won one more time"
well after three years of "please nerf ds" we got it, and with only two months MoM got impossible to use and worthless, and if it wasn't enough it got more nerfed from the ptb.
Both sides have their bad things
MoM is in a bad spot, I agree.
But because protection hits are getting patched and expanded upon in a coming patch, I expect to see more people run MOM again.
It will still be a risky perk to use though. Not as bad if you have instaheals though.
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@fly_172 said:
I’m gonna try and bridge the gap here. Keep the skepticism, but don’t assume the worst. They said they’d focus on the add-ons, but the fact that they mentioned her base kit does leave me a little concerned. Ultimately, don’t assume the worst, but if it is unreasonable then try your best to change it.
It's beyond skeptical and straight into cynical territory for me.
BHVR's questionable design choices almost seem to imply that high-ranking, super competent survivors aren't a thing!
This philosophy runs roughshod through every decision they make from addon design to limitations placed on killer powers that kill practical viability against high-ranked survivors.
There is a difference between a killer being viable and being practically viable, mind you.
I was the first forum poster to call out the fact that I KNEW that the Freddy rework would have crap status-effect addons. This was before Freddy rework hit the PTB.
I go to play the PTB, and I'm immediately proven right! TONS OF JUNK ADDONS. EVERYWHERE. They had MORE than an ENTIRE year, and this was the BEST we got for Freddy, one of the kings of the slasher genre!?
BHVR has become utterly predictable in what they are trying to accomplish in terms of game balance... Low energy, low effort solutions that please no one.
If map reworks don't solve existing problems... I'm out for good.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/599018#Comment_599018
Yeah it's gg for me, I tried my best to get strong killers but I failed.
Respect for the winning side
Pretty much, yeah. It almost feels like they are taking design advice from whoever's running the show for Death Garden now. Which has hemorrhaged players nonstop with no end in sight.
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I really don't know why they are even touching her base kit.
With BHVR's track record, you just know they are going to ######### this up.
Her base kit is fine for the record.
Her addons are what make her go from very strong to incredibly overpowered.
If they increase her fatigue time, decrease her charge speed, or decrease the maximum blink range on any of her secondary blinks she's going to just get steamrolled on large maps against good teams of survivors.
Like, she just won't have nearly as much map presence, and you're going to see nothing but Hillbilly and Spirit every goddamn match.
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RIP any chance of winning against a super competent SWF using voice chat on Haddonfield with ×4 Balanced Landing and other meta perks plus toolboxes/instaheals.
If this Nurse change comes out before map reworks, it's going to be really, really, really bad.
On the bright side, 4-man SWF might get so bored of winning they might quit the game out of sheer boredom. :D
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*Sound of thousand Billy mains being born and Coldwind Map Offerings being burnt intensifies!*
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/594827#Comment_594827
https://forum.deadbydaylight.com/en/discussion/comment/595018#Comment_595018
Before the change. It just happened. No addon needed.
Ohhhhhhh. Then yeah, I can see that.
Current Legion doesn't counter pretty much anything, lol.
He's on the level of Wraith/Trapper sweatiness involved to do well.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/594827#Comment_594827
Used to decrease mend bar on power hit. It ate through BT mend bar as well.
Still confused. I'm assuming that would only even work with that addon that even lets you decrease the bar through hits?
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@RoKrueger said:
Nice gide. Thank you. I used to play Legion a lot more (when you could moonwalk) but I have fun playing as them once in a while.
I like to use Feral Frenzy to ignore that pesky Borrowed Time and those body blocks.
I have a build more or less like that but I use NOED instead of Bamboozle. Noone ever expects NOED with Legion. I have turn 1k into a 3k or 4k many times. Silly survivors.
Wait, I'm confused. How does Legion possibly negate BT?
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It wasn't even touched.
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All of these are great ideas.
It would honestly only give Wraith a more consistent performance across all maps. He still needs to uncloak to hit someone after all.
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I'm just thankful MoM + BT is no longer really a thing.
That was pure cancer for while it lasted.
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The anticipation is killing me.
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@Decarcassor said:
My guess is that it was originaly intended to reduce the Terror Radius all the time but, they slapped the "in chase only" limitation on it to prevent it from stacking with M&A. Unfortunatly they didn't realise it made Furtive Chase completly useless.
Oof.
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Ninja doctor build is a thing.
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Dat be bretty funny if you had a killer who could basically
FUS RO DAH
a survivor :O
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Application of Geometry.
That is how you use Whispers.
:3
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/588079#Comment_588079
Leatherface/Bubba is unquestionably the most underrated killer in the game. He is definitely -in the right hands and with a decent build- one of the stronger mid tier killers. The thing is most people have absolutely no clue how to use his chainsaw effectively and turn into M1 killers even against average survivors. That doesn't mean he's weak. It means most people just can't play him well.
He only has one set of addons that are viable. Nothing else is worth taking on him.
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@Spicybarbecue said:
selfishly I would like Trapper but in the interest of fairness I think Doc prolly deserves it the most.
He needs like the smallest amount of tweaks. Just a few minor value changes and animation adjustments to match.
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Conversely, distracting the killer for a long time and no generators getting done is one of the worst feelings in the world.
Made even that much worse if you get basement hooked and your team proceeds to suicide in their attempt to save you.
Makes anyone want to uninstall, I tell 'ya!
NEVER BE A HERO AGAINST A BASEMENT CAMPING LEATHERFACE. NOBODY WINS IN THAT SCENARIO EXCEPT LEATHERFACE.
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Low rank survivor solo play is painful as painful can be.
Once you get the fundamentals down, it's not as rough.
It feels good if you waste the killer in a minute-long chase and your team gets 2-3 gens done!
You will have done your job right. :)