tesla
tesla
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- tesla
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Auto aim may pull your hit to the unhooked survivor instead of the unhooker. Try to aim just before the unhooker's back, not right at them.
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I guess something like DS BT UB DH and Adrenaline or Corrupt, Deadlock, DMS, PR and No Way Out.
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The same problem people have with Bubba. Facing Bubba is really fun, but facing facecamp Bubba is really boring. You either commit to holding M1 and escaping or struggling to death to give your team a chance.
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@JonahsTablet said:
https://forum.deadbydaylight.com/en/discussion/comment/2827068#Comment_2827068
I disagree with Nurse, she's the only killer that makes people saying "this game is killer sided" slightly valid. Her problem is that once you learn how to ignore the fundamentals of the game, she becomes so ridiculously strong that Slowdown + the right add-ons on her is just too much. That being said I'm fine with her, I don't want this game to ever actually be balanced, just remove the ridiculously oppressive stuff like Dead Hard and old Ruin + Undying and I'm good.
Yeah, Blight still has to deal with pallets, nurse doesn't.
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Yes, undetectable should give immunity to spine chill, it's called "undetectable" for a reason. Avoid "looking" is not a counter as it is hard to avoid obstacles, climbing stairs, etc without looking and you don't actually know where you should avoid looking and even a glimpse in the survivor's direction will cause the perk to "blink".
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I love playing Blight, but I don't like to use Alchemist Ring because I find it very boring. Vigo's Journal, C22, current Adrenaline Vial, the iridescent ones are all so fun. I wouldn't mind if they nerf Alchemist Ring cause it feels very cheap and boring to see it all the time too. It's also preferable to see an addon nerfed than the killer itself.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/312009/ds-bt-ub-dh
DS: Requires you to not pick up the survivor who was pulled off the hook the past 60 seconds, as long as they haven't done anything to progress survivor states.
BT: Requires you to either not be at the hook during an unhook, or simply not hit the unhooked target for 8 seconds.
DH: Can be uncounterable, so to what degree do you need to 'expect or respect' this perk?
UB: Just pick them up.
DS + UB: Leave them slugged and let them burn their one shot at UB, or let DS time out. Either way, they're on the ground for an extended period of time and cannot help their team.
NOED: Find and cleanse all five totems and hope the killer has NOED. Failure to clear even a single totem means all effort wasn't just wasted, it was actively detrimental to the survivors' chances of escape.
Seriously, DS is the perk with the most light-weight counterplay in the entire game, and you're trying to compare it to NOED, which has by far the most overweight counterplay in the entire game.
You can also keep track of totems and go back to them if NOED activates. You can bring a map too. Totems exist as a secondary objective and it is supposed to offer this risk: do you rush gens and risk NOED or cleanse totems and lose progression time? Survivors are not supposed to feel safe after last gen is done. And there are many ways of countering NOED.
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It would be funny seeing Pin Head sending an actual Brazilian to Brazil.
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Yeah, it does have some balance issues and I disagree with many design decisions, but I see they are constantly trying to balance things that get out of hand. It's just a hard game to balance, and both sides have some op s#*-.
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Totems belong to survivors now, just accept that.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2826378#Comment_2826378
Minor thing, but personally I find that macro that makes flashlights click so fast they sound like really loud static in your headphones is being obnoxious just to be obnoxious.
Yeah, there should be a slight cooldown on turning a flashlight on and off, its only use is to annoy people, I don't like hearing it even when I play survivor.
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Love how he mocks BW but he brings it anyway and yet being entitled about how you should play. I guess some people just don't understand the nuances of this game. Like sometimes you should 99 the door, sometimes you should open it to ensure no one gets downed near the exit, sometimes you should wait for teammates at the gate to help them, sometimes you should leave to give them a hatch chance and even taking a good decision does not ensure the best outcome. It's also impossible to play perfectly all the time as we are all just humans. Best not to be so judgemental about people's playstyles.
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Sometimes a meme match is fun, but not all the time. Playing normally is better for me as a survivor or killer. I hate farming tho.
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@Marc_123 said:
Reminder - Bubba is fine.
I want he buffed pls
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2825379#Comment_2825379
That's true, it's generally not that helpful of a thing and helps him camp. However it also counters people taking protection hits, but since it's an instadown attack, it wouldn't actually matter that much, since that person is taking an entire down to protect the person. Cancelling his dash when hitting someone seems a bit much to me, but maybe a short cooldown where he stops swinging and gets slowed when hitting them could work a bit better. And as you said, something else could be done in return.
Yeah, another guy has suggested giving him Billy's LoPro Chains for basekit. That would be fun. Maybe after downing one guy he could just damage the next by one health state.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2824376#Comment_2824376
Is it strategic or is it the first totem they could find? Survivors don't have that kind of time to roam around the map. It isn't a free self-care, because it has to be setup first. There has to be an incentive to the time sink in finding and blessing a totem or it would make way more sense to use self-care. Hex totems are harder to find than boon totems. I've literally seen killers walk by boon totems, immediately disable it, and carry on about their chase and down the survivor. It only takes the killer a second to disable it whereas it takes several seconds for survivor to disable a hex perk. A healing perk has to be re-blessable. They are not even close to the power of Ruin, Blood Favor, Devour Hope...
The interaction is only one second, and a killer should only disable exactly in the case you mentioned - if they are walking by it. Going upstairs to snuff a totem is a huge amount of time, if survivors don't have the time to roam around the map, much less the killer. And hex totems are very rarely hard to find, usually they are shining like a christmas tree in the open, also there are maps and perks to find them. CoH is much more powerful than ruin, most killers don't even use it anymore, but CoH you can find most matches. Blood favor is rarely used too.
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2824206#Comment_2824206
This is true, he doesn't do that in the movies. However, the same logic can be applied to several other licensed Killers. The Executioner for example, does not have Punishment of The Damned in Silent Hill, nor does he leave trails. He just hits you with a big knife. Freddy doesn't teleport to generators, or set "dream snares" in A Nightmare On Elm Street. Sadako doesn't hit people with a "curse" in Ring.
Need I say more? They don't have to be totally accurate to where they originate from.
You are right about that, I was just responding about that not fitting Bubba, which I think it does, since his main thing is insta downing - downing multiple people is just a "plus", and is rarely useful anyway, except for camping. I wouldn't oppose him losing that IF he is given something in return, like increasing his speed per sweep, or something like that.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2823985#Comment_2823985
I actually suggested a similar change sometime back. Predator making footsteps louder and Lightweight making them quieter.
@topic I've suggested it in the past, make Insidious trigger after a hook. It gives you the undetectable status for 30 seconds during which you can still move around. I think it would be a really interesting perk.
I've made a similar suggestion for Insidious too.
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@Crowman said:
The addon did get a change. They removed the faster charge the addon was providing despite not being listed on the addon.
But honestly I don't get the hate for this addon. It's only good if the blight is good. And with how many killers have trash addons, it's nice to see some killers have good ones.
Blight has actually the best designed addons, useful but not too op. The Alchemist Ring is the only one problematic. I agree that if not reworked, it should be iridescent.
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The problem with removing collision is that the killer can just "check" if there is BT by walking through, if there is collision then just hit. If you removed collision you'd have to give a sprint boost too.
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If their character would stand still during the DC and could actually be downed and hooked, then it would be fine (given that it would still show the DC icon next to the portrait). I wouldn't mind if the game would wait 30 seconds or so for them to come back.
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@toxik_survivor said:
Imo he's very balanced, no changes needed. His blood puddles r fine, just strange to place down
A M1 killer with a "builtin slowdown" that you can pretty much ignore the entire match. Yes, very balanced.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2824322#Comment_2824322
I think s tier killers should be nerfed to A and all below A to buffed to A.
That would be the ideal
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Yes, instead of having invencibility frames, it could give "very reduced hitbox" frames
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The problem that becomes apparent is the teammates.
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@Sluzzy said:
A killer not playing because of CoH when they get new perks constantly to slow down and oppress the game is a bad excuse. Survivors need more good perks which they never get btw. CoH is good for the game because it gives survivors a secondary objective (killer buff) for a slightly better self-care in a small area of the map.
What is bad is that it has already been nerfed so much it is hardly seen. I see it maybe one 1 of 10 matches now as survivor.
If killers have massive slowdown perks that are used every game, some using Sloppy Butcher, then it is only fair for survivors have a way to counter the slowdowns. CoH needs some buffs, it should be 100% or have a larger area that it covers. Killer hex perks are map wide affecting the entire match, I don't see why CoH needs to be such a small area with only marginally better than self-care.
It's not a small area, when played well, it'll be put on strategic places, where it benefits most and with hard access by the killer such as in upstair places. The problem with this perk is precisely the range, the speed just aggravates the situation. Since it gives a free self care, its range could be pretty small and it would still have value. But the devs want all boons to have the same range, even the weaker ones, which is a mistake in my opinion. Even exhaustion perks don't have the same duration anymore because they know some are stronger than others. Now comparing boons with hexes to justify wider range makes no sense, hexes can be cleansed for good, not boons tho.
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Actually, it's meta sided. If you're going to play clown against an average skilled full swf with powerful items and perks you will get destroyed. But if you play solo q survivor against a decent nurse/blight with anti-gen perks, it'll most likely be a 4k. It's a hard game to balance, but yeah, killers below A tier need a buff while solo q desperately needs more info and ways of comunication and op perks and items need nerf too. Maps need re-balancing too.
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@Dream_Whisper said:
I say, don't do that. I love the whole bring able to hit multiple Survivors and being a very strong anti looping killer. It what makes him very powerful and strong, when dealing with Survivors when group up, especially when close to hooks when he is nearby.
But if you want a proper nerf, just make it so that when he is within 16 meters or less near a hook Survivor, which includes basement hooks. The Killer slowly loses his 1 charge after 8-10 seconds , as it will make him lose his power and become a regular m1 killer. The Bubba would need to leave the hook area and make some distance to gain back his charges, in order to somewhat have a function power if he leave and give Survivors a opportunity to save. Obviously, if the Survivors saved and refuse to flee and group, ans Bubba returns; they should have known better as he will have a function power.
If this nerf goes through, I like one more buff for Bubba, and that is making Bubba's chainsaw being able to shred through the pallets and be able to damage a Survivor by only one health state. I kinda want one of Hillbilly's Lopro Chains addons to be base kit on Bubba, so that he can be an much stronger anti looping killer then before, if you have more charges.
Yeah, this would be fun, as basekit or even an addon. Maybe after downing a survivor, he could only injure the next ones that got hit.
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@R1ch4rd_N1x0n said:
I disagree, his ability to hit multiple people makes him quite unique, and it fits Bubba. Instead of stopping him from hitting multiple people, something else should be done to stop his absurd camping, but I have no clue how they could do that without making him terrible.
I disagree, in the movies he can't kill multiple people with a single sweep - at least he takes several seconds on a single person. Disabling his chainsaw near a hook, that would indeed be very antithematic.
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@SuzuKR said:
"Bubba should lose his sole advantage over Billy."
Not really, Billy is forced to attack in a straight line or in a curve, while Bubba is completely free to move in all directions, so his power is more flexible than Billy, Oni, Blight and even Pyramid Head. But yes, he could be given something to compensate the nerf.
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Yes, please. Reducing the speed boost given when hit by the tentacle would be nice too.
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You survived only this few times because you are new. Once you get the hang of it, you will smell the NOED coming way before the last gen, and it's not that hard to deal with it. While I don't like to use NOED myself, I feel it should exist, specially since boons came to be. Nowadays no one likes to cleanse totems because of boons and NOED offers a risk to this strategy. I would prefer neither NOED nor boons existed, but that is the reality we deal with now.
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@Tiufal said:
Just be honest. Playing NOED is a sign of no skill. Youre purposely giving up a perkslot that could help you playing well the main time of the game for a perk that can completely change the results of the game at the very end and requires zero input from your side. Its hilarious how people still defend playing with their training wheels as killer.
Yeah, because their DS, BT, UB, Adrenaline are not doing the exact same thing for them.
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Almost fine, except for the god pallets.
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@Nathan13 said:
I think IW should be toned down a little, probably like 85%.
@sizzlingmario4 said:
I think IW should just replace the grunts of pain with normal breathing.
Just reducing the number below 100% would make it not very good.
I think you both have a point. Maybe reduce the number below 100% and increase the delay beetween grunts, replacing it with normal breathing in the meantime.
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My only problem with corrupt is when the gens blocked are 500 meters away from each other. It should block the furthest gen plus the 2 closest from this one.
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@[Deleted User] said:
- I think the idea of having MMR in the game is fine. The implementation on the killer end is ok. The survivor end needs a bit more nuance in my opinion. I'm not convinced there's a strong correlation between individual skill and escape rates when matchmaking is inconsistent in terms of MMR level between teammates. It doesn't matter if a 3000 hr survivor can run a killer until the end of time if their teammates have 200 hrs and completely throw the game by going down instantly. They'll get 4k'd through no fault of the 3000 hr player. It doesn't matter how well the best players on the team play if it's putting bad survivors with good survivors+an average killer. The bad survivors will get the team 4k'd more often than not.
- I'd enjoy it more if it worked all the time. It was genuinely great the first month or so after it launched on both sides. I was escaping most of my games, getting teammates I knew from the comp scene, and it felt like I was being matched correctly. Then they changed something and now SBMM basically turns itself off at peak hours and makes solo queue unplayable if you're actually good and try to play optimally. Crossplay off PC is a little better, but every other game is a hacking Spirit pre-swinging out of phase on healthy survivors with MDR/Amulet. The vast majority of my survivor games with crossplay on involve a completely average killer, one decent teammate, and two godawful teammates with 1/10th of my playtime who proceed to throw the game. Never once during these games have I thought "Wow, sure am glad I'm not still waiting in queue for the correct teammates!"
Yes, the survivor's part is the one that needs massive rework on the metrics. I get this is complicated though, and they're afraid of touching it and breaking everything.
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That would be a really fun killer perk.
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Camping is a fundamental part of the game's mechanics right now. To remove it, they would have to rebalance everything in the game. Also, only a few killers are very good at camping, as normally they have to deal with BT and DS, and even without it, survivors can progress the gens while hook state slowly moves on, and then group themselves when it's time for unhooking to take hits. It would be better to consider the kindred base kit (survivors auras only) and then think about something for the Bubba slug on unhooking situation (I know Bubba is a controversial topic, personally I wouldn't like if they change him to much and make it antithematic, but his way of ensuring someone would die 100% is a little boring). I would like if they buff the perk Guardian a little bit, making the haste more significant. But boosting gens based on camping would be a bad idea.
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I am so happy
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Hi there folks
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2794965#Comment_2794965
It WILL change, as long as we as a community make the devs understand it's something important to fix RIGHT NOW
how I want this to be true 😓
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nothing here yet as well
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lol it became a camping vs gen rushing thing
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Yes, a survivor that runs out of stalk juice should be refilled automatically after a long period of time, unless Mikey is bringing some Tombstone or Tuft.
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@AngyKiller said:
Devs say it's cheating but it's almost impossible to know if someone's using it.
It would also, literally, take maybe 2 hours of coding to fix, and then push it into the next hotfix or update. Don't know why they don't.
When did they say it's cheating? I'd like to be able to quote this whenever someone asks...
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@Akumakaji said:
The idea with Corrupt Intervention and/or a similar protection for the first minute of Hex perks has has been discussed a few times here and could work.
Another idea that I want to throw into the room is something that could be s̶t̶o̶l̶e̶n̶ borrowed from Warframe. In Warframe you have 8 main slots to insert mods that modify your stats, ie your build. I dont want to go into detail, but there are several hundreds of mods, yet only a relatively small number of meta mods that are widely used. In most builds some 5-7 mod slots are already used up by the meta mods. To fight this and allow for a bit of variety somewhere during its live cycle they added a 9th slot that would only load mobility mods, ie mods that modified one of the weaker aspects of the game, letting you glide or slide longer, climb walls or whatever. While there are certain meta mods for the movement slot, its much more open to personal taste and can be experimented with.
Long talk for nothing, we could think about adding something like this to DBD, ie a fifths perk slot that will only slot a certain subsect of the perks. Maybe aura reading or just the rarely used utility perks that give you a very niche advantage. Something thats probably not meta, but fun to experiment with.
Of course, people would always find the strongest combination of everything, but I would like to have some more freedom to try out some of the more niche or situational perks without hamstringing myself.
Yeah, I was thinking about something like that when they mentioned possible full slow down builds. It would be nice if the last slot always had to be something like Agitation or Brutal Strength.
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@GuyFawx said:
Killers have 6 perks addons should always be counted as perks
What? Survivors have items and addons too.
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@Sluzzy said:
I don't think killers need any help, survivors are the ones that need massive buffs.
Hi Sluzzy.