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theTARNavsky

theTARNavsky

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theTARNavsky
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  • @Seraphor said:

    I don't understand what was so difficult with just making it 4%.

    You now get 6% slowdown with 3 injured and still get 20% slowdown when all four are injured.

    This is still oppressive when used on Legion/Plague that can actually ensure 4 injuries at once.

    Basically what I'm saying, the original buff was weird to me, because it still unevenly buffed Plague and Legion. Now with the "nerf", they both still come up on top. This is not the way to go.

  • @ByeByeQ said:

    Do this first:

    • Make any attack where she uses 2 or more blinks count as a special attack.
    • Make her maximum teleport speed constant regardless of addons.
    • Make it so if she blinks through a falling pallet she gets pallet stunned.
    • Make it so that if she gets hit with a pallet during her fatigue she gets pallet stunned.

    Making Nurse vulnerable to pallets would make survivors at least feel not so powerless against a Nurse and would create an interesting interaction around pallets rather than almost always being a free hit. Pallets are provided by the Entity for the survivors to use against all killers and should not just be mere pieces of wood.

    Other adjustments I'd like to see:

    • Make her movement speed 4.0 m/s, same as survivors so holding W isn't as punishing vs her.
    • Make it so the charge bar resets if she starts a blink instead of keeping its progress.
    • Make certain walls (visible when she's charging a blink) not blinkable through, like on Midwich.
    • Reduce the additional range granted by the Heavy Panting and Kavanagh's addons.
    • Give the Torn Bookmark another negative effect.

    Yes @colley94, I know they're going to ignore me but that's not going to stop me from trying to provide helpful feedback.

    I like the first part, seems very reasonable.

    Not so sure about the second one though, I'd go in another direction tbh, especially the base speed and the walls. I don't have any suggestions of my own but those seem a bit excessive.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106848#Comment_3106848

    Actually MoM got a functional buff.

    It was never used before due to it requiring three protection hits.

    Now you just have to bank one protection hit, go away and heal. Now next time youre able to tank 2 protection hits back to back.

    It only becomes a nerf if, for some bizarre reason, you leave the action, go far away from the killer, and decide to work on objectives.

    Considering you have to be in very close proximity to the killer to trigger this anyway, that should never happen.

    You can't take two hits during one chase that won't down you when trying to protect someone. If you use styptic to get the second hit, you're in Deep Wound causing MoM not to work anyways or you can go away anyways to mend. In any scenario you have to leave and do something else so the person you're protecting probably gets downed anyways.

    Up until now it was: take hit - heal - do stuff - take hit - heal - do stuff - take hit - take MoM hit.

    I cannot see any scenario now where the new MoM will be useful.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3106897#Comment_3106897

    It works because at some point survivors run out of resources, create deadzones, etc.

    So basically just praying you can catch up in the end game... Yeah, that doesn't really appeal to me.

  • Yes, let all killers just keep all survivors injured at all times so it's easier to down them. Lol.

    The hit and run strategy never made sense to me, it's just boring and not really good since you should always assume the survivor would be able to heal - either with a help of another survivor, perk or a medkit. Just because it might somewhat more effective on Wraith, doesn't mean it suggests a consideration for any nerfs.

  • @Jarky said:

    In my opinion, DMS needs to only activate if EVERY survivor lets go of the generator - yes this is a nerf to the perk, but it's absolutely awful in Solo Q for this reason alone, and makes survivors get frustrated and annoyed at their team-mates. I think it's a justified nerf to get the killer to pressure every survivor off of the generator for it to proc.

    Oh fully agree since I mostly do solo q, but I guess the previous nerf was good enough. Now it's gonna be back and I'm gonna cry again ;)

  • Again, it is not bugged. It is exploding just like with Jolt. If the killer is not near, they won't even know which one it is and survivor do need a visual/audible indication of what happened.

  • Maybe the original description wasn't all that clear, but we all knew what it meant. It is working as it intended, the generator "sparkles", loses progress, but the survivors don't scream and neither does the Killer get a notification about which generator got regressed.

  • It was mentioned in the Patch Notes and other threads.

    All teachables unlocked before the update are added at Tier 1 to all characters, regardless of the perk's character's prestige level.

    Since Stranger Things perks has become common perks, not linked to any character, having Steve or Nancy on P3 before the update won't make those perks available at tier 3 on all characters.

    But since you probably had them all unlocked as teachables, the perks do show up on all other characters at tier 1.

  • Your suggestions would make him way too strong :)

    I play as Trapper and he is not as strong as others, but if you strategize well and take your time to set good traps, it's not that hard to win. On some maps he struggles greatly, but other killers do also.

    And he just got a "dead hard nerf" buff so let's see how it plays out.

  • I also have no idea why they would do that, the whole reasoning for removing the Grades from the end-screen lobbies is basically now thrown out the window. Also in a worse way since the prestige is also visible before the match.

    As much as I would like to get matched with players of the similar skill, I feel like they should be consistent with their decision and previous findings in the matter.

  • Searching a chest has always meant you had to open one that was locked. Rummaging was always done on opened ones, once the mechanic was introduced.

    If a perk says "search" - unopened, "rummage" - opened. It's always been like that.

  • @Obelt said:

    No im saying the effect stayed while on a gen otr still worked while a conspicous action

    why you snitchin xD

  • Oh... Sorry, this is the only game I play, didn't even notice xD

  • @magikarpediem said:

    I also have this issue on ps5. But I can go to the store and spend money🙄

    lmao, so glad we can give them money, but can't play... I didn't even think about going to the store

  • I'm a survivor main and I actually agree with it. Moreover, I thought the basekit changes would include the following:

    • corrupt
    • ruin
    • bt
    • ds

    Sadly only one of them was chosen, but I feel like those could make an interesting change to the gameplay.

  • How about a small gen speed increase when the killer is spending too much time by the hooked person while not in chase?

    They still have the option to camp if they want to, but they give up something else in return.

    Or the other way around, let's say a base gen speed would let you finish it in 60 seconds, but for each safe unhook there would be a gen speed penalty, of maybe about 5%, so killers wouldn't want to scare away people from saving by camping as well as tunnelling straight away would not be rewarding.

  • The devs ain't gonna do anything about camping and if they do, it might take them another six years before they realize a serious mechanic change is in order.

    And may I remind you they just buffed slugging with the knock out changes, fun.

    Going back to the original question - I am a survivor main, I'm not gonna quit, but probably gonna focus more on Killer, if not switch completely.

    Why?

    I almost exclusively play solo and it's pain enough not being able to coordinate anything, getting left on the floor, on the hook or watching your teammates crouch around the map because terror radius is scary enough to exist.

    I don't mind if I die.

    Tunnel me after the exit gates are powered, hell, I'm gonna come to you so you do it quicker.

    Couldn't care less about the DH nerf.

    I just wanna be able to play and interact with the game.

    You know what is not interactive?

    • watching the killer camp me
    • watching my teammates not get me from the hook
    • being left on the floor by the killer
    • sitting on a gen for 90 seconds


    I'm terrible at killer and playing this role is stressful, but it is hella interactive and apparently now gonna be much more fun.

  • I honestly feel like with the Iron Will nerf, No Mither will be a better choice...

  • The 100% to 75% automatically kills the perk. Not saying it doesn't need any nerf of course.

    Exhaustion effect is kinda problematic to me since it has always had a specific purpose and now it's just "oh yeah, it doesn't just disable perks that give you speed/dodge mechanic", it's more broad now. Unless I'm forgetting some other perks reliant on it, it's possible.

    If I was however to use this effect for Iron Will nerf, I think it should be actually in reverse - Iron Will would only work when exhausted - why? Right now all Sprint Burst users won't be able to use it almost at all, obviously especially in chases.

    Also with IW working before exhausted the survivors will have 1 perk working and 1 perk ready to use. If it was in reverse they would have 1 ready to use and the other one working after they do and I feel like it brings a bit more consistency to the chase, not just "you used your 1 perk? the other one won't work as well, you're just dead now".

  • +1

    I talked about it a few days ago with a mate that I don't get how we get basically the similar thing back and all the reasons behind the grades removal from the post-match screen are suddenly gone?

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016605#Comment_3016605

    "there's really nothing the survivors can do to change the enjoyment of the game for me"

    You must play low MMR. In high MMR people do stuff like this:

    • Throw pallets and spend a few seconds healing in front of each pallet, until they completely heal a health state. After you finally hit them again, they syringe and heal during chase.
    • Perfectly Dead Hard every. single. time. Faking out rarely works for whatever reason.
    • Everyone takes protection hits for each other making downs exceptionally difficult.
    • Everyone has the magical ability to know what everyone else is doing at all times and where they are located. (Discord, the Fifth Perk Slot)
    • Chases always take a minimum of Forever because no one makes mistakes.
    • People using macros that flashes the flashlight 9999999 times per second, which could give you seizures if you are photosensitive.

    This comment is so accurate it honestly made me chuckle xD

    Although I must say that even when those things happen, I still get to play till the end - well as the killer I have to, but still, for survivors being camped or tunneled to death, the match does end prematurely. I am a survivor main though, so my opinion here might be skewed.


    Also as for "Everyone has the magical ability to know what everyone else is doing at all times and where they are located. (Discord, the Fifth Perk Slot)"

    I mostly play solo so SWF doesn't apply to me but I do admit I have this 5th perk xD I noticed that after many hours in the game you just acquire an incredible map awareness or you're just able to make much better educated guesses at where the other survivors might be, which path the killer will choose to get to you from a hook etc.

    Playing killer despite me preferring to play as survivor (and despite me being a terrible killer) actually helped me in understanding these things, but other than that it's just experience having played hundreds of matches and being able to analyze them as they happen.

    I also don't use flashlights and my DH attempts rarely work :P

  • The grab change though would be a nerf mainly to M1 killers.

    I feel like there should be some kind of other mechanic or incentive so that M2 ones don't get that much of a reward from camping - most notably of course Bubba, Trickster, sometimes Oni when his power is ready and more.

    Like Pyramid Head's cages that move - not saying it's good and can't be exploited, but I would go towards something systematic not something that stops only some killers.

  • I've been thinking for some time now that a nice encourage not to camp would be the gens would get done even slower if the killer was e.g. 24 meters away from hooked survivors. Don't know if that's good though.

  • @Advorsus said:

    They did make changes to tunneling and camping though...

    Base kit which everyone has been asking for, plus free hope, so pretty much a free perk. Plus new borrowed time extends those affects, and off the record gives an 80 seconds endurance status affect. Which means you can go on a chase for over a minute after being unhooked and still have a free health state. Then you can just press E to have another endurance affect and free health state+speed boost. And that's just a single chase.

    You then had an entire killer perk combo in pain resonance and dms gutted, ruin gutted, corrupt intervention is pointless now, along with many more slowdown perks being gutted.

    And y'all still complaining cause killers got .3 second removed from their SUCCESSFUL basic attacks, not even missed, successful ones. And then 10 seconds added on gens with 2% increase to thana?

    It feels like you didn't read anything I said at all. You addressed even other changes that have nothing to do with the topic at all.

    Yes, there are many strong changes to tunneling and other survivor ones, very strong.

    But none of them address one of the two most unfun aspects of the game for survivors, they actually made it stronger.

    They said they wanted to address it, but didn't. That's all I'm saying.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015813#Comment_3015813

    Something to be clear about, the "grab game" isn't about whether or not unhooking is dangerous for the unhooker. I think everyone agrees it should be dangerous for the unhooker and lead to them being on the hook.

    The "grab game" is about whether the survivor currently on the hook should stay on the hook which enables facecamping. The killer gets a free down and they camp the survivor who is already on the hook and likely now going to second stage/instadeath.

    The only way to counter it is to try and bait the killer into hitting you when you fake it which is also inherently more based on latency than anything else.

    I really like this point of view. As a survivor main I never really though about it and the grab was inconvenient, but the actual double effect aspect never really came to me.

    As camping is a strong strategy and (just to be clear) this update does absolutely nothing to address it, something to let the hooked person get off it after the unhooker gets grabbed would be a nice change.

  • Iron Will is just dead now.

    It let Survivors lose the Killer or not being found by them. With any amount of grunts, this purpose is completely gone. Maybe for bigger distances it will do something, but it wasn't really used for that, it was more important when closer.

    I get wanting to nerf it, but changing the amounts just killed it. The Exhaustion effect is closer to how it should be nerfed.

    RIP Iron Will.

    Thanks for coming to my TED Talk.

  • I have similar predictions about them.

    For the DH I was thinking it might give you some sort of immunity against just special attacks without getting the distance, so that stronger/ranged killers are still counterable with it and the M1 killers won't be as annoyed.

  • I have the same issue, I thought this was intended until I saw this report, lmao.

    PS5 on the PS4 version of the game.

    Edit: on the PS5 version it doesn't work either.

  • They actually didn't, I thought so as well, but I clipped it afterwards

    https://www.youtube.com/watch?v=UtSuZf-FSJU

    As you can see, the hatch icon is visible right till the end of the sacrifice animation. After I got back to the lobby, I got the cosmetic.

  • The EGC question was more like an additional one, just to be sure, but the main question was, why did I get a mask even though the gates were nowhere near opened?

  • @ShinobuSK said:

    https://forum.deadbydaylight.com/en/discussion/comment/2986874#Comment_2986874

    On killer or survivor? I tried crossplay off on killer few times and same error

    Survivor, crossplay on (but I guess they turned it off server-side)

    Edit: now the killer as well, PS only again

  • I just got into a match, PS only players so I guess this temporarily fixes it...

  • We seriously need a PTB for PlayStation so these things don't happen after each update.

  • I'm assuming you're using only his 3 teachable perks, right?

  • I'm so glad to have spent money on the new chapter only to find out I can't play at all. Great job as always.

    Anyways, I tried both with and without crossplay, each time getting the timeout error.

    AD05D725-C061-432A-B2B1-BF3A0B19857A.jpeg

    (happens on both survivor and killer obviously)

  • How is this still a thing and still not actually acknowledged?

  • Happens on PlayStation 5 as well, ever since the 5.7 update. Both survivor and killer.

    From what I've seen online on people's streams, it basically happens to everyone at all times... I'm baffled it hasn't been fixed yet.

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