thesuicidefox
thesuicidefox
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Stick your head out your window and scream "PRETTY GOOD JOB"
You will hear MCote faintly scream back "SO FAR"
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Distressing, Coulrophobia, Infectious Fright, Sloppy Butcher
Survivors are going to want to heal against you to deny you blood orbs. Sloppy + Coulro ensures that they spend a lot of time healing. Distressing boosts the strength of Coulro and Infectious. Infectious will synergize well with Demon Strike, since you insta-down a survivor and can immediately run over to another and down them, potentially snowballing really hard. Even though your TR is bigger since he is fast in Demon Dash you can take advantage of that.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/851607#Comment_851607
No but there should be a risk factor /counter which there is already next to none
I agree the problem is that the counters are pretty brain dead. The fact you can just follow them and wait out the timer completely negates the purpose of anything that inflicts Deep Wounds.
If you want to counter BT you should have to ACTIVELY do something. Just letting a status effect do the work for you is not a valid counter because it's passive.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/851522#Comment_851522
And removes all form of risk from the perk but do go on about that
What risk? You're not supposed to be using Oblivious/Undetectable for free downs. It's there to give you stealth options.
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"Reduced" As in X-100. Not X-(X*100).
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@immortalls96 said:
Greeeat..another in needed bt buff
Buff for who? Any non-stealth killer or killer without Oblivious/Undetectable perks it would be exactly the same since you are in TR.
These effects are meant to help you sneak up on survivors. Not cheese a timer and give a guaranteed down that the survivor can literally do nothing about.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/851501#Comment_851501
Idk what planet are you living on but I never said that they are multiplicative. I am just saying that the description of the perk doesnt mention it like ever. That's it. I dont understand which part you dont understand? So now you either have to accept it as an answer or reply again saying exactly same argument that is still wrong because nobody argues about how those values are applied to eachother.
It doesn't have to say "additive" or "multiplicative". That's how the game handles the math. The devs have said this.
I don't have to accept your answer because your answer is wrong. Plain and simple. I don't care how many times you repeat it.
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@BBQnDemogorgon said:
Wraith/Pig could still do it because they can't be in a chase in their stealth modes.
True but Pig is slower so you can keep Mending and running ahead, and Wraith has to enter invisibility.
Like I said it's not a total solution but it fixes the main issues with the interaction of these status effects.
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Except that's not how additive values work.
If they were multiplicative you'd be correct. But they are not.
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@UncannyLuck said:
Just make it a fixed radius of like 16m that it doesn't go down in like I think I saw you suggest in another thread as a temp fix, imo.
And then rework legion to ditch deep wound entirely.
Uhh maybe I suggested that I forget.
A chase stipulation should be there too though. Because that would allow the survivor to trigger a chase and keep the timer going. A range stipulation would help, but really everything about Deep Wounds, Oblivious, and Undetectable need to be worked out. I was saying from day 1 that Oblivious would be a problem with this. Everyone wanted to fight me about Oblivious on Freddy. Well now you can get it on Legion, which highlights the actual problem with these status effects.
And don't get me wrong, Undetectable was needed because you shouldn't get aura reads on stealth killers, but the way this status interacts with Deep Wounds is indeed a problem.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/851426#Comment_851426
Reduced by 100% means removed.
Anyone who wants to know why the DBD community is so toxic, look to this thread. I'm making a good point about something, and nearly every other comment here has been a copy-pasted "nuh uh, here's how the game ACTCHULLY works!", completely passing over the entire point I made.
If something does't make any noise, you can't increase the volume of that silence. You can only add another sound.
"Reduced by 100% means removed."
No it doesn't. It means it is REDUCED by 100%. As in 100-100 = 0. Pretty simple.
"Anyone who wants to know why the DBD community is so toxic, look to this thread. I'm making a good point about something, and nearly every other comment here has been a copy-pasted "nuh uh, here's how the game ACTCHULLY works!", completely passing over the entire point I made."
1) Your points are just flat out wrong.
2) You guys are the ones being toxic when we explain to you why you are wrong, but you stomp your feet and say "no".
"If something does't make any noise, you can't increase the volume of that silence. You can only add another sound."
Uh yea you can. If you add 50% to the volume of 0, then the volume is at 50%. Not sure why you keep fighting this logic.
@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/851426#Comment_851426
If you have 10 apples and the amount of apples get reduced by 100% how many apples do you have? 0 increase that number by any percentage it will remain 0.
If you have 10 apples and the amount of apples is increased by 50% how many apples do you have? 15, now reduce the amount of apples by 100% how many apples do you have? 0
I hope you understand that everybody understands how those percentages work in game. It's the description.
Cheers.
This is not at all how it works. It is an additive, sliding scale. Volume is set to 100%. Iron Will reduces it by 100%. Stridor adds 50%. Net volume is 50%.
You don't multiply 50% by 0. You are INCREASING the volume by 50%.
You don't multiply 100% by 150%. You REDUCE the volume by 100%.
You logic is flawed because you are looking at the numbers as multiplicative instead of additive. As has been explain numerous times to you, your math is wrong.
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@[Deleted User] said:
In fairness i don’t know why this BoP change is an issue when Legion players have already been using Tinkerer, Dark Devotion, and Insidious. Weren’t complaints about Legion using those before this.
Tinkerer is controlled by survivors so it's harder to abuse. Also it only last 12 seconds, meaning that the survivor can Mend for a second or two to avoid going down.
Dark Devotion requires you to hit the Obsession first. It's not going to viable every chase, you will get the cheese off once or twice a match at best.
Insidious requires the killer to stand still which means the survivor can Mend. The moment the killer moves the timer will stop.
I don't think these are at all the same as BOP or Nemesis.
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Except his explanation is clearly wrong but you guys want to keep arguing you are right.
You are not increasing nothing by 50%. You are adding 50% to nothing. There is a huge difference.
And no where in the perk descriptions is it confusing at all. "Reduced by 100%" and "50% louder". It's pretty clear these are additive.
I use both Iron Will as a survivor main, and Stridor as a Spirit main. This concept was obvious to me from day 1. No where can you interpret these descriptions as "increasing nothing by 50%".
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The house loops are still crazy stupid strong without Balanced Landing. Nothing will really change, except that you can't do infinites anymore.
Rework the map. Don't nerf the perk.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/851269#Comment_851269
Yes. I know. The next person to say this is getting reported for trolling/ spamming. Not to be hostile, but this is genuine trolling at this point, and there's no excuse for it. Honestly this thread should already be locked based on how far it's being derailed.
I've explained in this thread many times, both in the first post and in several replies, that I know how it works, BUT the reality is that the description of the perk and the reality of how the perks interact are entirely contradictory. I am making two suggestions here: change the wording of the perk descriptions, or change how the perks interact.
Iron will, in the description of the perk, says that it entirely mutes the cries of an injured survivor. Deletes. Removes. Disables. Eliminates. Erases. Discards. No longer is existence. I'm using every phrase I can find in the Thesaurus to remove any doubt beyond this point.
Stridor, based on the description of the perk, amplifies all survivor's breathing, and their cries of pain. You cannot amplify a sound that does not exist.
Again, to be as clear and concise as possible, I understand that the game treats these percentages additive, BUT, the description of the perks are inaccurate as to how they actually work in-game.
Iron Will "Grunts of pain caused by injuries are reduced by 50/75/100 %." (https://deadbydaylight.gamepedia.com/Iron_Will)
Stridor "Breathing of Survivors in pain is 25/50/50 % louder and regular breathing is 0/0/25 % louder." (https://deadbydaylight.gamepedia.com/Stridor)
What exactly is the problem with these descriptions? They say exactly what they do. No one is trolling you, you are just wrong plain and simple.
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It's not 50% of 0. The number are additive.
-100% +50% = -50%
Stridor 3 turns Iron Will 3 into Iron Will 1.
If you run Iron Will 3 and No Mither 3 you completely nullify Stridor.
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This is the problem with Oblivious I've been saying for a while. Like with Freddy when they gave him Oblivious in Dream World. It's dumb.
What should actually happen is that you don't HEAR the heartbeat or get notifications of TR perks, but you still count as being in the heartbeat. This would fix this problem immediately.
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I'm under the impression that you need to hit some limit before the penalties kick in, just to avoid false positives like a legit game/network crash or an instance where you get stuck in a wall or something and the game can't end. I imagine you would get 2 in a 24 hour period, and on the third is when you start getting punished.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/850251#Comment_850251
only mori them when the exit gates are powered tho…..
Well I mean it's the most efficient way to get Rancor on multiple survivors. Otherwise you need then to DS you at end game which is pretty much a loss.
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I think using these together would be counter productive. If you have DL you DO NOT want to chase the obsession. You anyone but the obsession.
However, I see Nemesis working well with Remember Me, Furtive Chase, PWYF, and Rancor. First 3 are all easy stacks. Rancor would be really evil because you could in theory mori all 4 super easy.
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Like this comment if you read the thread title in Arnold Schwarzenegger's voice.
PS. Oni is daddy 😁
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/850139#Comment_850139
Bond is pretty limited, though. I'd only know that someone else is closer if I'm also close to the hook (it only has a 32m range). With Kindred, I can be half way across the map and see exactly where everyone is, whether they're close to me or not.
The thing with Bond is that it's always on. There is no condition except range. And you don't really need to know where survivors are exactly, you just need an idea where they are. Like if I'm running around and I see a survivor go off in this direction with Bond, then someone gets hooked I'll know he is closer and SHOULD be going for the save (if they are a high rank/optimal player you can pretty much always count on this).
Like I won't deny new Kindred has uses, just that you can basically make do with other superior perks and good game awareness instead.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/850105#Comment_850105
the devs will never enable it as it adds an advantage, but I can see it being a thing when crossplay comes out and it pairs you with pc players
I disagree that it's an advantage. This isn't COD or Counter Strike where you need pixel perfect accuracy. Playing killer with controller is really no different than with a mouse. I play on 100 with an Elite (v2 I just got yesterday WOOOO) and I have no problem aiming my attacks or looking around quickly to search an area. The only killers where a mouse makes a difference is Nurse and Huntress, both of which are rare to see good killers because of the increased difficulty. They exist, and are still really good killers, but since it's harder to learn them most people just avoid them entirely (or get bullied the few times they try them).
Like I play Nurse and Huntress almost exclusively on my alt account (I do other killers for dailies/challenges but that's it). If I play either of them for a day I will be crushing survivors. One game as Nurse on Mother's Dwelling I literally don't think I missed a single blink, and they guys were being super squirrelly with their movements. I was still able to land right on top of them, spin my camera 180, and land the hit. In fact I feel like the biggest hindrance to Nurse in particular is frame rates, not controls. I miss more often because the game hitchs and drops frames than because I couldn't turn fast enough or aim well enough.
Not to mention, if they enable it ANYONE could do it. You don't need a special m/kb, a standard Dell m/kb will work just fine. So I don't see it as an advantage, more a QOL change. I personally would try using a mouse and controller (for analog movement) which is IMO superior to a keyboard because WASD is all digital. You can't hug walls as easily and are limited in the directions and speed at which you move. Not with an analog stick. And while yes, you can have instant acceleration, it doesn't take that much time to move the stick from one side to the other, so that advantage is minimized and not going to be better than having more fine control over movements.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/850118#Comment_850118
I can't see it being a must have no matter what, but I feel like I'll probably end up running it quite a bit. As long as you aren't in a full team, being able to tell that someone is closer than you or going for the save means you can be way more efficient and do a generator instead.
Eh, still kind of a beginner perk. If you have good map awareness you don't need it as much. Spine Chill is better for tracking the killer, and Bond is better for tracking other survivors. The only benefit I get out of Kindred personally is when you yourself are on a hook, because then other survivors can coordinate better.
Definite step in the right direction, but still not something I see experienced high rank players using.
New No One Left Behind though...
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I imagine it would look similar to Freddy/Pig since they do what Spirit does, grab the window with both hands and yeet both feet across at once like a parkour champion.
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@Mr_K said:
For solos maybe
Agreed, and even then I don't see it being "top tier". It will definitely be way better, but I'm not giving up the actual top tier perks for it even if I'm solo.
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KB/M is now native on Xbox. The devs of a game just need to enable it. You can plug in any old Dell KB/M and it will work on menus and Edge and such no problem.
I think BHVR should enable it on Xbox. Not many games even have it (Minecraft does IIRC but that's like the only game that does, and it's owned by Microsoft).
As far as your auto-aim issues I've had that before. Where it locks on to a wall or something. It happens, usually as a result of frame drops though (at least for me). I swing, the game hitches for a full second and I'm facing a wall or something weird.
I find the best way to avoid this is to not lunge and aim straight ahead if the survivor you are chasing does that back/forth shimmy. If you lunge and/or try to track them with your camera it will make you miss. Just pick a spot in the middle of the shimmy, get a tad bit closer (if you can afford it) and tap RT. You should hit them no problem.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/849952#Comment_849952
Again, there's no alternative because they artificially made it so.
Designing a game is like cement. Cement before it dries is easy to fix. When it begins to harden, it becomes tougher and tougher to fix until eventually it's so hard, you can't fix a problem without completely uprooting the foundation.
If I was making a game and I had a choice that I could balance the game, but it would cause a small fraction of players discomfort -- I would immediately look to find another solution. I wouldn't want my players feeling sick or nauseous playing my game. If that happened, I would have failed completely as a game developer.
Would that be hard to balance for? I bet it would be. But it would also mean more people could play my game comfortably, and happily.
And that's what I don't understand. I don't see how it could be that hard to balance around a comfortable FOV from the start, instead of an uncomfortable one from the start. Instead, it was balanced for a low FOV, and all you need to do is google "Dead by Daylight killer fov" to see how much of a problem the low FOV is for a LOT of people.
Now, perhaps a dev can explain and give me valid reasons for what, how, when, where and why an FOV of 87 was chosen for killer other than just saying "it was for balance". However, I bet if they gave killers a slightly higher FOV one day on the PTB, I very, very, VERY highly doubt that killers would suddenly start over-performing across the board.
(I'd like to talk more, but I must go to bed for now. G'night.)
"And that's what I don't understand. I don't see how it could be that hard to balance around a comfortable FOV from the start, instead of an uncomfortable one from the start."
"If I was making a game and I had a choice that I could balance the game, but it would cause a small fraction of players discomfort -- I would immediately look to find another solution."
You answered your own question.
First it makes no sense to dump what is essentially the best balance point to satisfy a small fraction of players. You are basically changing the core design of the game to accommodate a handful of players.
Second, there likely is no other solution, at least not one that doesn't drastically change how the game is played. You keep talking like there was another option. No dude, there probably wasn't. Like I said game dev is testing and iteration. The devs likely tried MANY different FOV and found 87 to be the one where the game just works the best. No to mention, some people do get more motion sick with higher FOV, so you're never going to satisfy everyone.
I have a friend, no lie, that gets seriously motion sick from ANY first person game. Even when he can change the FOV, he is just a guy that easily gets motion sick. Know what he does? He avoids playing first person games. He doesn't go to the developers and complain there is no third person option. In a game like Minecraft where you are not hurting the core design or directly affecting other players, sure they can give you a third person option. But in COD, they won't give you a third person option BECAUSE IT BREAKS THE GAME! I really don't see how you cannot comprehend this. As @twistedmonkey said it's just common sense.
Also your whole comparison between game design and cement just shows you don't understand how game dev actually works. Sometimes there is only 1 way to pour the cement that works with the rest of the design. If you want to pour it a different way, you have to change the fundamental design of the thing you are building. Might as well make an entirely different whatever it is you are making while you are at it.
It's like the 500lb dude complaining that there is a weight capacity limit on a roller coaster. No sir, you can't ride because of weight limits. AND THERE IS NOTHING THAT CAN BE DONE ABOUT IT. That's just how it works. Sad fact of life. End of story.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/849840#Comment_849840
I dont really understand your argument. Shadowborn increasing FOV was made soley to give the killer more info as that is what its designed to do. it was never a band aid fix. Perks are designed to give certain advantages and It was widely used on some killers in the past namely Nurse but not so much with others as it didnt gain them more over other perks.
The point thesuicidefox was making is that if they balanced the game around the best possible FOV view then those that play at default have to then be disadvantaged. This in turn makes the highest possible FOV the go to one to use as its the most balanced state you can play. That is just common sense and the same reason why players gravitate to certain builds it would mean there would be a meta FOV setting.
I understand your motion sickness issue but at the same time you have to understand why something isnt an option. Its not personal or about band aid fixes its just about making it a level playing field without tweaking the system to gain an in game advantage.
"The point thesuicidefox was making is that if they balanced the game around the best possible FOV view then those that play at default have to then be disadvantaged. This in turn makes the highest possible FOV the go to one to use as its the most balanced state you can play. That is just common sense and the same reason why players gravitate to certain builds it would mean there would be a meta FOV setting."
Quoted for truth. Highlighted for emphasis.
Asking for a wider FOV in a game where it is a critical balance aspect is selfish, no other way to put it. Sucks that you get motion sickness, but that doesn't mean they need to make the roller coaster worse for you to enjoy it. Some things are just not meant to be. Game design is not haphazardly done. There is intent in everything.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/849876#Comment_849876
Like I should just accept that the game will probably never have a proper options menu?
Like I should just accept that every other patch, grass is going to effect sound occlusion?
Like I should just accept that auras are going to be near impossible to see in Ormonds, just because?
Like I should just accept that console will probably never even hit a stable 30 FPS, let alone a stable 60?
No thanks. I have higher integrity and a higher respect for other individuals than that.
It's my criticisms to the game and based on what other people have offered (a lot of people by the way) who share very similar sentiments, it's not an outlandish concern that the killer FOV is as narrow as it is -- and it won't be the last.
I don't care if there is reasons for it. I could have a very good reason for why I punched someone in the face -- me having a reason doesn't make punching someone in the face an acceptable answer to my problems, however, nor does their reason erase the very real problem that the FOV is so narrow that it legitimately causes motion sickness for people.
No you don't have to accept any of those things because they can all be addressed without gutting the game's core design.
FOV however is not even close to the same issue as these. It can't be changed. A mod told you exactly why. It sucks but there is no alternative, there just isn't.
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I don't like it because rank reset was the only time you get some variety from the game. Now, everyone gets pushed back a full color rank so it's just the same things but at a different rank. You won't have a mix of high ranks and low ranks for that variety. It just shifts everyone the same. That means purple rank after reset is just red ranks.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/849691#Comment_849691
They should have thought of that before balancing the game with a ridiculously low FOV, shouldn't they?
Pallet and window loops don't make people motion sick for one, so we can throw that logic out of the gate.
No, it doesn't make the game a completely different game because we know what it'd be like with the existence of Shadowborn and M&A in the first place. In fact, most killers don't even run Shadowborn because it doesn't give them that huge of an advantage as you seem to claim it would. An advantage? Yes, but certainly not on the levels that it would absolutely destroy the foundation of the game as you seem to be claiming it would. If that was the case, I'd see Shadowborn ran by people who used it for more than helping them with their motion sickness and M&A ran by more than Myers and the occasional Hag or Pig.
When the FOV perk made to widen your view is ran more by people who use it so they don't get nauseous from playing the game, rather than the little advantage it provides, that should give a hint that the default FOV is too narrow.
Secondly, it won't be forcing anyone to run on the highest FOV, because again, that's what a slider is used for. This is beside the fact that a higher FOV while it widens your view, makes things in the distance smaller and easier to miss.
I know it more than likely won't get changed, especially because BHVR is known for their low-effort band-aid fixes. Regardless, that doesn't mean I can't criticize them about it, state how stupid of a decision I think it is and why, as well as the other similar decisions they've done to balance or fix the game with similar fixes and balance decisions.
Half solutions still leave whole problems. The narrow FOV is just one of many examples. Copious amounts of duct tape only work for so long before the cracks become too much and the entire foundation shatters and the cracks have been showing already for a very long time.
"They should have thought of that before balancing the game with a ridiculously low FOV, shouldn't they?"
Hate to break this to you, but they probably DID consider it. They don't just arbitrarily pick a FOV setting. Game dev is all testing and iteration. You try this, it doesn't work, you try something else, doesn't work. Keep learning from your mistakes. Eventually you find something that works.
You seem to be under the impression they just picked 87 and that was it. No dude, they probably tried other FOV settings and found 87 to be the balance point. Hence why you have a perk that increases FOV, because it gives you a massive advantage but at the cost of a perk slot.
Just accept that higher FOV breaks the game and that it's inherent to the design. It needs to be a specific amount for a reason, they didn't just pick that number.
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@Nobsyde said:
https://forum.deadbydaylight.com/en/discussion/comment/849743#Comment_849743
I don't really understand the line of thought:
- Did BT need a timer buff?
- Did Legion need a nerf?
I think everyone would agree that the answer is no.
If some add-on combined were ridiculous, then why not change the add-ons (duh!)?
Also, what about the basic attack change? Can you please read here?
Technically BT did need the buff since there are now so many counter options with Oblivious/Undetectable. Nemesis alone will be a hard counter to BT, just hit them, eat a pallet, and they go down in 10 seconds.
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I'd assume the new obsession would immediately fall asleep and not be able to wake up, while the old one can now wake up.
Considering both the perk and DW inflict Oblivious, it might be redundant. Though the perk by itself would probably be a good pick for Freddy since you can more easily get them asleep so they will get hit by snares.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/849541#Comment_849541
Again, if it would make it a little bit easier to find survivors as killer, then make it a little bit easier for survivor to hide in other ways to compensate.
If adding the option for a slider to have at least 13 more degrees of FOV for example would totally break the "balance" of the game completely, then the game is woefully imbalanced in the first place.
See, why did they balance for 87 FOV? What if they had balanced for 105 FOV (shadow born) with a slider to lower it since the start? We wouldn't even be having this discussion.
There's no reason that physically makes it impossible to balance the game with a wider FOV. Only artificial reasons they themselves created.
"Again, if it would make it a little bit easier to find survivors as killer, then make it a little bit easier for survivor to hide in other ways to compensate."
You are literally asking them to change core game design to allow for an FOV slider. You realize that is NOT at all practical. They'd have to redesign entire tiles and maps. The time and cost of this would be astronomical and completely change how the game works at the most basic level.
That's like asking them to change how pallets and windows work to fix loops. It's literally a different game at that point.
Not only that, now you are FORCING killers to play with the highest FOV, because if you play anything lower you are at a disadvantage.
Just accept it won't happen. It CAN'T happen. If it does then you cause too many balance issues. @MandyTalk even explained exactly this to you.
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It's really not. For new players sure, but for experienced players it's a bit of a joke. Most high ranks only use it to troll the killer, but the fact you have to walk everywhere to preserve it makes it a really bad perk.
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@Sairek "Again, it's only game breaking because the game was balanced in a way that it would be game breaking. That's BHVR's fault. If their game is so unbalanced, that giving people a 80~110 FOV slider would completely break the balance game, then the game isn't balanced in the first place."
It's actually not their fault. FOV limits are inherent to the game because the killer is in first person. There is literally no way to avoid this besides giving the killer a third person camera, which completely changes the dynamic of the game. Like I can't see how you can argue this. You cannot make the killer first person and balance the game without a specific FOV.
Adding a FOV slider (or colorblind options) would 1000% be abused by players that don't need it. Therefore, it's best to not have them. Sucks for the people that need it but yea, game balance comes first. If you put your own experience over the integrity of the game that is selfish.
Other games can do it because it's not an inherent balance aspect of the game. Everyone plays COD from first person view. If you give them an FOV slider it's not hurting the game's design. If you give colorblind options, it's not hurting the game's design. That's because COD is not based around the idea you should be HIDING from another player. You can do this, but it's not what the game was built on. DBD on the other hand was built on the fact that players need to hide. Anything that affects that directly affects balance.
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@8obot1c said:
They made it so that you couldn't use infinites like the tractor or haddonfield.
Its to balance everything out and I don't mind because this needed to happen anyways to balance the game
These spots are still really bad even without BL. Maybe fix the problem maps/tiles instead of gutting a good perk.
Dead Hard is officially the only viable exhaustion perk now.
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New pallet perk icon should have been...
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Cha-ching!!!
💵💵💵💵💵💵💵💵💵💵
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/847377#Comment_847377
https://us.v-cdn.net/6030815/uploads/798/HX7X7KPWDWHC.png
From the official wiki. But I'll test it ingame later just to make sure.
Maybe but I explicitly remember using Sloppy on both Huntress and Billy and it works. Unless it was recently changed to work that way.
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Sloppy doesn't specify "basic attacks" so I don't think it will be affected.
@Fibijean said:
Currently FF is the only killer power which works with Sloppy Butcher, and I assume that's because for perk purposes it currently counts as a basic attack. If the leaked changes are to be believed, that would mean that no, Sloppy Butcher will no longer work off Feral Frenzy hits.
Not true. It procs on Huntress Hatchets, Billy/Bubba chainsaws, Pig's Ambush, and Demo's Shred. I think the only injury inflicting powers where it doesn't proc is Plague's Corrupt Purge and Trapper's traps.
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Sure killers would never dodge if they knew they were facing a 4 man SWF. /s
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I'll take your money thank you...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/847135#Comment_847135
No, potentially giving some people motion sickness because the FOV is so narrow shouldn't be a "gameplay feature".
It's why I usually run Shadowborn or Monitor Abuse, so I can play killer without the risk of literally feeling sick.
It sucks that you get motion sickness from the FOV, but allowing people to increase the FOV at will is pretty game breaking.
If you get motion sick that easy sorry to say maybe DBD isn't for you. It's made that way for a reason and if you let people adjust the FOV absolutely NO killer would ever play on the default FOV. A wider FOV is a huge advantage in this game.
Accessibility should not come at the cost of game play.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/845658#Comment_845658
I still don't understand why this game balances certain aspects by refusing basic QOL features, instead of balancing around having those basic QOL features in the game.
Because killer's vision is a key game play mechanic. It has to be to what it is for very specific reasons.
QOL/Accessibility should NEVER come at the cost of game play.
Really don't see how this is so hard to understand. Giving out free Shadowborn is a clear advantage to killer.
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Make the Borrowed Time perk icon flash when you make a save and give the guy BT. Sometimes I swear I gave BT and I didn't, other times I give it and didn't even hear a heartbeat. That is important information because it changes how you play.
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Hillbilly.
- He is a very straight forward killer and easy to pick up and learn. But he is hard to master so you always have room to get better.
- He's one of the top killers in the game. If you pick a killer like Wraith you will reach a point where you will struggle really hard to win even if you get better because he is weak. You won't have this issue as much with Billy.
- He's a fun killer to play.
- His base perks are all not bad. Enduring is a meta perk. Tinkerer can help you track survivors and gen progress while giving you no TR which can be a lot of fun. Lightborn will help you against flashlights, which you will run into more as you rank up and something newer killers fall for often.
- He is cheap. Currently, he has no pink add-ons and only a few purple add-ons. His best add-on is Carb Tuning Guide which is green. You don't need to dump as much BP into him as other killers because of that. But this is set to change so start leveling him up now.
- If you got BBQ from the Shrine, that's an amazing perk on him. Besides giving extra BP, Billy can take full advantage of the aura reading with chainsaw sprint.
- Best "free" perks for him: Whispers, Deerstalker, Sloppy Butcher, Bitter Murmur (if you can't get BBQ), Iron Grasp.
- Best teachable perks for him: BBQ & Chilli, Hex Ruin, Nurse's Calling, Infectious Fright, Spirit Fury (use with Enduring), Pop Goes The Weasel, Thrilling Tremors, Discordance.
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Trapper gives me PTSD. I will end up checking grass for traps in the NEXT game even if it's like a GF or something.
Hag can be scary because I tend to suck really hard against her. Probably because I hate crouch walking everywhere and run into all her traps.
A good Billy is scary. But only the good ones.
And I recently discovered that Clown with Brutal Strength is very very scary.
