wisdom
wisdom
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/547967#Comment_547967
tell that to ghostfaces on the 1st week
So you are saying that you would have preferred go ghostface to not have access to tk the effect because of bloodpoints restrictions?
that somehow playing against a ghostface that didn’t have NOeD noed as a possibility would have been a more accurate representation of the killer?
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@theArashi said:
OF COURSE IT ISN'T!!!.
DEVS CLEARLY STATED: 'Now that we have enduring covered, we can revisit all stun perks and adjust their lenghts if needed'
Of course they never even bother touching anything but enduring.
They actually explicitly stated they think ds is in a good place
abd that stun times don’t all have to be the same. Stun times should reflect the situation they aren’t being used in.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/548320#Comment_548320
It's not difficult at all too trigger, the skill check is 2x the size of a gen skillcheck. In all my time using it I have failed too hit it once because I have comcast and I get spikes from time too time.
i feel like you are confusing “trigger” and “activate”
unless the Killer is unaware how how borrowed time or ds work, it is generally unlikely they won’t play play around it (simply slugging)
hitting a skillcheck doesn’t say anything towards the perks strength. It could be a button activation and the perk wouldn’t change
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I would imagine it is, since killers don’t have fireworks clogging their spawns
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I love how quick people are to downvote but no one is willing to back up their arguments
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it is 75% *recovery time* vs 50% *stun reduction*
at 75% it was 1.14 seconds for pallets. At 50% it is 1 second
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I believe that 5 seconds is actually a good amount of time when you consider how difficult it is to trigger.
it is supposed to Be a deterrent . You don’t want it’s it to trigger? Slug or dont tunnel
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@Cymer said:
How long was DS a thing?
ds wasn’t a bug
though i wouldnt put it past the devs to create another paid only dlc with a perk that does exactly what wake up does right now however , and then nerf needs when sales figures are met
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I feel Like vigil is omen of those perk slots that Is currently worthless, but can be meta if a perk comes out that it counters.
like if sloppy butcher was on a Timer instead of being permanent effect, vigil might actually be a good perk to counter it.
and of course similar effects can be made in the future that vigil can work against.
so while it is os currently worthless, i would argue it is in a good spot
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I love it when people say that NOED was buffed as though somehow t3 was changed because of the buff to t1-t2.
guys, if the buff to t1-t2 effects you, that means you are in a rank where people don’t have all the perks yet anyway. If that same killer had t3 you would a still be complaining about it. Don’t pretend that because it is t1 that somehow it is more unfair. It is still weaker than NOED 3
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The player bans for disconnecting to often should start up again soon
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@AhoyWolf said:
What if his fatigue was increased after every successful hit with FF? When he doesn't hit anybody while in FF, his fatigue will be 2 seconds, but every successful hit will increase it by 0.5 seconds.
What do you think?
For legions theme wouldn’t you want the opposite?
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I get that killers want to defend the few strong things we have, but ignore we want the gam game be fair and balanced we do have to make concessions.
aside fro being less likely to pip of you mori a survivor, there really isn’t a cost to an ebony mori.
when you’re total number of downs in a game needed to end the game goes down by 30%, can you really justify that’s as fair?
and i get that it is an expensive offering and should be powerful. And as an offering it is a limited resource. That’s not enough justification to say that it is fine being well above curve in terms of power compared to other things in the game.
you know what a nice change to ebony mori would Be that keeps it’s power incredible, while also promoting fun play and that I think most people would agree is fair for its effect?
keep it the way it is, with ones caveat. You cannot start using your mori until every survivor hasn’t been hooked once.
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2 of the 4ghostface changes are for consistency within the game
pallet stuns should break him out of stealth. It has nothing to do with power level and everything’s to do with him own killer powers interact with pallets (see legion, plague, and wraith)
the stalking marked survivors to indefinitely expose them is not going to effect ghostface’s gameplay, at all.
the stalk addon nerfs. Maybe they are justified? Maybe they aren’t. I will not comment on that.
and the extra vision for the center of the camera is to help prevent ghostface from simply side stepping to reset survivor vision on him.
these changes are less about balance and about about more about how the killer is supposed to feel
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@Well_Placed_HexTotem said:
https://forum.deadbydaylight.com/en/discussion/comment/424196#Comment_424196
Sounds like no big deal. When BT procs you’re either gonna tunnel the survivor or not, and didn’t it already change to not deplete in a chase?
Now it wont deplete within the terror radius.
i agree it’s not a big deal. People are just complaining because it is slightly better.
ALSO I really honestly believe that people here are underestimating then value for 115 movement speed..:
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@harley_gibson said:
It let's you tank A SINGLE hit and after that is useless. Also there is a lot of killers will counter play to this.
I honestly don't see anything wrong with this perk.
It is completely broken against killers it does affect. Having an instant heal with no penalty should not be that difficult to see why.
though I will admit that’s having some killers it is bad against detours people from using it, but when it becomes usable against the nurse like it isn’t intended to be, you will be seeing it pretty much every game, since it is strong against nurse, billy, spirit, hag, and Myers.
because I know I’d risk having 1 less perk against Huntress, Plague, and Legion to have an instant heal against pretty much every other killer in the game.
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I think Hag’s seem like they are nicer because they don’t camp pretty much ever, because those that would normally camp just put a trap on the hook.
They dont tunnel because it’s whoever triggers their trap
etc.
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@ClogWench said:
Until rank actually matters I could care less about pips. It's never been a testament to skill, it's never mattered in matchmaking cause that's already a disaster, it gives you nothing and gets reset monthly. All it does is let red rank players feel like their opinion carries more weight than anyone elses.
Isn’t that the point of making it mode difficult?
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Killer pip system is fine with the exception of losing because people Dc/ kill them selves on hook.
this fix we got was to address the fact that there weren’t enough people who could rank up, causing major issues with queue times at the higher ranks.
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No one person with any semblance of skill called ahead on OP.
the perk is not OP. The perk is adrenaline again (an instant heal that shows up mid game) a perk that is already run 3-4 times a game. Mom does it a second time a game.
also, the aura reading only happens after you have activated the perk, which means yea I guess you are “exposed” after you got your instant heal.
This game is about time management. If there are 4 instant heals in a game from mettle of man, it is going to be quite easy to get the 4 adrenaline’s off as well.
mom by itself isn’t a problem. Mom + every other option that gives you an extra hit + 4 survivors is a problem.
Unless you are playing one of the specific killers that counters it with their power, of course. But playing a specific killer shouldn’t be the counterplay option we opt for, should it?
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No one person with any semblance of skill called ahead on OP.
the perk is not OP. The perk is adrenaline again (an instant heal that shows up mid game) a perk that is already run 3-4 times a game. Mom does it a second time a game.
also, the aura reading only happens after you have activated the perk, which means yea I guess you are “exposed” after you got your instant heal.
This game is about time management. If there are 4 instant heals in a game from mettle of man, it is going to be quite easy to get the 4 adrenaline’s off as well.
mom by itself isn’t a problem. Mom + every other option that gives you an extra hit + 4 survivors is a problem.
Unless you are playing one of the specific killers that counters it with their power, of course. But playing a specific killer shouldn’t be the counterplay option we opt for, should it?
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If body blocks were the only thing that counted it would be worthless
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in middle school my hippy teacher did something similar. She had 3 levels of tests, and said people could choose how hard they wanted the test to be.
naturally, she was trying to get people to push themselves on their own. Also naturally, most people chose to use the easy version of the test.
i imagine the same thing would happen in mass in game, and this idea would work fall very hard very fast.
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@FSB75 said:
Why was this guy banned, other than his fake accent?
I believe it was for harassment of his female viewers
he made an apology video about it. I could be wrong though. I don’t actually view his content so i couldn’t say for sure.
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Not a single person with a semblance of skill ever said that Head on was broken.
also, for the most part, people understand that by itself MoM isn’t a problem. It is essentially just an adrenaline that activates earlier in the game. It’s when you have 4 of them + the other perks that do the same thing that multiply the extra hits exponentially that is the problem.
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@Raccoon you could always go with what some people are arguing. “Just grab them off the gen” 😂😂😂
The perk being good against the nurse isn’t actually problematic, since it’s the nurse. It being good against pretty much every killer with no drawback is a problem though.
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On the fog whisperers thing, it is far more likely their viewers went after you on their own accord, not on the command of the whisperer.
generally speaking people have a tendency to happily shoot for a mob mentality and try to enact vigilante justice. It’s why name-shaming is not okay on any dbd forum.
ao it is very likely you were just targeted because your name was out there @Detective_Jonathan
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personally I’ll only cleanse 1 dull totem. Assuming everyone else adopts this mentality, and assuming ruin (because you should) all of the totems will be done quickly and there won’t be any NOED ato worry about.
If it is closing in on the end of the game, I don’t run around like a potato looking for totems. If I see one, I simply remember where it is, so I can cleanse it later if it happens to be NOED.
i also prioritize totems near the exit gates, because if NOED spawns bear an exit gate you will not be able to cleanse it and save an ally.
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Correct answer: it is referring to itself.
if you have t1 WMI, it is 80% healing speed. If you unhook 2 survivors, you would get 100% healing speed, not 160%.
The perk used to not have a cap, so it was possible to get 300% healing speed at t3 by unhooking 3 survivors.
WMI by itself will heal a survivor in 8 seconds
WMI + Botany knowledge will heal a survivor in ~6 seconds.
they stack.
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dear devs,
i understand you want struggling to be an active experience. Pressing the button rapidly to help immerse us in the experience...
...
... so can we please get an option to change it to instead be a “press to let go” as a setting we can change to when we are done being immersed?
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@Slayer what...
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I would remove the 3 second requirement to activate and then make it so that the survivor becomes exhausted every time they leave the locker, not just when the successfully stun.
would turn lockers into kinda pallets ish that the killer can dodge.
Would open up mindgame options
etx
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/408714#Comment_408714
What about Freddy, Trapper, Clown and Doc then? They can't prevent MoM with their power (Trapper is too RNG based).
And.... There is a reason why DS was nerfed. It got abused. And MoM is even worse now. At least you had kind a counter to DS which every killer could do. MoM does not.
MoM is not worse than Ds
ds was strong because it killed your pressure early on in the game and prevented you from gaining momentum. If you are a ds later on in the game it didn’t hit as bad as if the obsession was the first person you found.
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/409845#Comment_409845
Ok, you completely lost me for a while, but I'm assuming you're confused because you're talking about AFTER MoM triggers and I'm talking about while it's active, but has not yet triggered.
So we were applying different logic because we were applying it to different cases entirely.
The aura reading part happens while it is active and you heal to full, regardless of if you have ignored a hit or not. the perk just has to be active
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/409038#Comment_409038
He explicitly says flip flop is useless, so you're clearly talking out of your ass lol
Going off his most recent Fog hour where he used flip flop over mettle of man and talks about how mettle of man is like unbreakable... like somehow killers just won’t hot the survivors
stopped agtee the first game because like most of his content he demonstrates a clear lack of skill despite his vast knowledge of game mechanics.
as far as he cares, his opinion is the only one that is right, even when there is outstanding evidence suggesting otherwise.
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@TheRealDweard said:
This is some low quality bait. This game has an average of 10,000 players on pc alone and its probably even higher than that according to steam chart.
The player base did stop growing, even with a free weekend. That suggests that the number of players coming in is equal to the number of players leaving.
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Yea so I can tell you are probably not trying to say that it triggers multiple times, but it sounded like you were.
thinking about it, you were just referring to the situation in which the survivor takes their 3rd hit while MOM is active but doesn’t trigger MOM (take a 4th hit)
but yea, simply not healing you still have 2 health stages with no drawbacks. Healing would make 3 health stages with massive drawbacks... and you have already gotten your 3 health stages, you just happened to use one of them already.
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/409781#Comment_409781
Oh, boy. You should have watched the (less than a minute long) video. That was the exact opposite of what happened.
Billy dropped the survivor he was carrying because a HEALTHY Meg had Mettle waiting and was able to block him twice. They then both got away. If the Meg was injured and had chosen to not heal, one of them would have felt a sharp pain through their left shoulder.
Besides, why would you choose to not heal? If you heal, you get 3 hits on your next chase. If you don't, you only get 2. If you're exposed, fair enough, but that's the exception, not the rule.
i am currently on a military base. I couldn’t see the time stamp and my internet is pretty ######### and I cannot load videos. It’s the only reason I refered to it as “the entire thing”
The clear and, fairly obvious I think reason that meg wouldn’t heal is because of the aura reading part of the perk.
though i am realizing that you are saying it can trigger more than once, which you know what I didn’t realize was a thing. So you are correct, maybe you would heal to full health to get 3 health states back at the cost of the killer tunneling you. Otherwise... I mean you would just be injured. You got your instant heal already.
i like the comparison to adrenaline a lot more than to ds. I know that wasn’t your argument but I think it holds a lot more merit.
and to be clear, I don’t think mettle of man is broken. I think mettle of man is just one of way to many perks that do what it does that stack together. It is getting to the point like it was back before exhaustion was a thing and you could stack balanced landing with sprint burst.
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/409109#Comment_409109
I didn't compare it to Adrenaline and don't think it's similar to Adrenaline. Please don't attribute arguments to me that I didn't make.
Adrenaline is considered strong because of it's possible value, but the truth is that it's often useless (Literally doesn't get used) because of how situational it is. With that in mind, how is stacking a near enough useless perk with Mettle even a remotely overpowered option?
Speaking of Mettle stacking with other perks, the only complaint I've seen with any validity so far is dead hard and very few people have brought that up. Know what would help resolve that though? Removing the speed boost from Mettle. Oh wait, according to you that would make the perk useless.
By the way, stop saying healing with Mettle is pointless. The fourth comment (the video) in this thread literally proves you wrong and you're just invalidating your own opinion. Being able to heal while keeping Mettle active is what makes this a toxic perk. (Having said that, maybe making players broken when Mettle triggers would be an appropriate change).
The option to delete the quote isn’t a thing so I guess I’ll just have to edit in a comment.
the argument for the video, which honestly I am not going to watch the entire video, is probably “billy counters it”. Close to right? It didn’t proc off billy?
when would an Individual heal to full health (aside from an adrenaline proc) with mettle of man active?
Edited in: and you did in fact say that “mettle of man is just adrenaline by your description”
and the perk does function in the way he described.
so... I am not sure where to go from there.
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Personally I just want new maps to stop being so big. Why do maps like Tempe feel like they are made for 6 people
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I used to use it. Got all the meg perks off it, so never leveled meg. Now I just have all the perks and I don’t need it
inagree with the above: it used to be cheap, now I don’t think I would ever choose to spend shards on the shrine
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@SamuraiPipotchi said:
https://forum.deadbydaylight.com/en/discussion/comment/408713#Comment_408713
Read the original post before commenting please. I said removing the speed boost would improve the balance.
Also I think otherwise because I've been intricately studying games design for >10 years and playing DBD for... I think 2½ years. I think otherwise because I'm basing my opinion on rational thought and multiple perspectives as opposed to personal frustration.
The perk is poorly designed because it annoys people. Not because its overpowered. It's literally just Adrenaline by your description.
Yea it sucks when people don’t bother reading the post before they comment
and you are correct, it is exactly like adrenaline.
except it can be used earlier in the game
except it can be stacked with adrenaline
it by itself isn’t a problem. The fact it can be stacked over multiple similar perks and used in tangent with them is the problem. The cost to the perk that is built inside of it cannot (will not) ever come up because why would anyone ever heal while the perk is active?
so I do appreciate you comparing it to adrenaline, which is often regarded as one of the strongest perks in the game (but you are right not overpowered), and yes the problem isn’t actually with mom itself. It is with the sheer number of second chances and effects like this in the game. There are so many that stack with each other that means winning becomes far more difficult than it needs to be because survivors correct their mistakes for free 3-4 times a game per survivor.
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@SamuraiPipotchi said:
Honestly, I don't think the old Desicive Strike was overpowered either. I much prefer the new DS and if the old DS was paired with Mettle... yikes.
People may ask "Why does everyone think it's overpowered then?" to which I say: most people are bad at games design. They see something they don't like and become the boy who cried "Overpowered" because they don't understand the intricacies of games design.
The reason killers don't like these perks isn't because of their strength, it's because they're annoying and poor games design. It's frustrating to win a chase and then feel like your reward was snatched from you. Mettle isn't overpowered. It's just annoying.
I agree with your premise that most people are bad at game design, but unfortunately you also simultaneously said that old DS wasn’t a problem.
this tells me that you do not understand exactly what a killer has to do to win.
now, in terms of raw power, mom is not better or even close to the same as old
ds. This is true. The big problem with old ds, that mom soft fixes, is that it would go off before the survivors first hook, which means that the killer would lose all of the potential pressure they were supposed to gain from hooking the survivor (which is exactly why you slugged for the same reason)
mettle of man, however, does do the same thing. But it does so after the second or possibly even 3rd hook bar a few killers.
Mettle still stifles killers momentum, it is still simply an instant heal as a perk with no downsides... except that against specific killers or perks it might not activate.
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Speaking of Tyde-bashing.
anyone who still thinks Mettle o Man is a bad perk, Tyde agrees with you. He thinks flip flop is a better perk. That should really be all you need to know.
ON TOPIC:
i do not disagree with his assessment that the emblem system. I think it is pretty accurate. I am personally getting really tired of getting iri in chaser and not popping because all the gens were done. Or getting iri in lightbringer and having to go back and farm killers for points..: and hope not to die. Because no matter how much of a potato a killer might be, they are still a killer, and you will die on your first hook if you are caught after then gens are powered.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/408375#Comment_408375
The ones that drive me nuts are the bright clothes wearing ones in red ranks or high purple like 6ish or so.
To be fair, No Mither is only designed as a “challenge yourself” perk. It doesn’t benefit you directly and pairs with pretty weak perks.
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@Mcfred said:
Plague counters it in a way since if you are fully sick she just one hits witch means by the time you get 3 stacks you're dead unless you wiggled off of her shoulder.
Legion too, at the moment.
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/407994#Comment_407994
Yep. And more Leatherface and Myers because of their insta down.
Maybe I will ignore my obsession after 3 hits unless I have a Perk for it. So it's time for Save The Best For Last again :)
Works at full strength regardless of if the survivor is the obsession.
the fact the obsession is on the perk is completely arbitrary
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That is an interesting idea for sure.
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@aderpymuffin said:
Actually thats not correct. Killers see eachother in the fog. They usually run across eachother somewhere in the murky mist. If the entity does limit this, it has nothing to do with the killers fighting back. Its more likely because a killer like Hag (Eaten by cannibals) would absolutely SHRED The Cannibal if she ran across him knowing he was a cannibal. Other killers could have negative feelings towards other killers. So the entity most likely limits who can run across who. The Nurse and Wraith would have no reason to hate each other. So they likely developed feelings while running into each other a lot.
But given that the entity feeds on powerful emotions and can replicate killers and survivors infinitely throughout space and time, would it not stand to reason the entity would actually want that to happen?
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the theory I have for Ash being able to speak, aside from $$$, is that Ash is actually known for pissing off demons and other supernatural entities. It would stand to reason that it would piss the entity off if he can talk