wisdomwielder
wisdomwielder
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PC player here. Trying to keep up with SWF squads has been exhausting lately. There's a group every other game going as tryhard as possible, running object and the like. Feels like there's way more of them than usual right now.
Gonna be taking a break as well, at least until the next update.
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Maybe try mashing the grab button? I've heard it works, but I've yet to have a situation where I can try it out.
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Just slap on another cooldown for his cooldown. Done.
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The single fact that this single perk makes optimal SWF squads 10 times more effective than they already are is reason enough to remove it. People who do not understand this fact, NEED to go against a team like this and see how much they break the game. As a killer, I don't want to go f*cking tryhard and switch to a special build to counter this every time I get the suspicion a SWF is gonna go tryhard. I want to run my stupid builds and have fun with B-tier killers. Killers who encounter this should probably just protest by dc'ing because there is literally no reason to put up with this game-breaking bullshit. Maybe if it happens enough those SWF groups will get the picture.
People want consistency between SWF and solo? Start here.
#deleteObject
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This is not lore
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@TunnelVision said:
Of course, i keep forgetting the game is all about survivor fun. Silly me!
Seriously dude, get in in your head already! Billy nerf for the baby survs who didn't like getting insta-downed. Ruin still too strong apparently so we gotta nerf that again too!
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Don't worry it's been like this the entire four years this game has been out. I think a lot of toxicity stems from the natural divide between killers and survivors, and the lack of empathy that many people today simply do not have. Some people only play one side of this game and it shows.
Play both sides people. You will become a better, more understanding gamer.
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@Andevrr said:
Ouch, im seeing a lot of Decisive Strikes.
I'm very interested on why, TBH as a survivor i need it.
I hate getting 'farmed; by my teamate with no Borrowed Time, only to get put right back on the same hook. when i play solo.
DS helps me enjoy the game solo with an extra 60 seconds of LIFE.
Thoughts?
I would be okay with it if wasn't miss-used all the time. It should be changed to deactivate when the killer hooks another person or if you do anything to further the ending of the game such as healing yourself, teammates, or working on totems or generators.
Object is obsession is straight up broken and should do something entirely different. Most people don't realize this until they've gone up against 3 or 4 users in one game.
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This is more of a feeling that an actual theory but you get the idea.
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@claudetterealness said:
NOED is by far the worst perk in the game and any killer who uses it is just so bad, you shouldn't be able to win because you couldn't confirm a kill the whole match. Survivors shouldn't be punished for actually doing a good job and getting to end game - will it ever be removed or changed?
also any killer mains who reply to this defending NOED your comment is being overlooked I don't associate with negative vibes
TOO LATE the negative energy has entered the thread
DS is by far the worst perk in the game and any survivor who uses it is just so bad, you shouldn't be able to win because you couldn't avoid the killer the whole match. Killers shouldn't be punished for actually doing a good job and getting a down - will it ever be removed or changed?
also any survivor mains who reply to this defending DS your comment is being overlooked because I want to scream my opinion really loud and I don't want to have any kind of actual intelligent conversation with you about game balance.
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Object of Obsession literally breaks the game and should not exist.
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If ever there was a time to hard camp, this probably would have been it. Freddy is immune to BT as long as you hit the person going for the save beforehand. You can do this to force hook trades and bad plays since they're swf. Pick up the person that was just unhooked to eat the ds and hook the other one. Repeat process. To get your first down, you can still catch people without mindgames by spamming blood pools on unsafe loops and trying to zone them out.
They want to play scummy and in an unintended way? You should too.
I had a similar interaction as Hag the other day and I thought Franklin's would be enough... boy was I wrong.
#deleteObject
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I lost the entire long explanation I had typed out, so here's the short version:
Scott is biased. The most boring thing for Killers is going in circles. Nurse Spirit Deathslinger are fun because they don't have to go in as many circles. M1 Killers without a counter to looping like Wraith are really boring to play as. Survivors like looping M1 Killers the most because it's easy.
Survivors want killers they can loop to death.
Killers want powers that can counter looping or shut it down entirely.
Maintaining a balance without frustrating one side or boring the other is hard.
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Someone doesn't know how to play Pyramid Head apparently.
His anti-loop game is great when you get a feel for what survivors are going to do when you threaten them with your power. His ranged is just like Demo's and Huntress; just wait a second to bait the dodge and you'll get them almost every time or they'll serpentine right into you so you can just m1 them anyways. The threat of his power is just as effective as the actual power. Pair with I'm All Ears to get full value out of this. Also, good luck unhooking right in front of him lol. His power requires technical skill and muscle memory like Nurse and Huntress, so I think that's what your hangup on him is.
BTW the only other killer that can ignore obstacles is Nurse. So on paper, he could be just as effective as Nurse in a 1v1 in the right hands. Now that I think about it, Stridor might be pretty good on him as well. The only thing he's missing is mobility, but efficient use of his cages and proper gen control can make up for that.
He's not the best, but he certainly isn't the worst by any means necessary. I would put him above Demo for the simple fact that his attack can go through obstacles and Demo's can't. Honestly I think I would only put Freddy above him for obvious reasons. Ghostface is way too reliant on his add-ons and can be deprived of his power too easily, while Myers is outdated and Pig is well... Pig. It's too early to make a call on rework Bubba, but I would still pick PH over him based on what I've seen in the rework.
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@Mikeadatrix said:
I'm not sure how many of you have seen the DbD mobile cinematics but I can't recommend them enough. They basically confirm that all the survivors and killers we have ingame are "special" and that they are destined to escape the Entity in one way or another, which is what the Observer is searching for: his way out. It also makes sense that certain survivors remember and others don't, despite all members of our main cast being the "special" survivors. Someone like Dwight would probably remember most failures as the Entity knows that's his weakness. Ash, as shown by his voice lines, doesn't remember much of anything, but this fuels him because he's the chosen one in most universes, always ready to try and save the day, despite the odds stacked against him. Still, Ash's lines could just be me reaching. What is certain is that a select amount of killers and survivors have gotten away from the Entity and it's made clear in those cinematics that our characters are those individuals.
Wow cool! I never knew these existed!
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Why is mobile so special?!
Seriously though this is actually a lot information, and our suspicions that our survivors are somehow 'special' makes a lot of sense. I think I still stand by the notion that they remember most things while 'normal' survivors don't and are quickly sent to the void when they break. Thanks for sharing!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1423283#Comment_1423283
So what if they jump on gens?
unless a killer is ignoring gens entirely, ideally a killer wants to patrol gens and find that any survivors on them that they start chases with are injured still.
Uhhh... BRUH, if they jump on gens then the f*cking objective is getting done.
You do realize that one of the most common strategies at rank 1 is to just not waste time healing and rush gens, right? Even of you are constantly downing and hooking survivors, you can still get gen rushed. There's a reason why most killer builds include two or three gen delay perks!!
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This perk is kinda trash anyways since it basically forces survivors to work on gens instead of heal, but I have an alternate suggestion. Keep it as it is but make it apply to both people so you don't have to choose between tunneling that guy that was just unhooked with BT and going after the unhooker who you just applied broken to thereby making your perk useless. Other than that, protection hits don't actually happen that often unless people are about to escape anyways, so why not buff the overall time a bit as well? 60 seconds is really not that long when you take into account how long it takes to chase, down, hook, get a read on BBQ and finally go back and find the person you inflicted broken with a minute ago to capitalize on the fact that they are still injured and probably healed up by now. You could also add a mini stridor effect to make this person easier to find again. This perk could also be buffed if we make the broken effect a little more risky as well. Broken already prevents you from using a styptic agent to apply endurance (which doesn't happen all that often), but broken could also negate the endurance effect completely so that BT and Metal of Man (yikes) is useless. No Mither and MoM should be buffed accordingly to compensate for this.
I think if we also buffed protection hit detection again, this perk would become even more useful while also having the side effect of making Metal of Man less trash.
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I don't think I'm ever going to buy linked cosmetic sets. Part of the fun is mixing and matching my outfit to make something unique and not looking exactly the same as the other guy in my lobby. Additionally, very many times, I only like one of two pieces of a particular cosmetic. Most often, the culprit is the the hair pieces which are god-awful most of the time. Christ does this game have terrible hair. If I played Nea, I would probably like to buy the gas mask part of her cosmetic only and nothing else because it would look cool with other items. But I can't do that, so I will refrain from making a purchase at all.
Point is, I almost never buy a complete outfit, therefore, I will probably never purchase a linked cosmetic set and bhvr is losing out on sales.
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I love the fact that you have acknowledged how ######### legion really is and took it upon yourself to buff them. I literally laughing out loud, well done.
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I wish more killers talked now lol
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@Khorzad said:
My impression is that it only deletes the memory of dying, but they retain some memories of the rest of the trials, perhaps the more mechanical stuff, like totems or doing gens, but they don’t know that they did, so the Entity can savor their emotions. However, they still lose a bit of “hope” after each death, so even if they don’t remember, they start losing their emotions little by little, until they go into the Void.
Another explanation is that, in a previous tome, the Observer talked about how they were rare survivors that retained the memories after dying, and in some cases, went mad because of it:
Several Survivors went mad trying to escape the trial. They had with them memories of previous incarnations so that one Survivor began dashing his head against a wall convinced he was reliving a nightmare he had just escaped. The other Survivors drowned him in mud to shut him up. It seems to me Survivors are torches growing dimmer and dimmer with every trial. Some stop to feel altogether and are doomed to The Void. Others go raving mad and need to be silenced by others.
This could explain why Benedict retained his memories after death, as he was one of those “lucky ones” and thus could understand how the trial worked. In my opinion, I am not 100% convinced with the inclusion of the “memory delete” thing, because it takes a way a little of the horror of knowing that death is not an escape, but it made sense that the Entity would want them to think that every death is final.
Yea I forgot about that entry. I should probably go over the others again to see if there are any more clues, but your explanation seems the most inclusive of all of the information. It does seem like the memory wipe thing is imperfect (like many things the Entity does), so I suppose the survivors we play as are the strong ones who can retain most of their memories and have a lot of hope? Otherwise, again (beating this dead horse) teachables and a lot of things they learn to do in game don't make a lot of sense, plus they obviously interact with one another outside trials and can share information if need be. I suppose I'm just wondering on average how severe the memory loss is when they die.
Also if the intent of the Entity is for the survivors to believe that death is real but also lets them interact, they should eventually figure out among themselves that they have been resurrected and that they are trapped here. So maybe the memory rewrite is for the weak ones idunno.
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@Kai6864 said:
Okay I might be going out on a whim here but let’s say for instance, that the survivors have their memories of every trial while at the campfire, that’s why teachables work. After being “resurrected” Into a trial, the survivor’s memory gets wiped so allow that fear to fester but once they enter the campsite, they can remember the pain, hence why some survivors are sent to the void. Why it’s called resurrection? Theory- all the survivors are actually dead- it would make sense as all we know is that survivors “disappear” from their own realms.
Alternately, it could work like a win streak. If the survivors escape, they retain their memories and they can teach their experiences, you get more bloodpoints for escaping so you can further your character’s abilities and perks. If the survivor dies, they get less experience (bloodpoints, not ingame exp) in the trials and improve less. Hence why it’s called “resurrection”, rising from the dead. This seems like the more plausible theory as whoever is doing the Blight experiments clearly remembers the pustula plants and how they can modify killers with them.
The entry says the Entity "wipes the slate clean." That sounds like it means all memories, but they would have to figure it out eventually between all of them. They obviously interact and share knowledge. How many times are they going to explain to their buddy that they just died and lost their memory. How many times have they "met" each other lol. Are you telling me they don't have a way to record information like Benedict?
This is why I don't like this in terms of narrative. If every loses their memory after every death and is reset to day one, then no real narrative can take place and teachables don't make sense because it's just groundhog day except it's Hell and Bill Murray can't remember what he did yesterday. (Yes I like to think about possible stories that can take place in DBD, shoot me.)
Other than it just not making sense, I would prefer to believe that the memory of the death is fuzzy but they retain most of what has happened to them, but that's not what the Tome says 🤬
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@Papayarng said:
why would they? the perks are their memries and teachables is when they teach other survivors how to do things [like sprintin with sprint burst or healing faster with botany knowledge] If they lost their memory of what happend in the previous trial how would they improve? The survivors go hollow because of being tortured for so long so why wouldnt they remember?
I suppose I should have included the tome entry that states this. I edited it.
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No one's mentioned The Thing yet, so I'm going to throw that out there.
Also thinking about Psycho (Norman Bates) because why not?
We're talking iconic here guys, Candyman is like C tier
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The seems interesting but a single anecdotal data point, which is what this is, doesn't really prove anything. We can all suspect and theorize the root cause of this, but what we need is a data set to see what exactly is the problem here since there are so many variables that contribute to game length. Perform this experiment many dozens of times and record every variable (map, killer, time, loudout, ranks) and the outcome, and let the data speak for itself. A single data point tells us nothing; we need multiple ones to see a trend or correlation. I would like to see the outcome of an experiment like this.
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I think it was Scott Jund? Who did a video showcasing the inconsistent hitreg of the harpoon. He paused the video and showed that the harpoon came out the gun differently almost every time. Sometimes it correlated with which direction you would be moving and sometimes it would be opposite, so I'm thinking it has something to do with dedicated servers. This is compounded by the fact that survivors have ######### hitboxes.
I'm excited for this new killer but a little bit apprehensive because of these issues.
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@Exerlin said:
I really hope they end up adding something like this to the game. A lot of survivors don't really seem to match their movement animations, particularly David and Meg.
Yeah this is another great example of why we need unique animations. Aside from the fact that it's character telling storytelling tool, it can also be a technical issue to try to give every character model the same animations. Sometimes it just breaks the model or doesn't work as intended or just looks bad. (Like Ace's arm flipping upside down when opening an exit gate lol)
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This whole clickbait thread needs to die.
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@Spooky13 said:
I really like this idea. Would add a whole bunch more charm to the characters. Wouldn't be hurting anything and I think it would be really nice to mess around with the other survivors. But seriously BHVR, finger guns when?
I know right, it's been 3 years, and I still haven't fukin given up on finger guns
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I'm already biased toward Legion to just get a whole new rework because I kind of like them even though their power sucks, but I think clown needs it most. He's literally the laughingstock of the killer gang. He's not just a Clown he's the whole goddamn circus. He's the embodiment of the becoming a Clown meme. How many more fxcking clown jokes do I need to make until this happens.
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@White_Owl said:
I actually see more Nurses in high ranks than before.
X to doubt
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All these are great, but I would also like to add that there are a ton of glitches and sound bugs plaguing the killer side right now. Nurse is practically unplayable right now with all her bugs that ruin approximately one in three games for me when I try to play her. Sound bugs include not being able to hear slugged survivors. There are probably a ton more but I can't think of them right now.
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Nah man we have to be consistent with the vagueness.
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I can confirm most of these. I'd really love to f**king play Nurse right now but I can't because of these stupid bugs, and it just seems to get worse with every update. If survivors were wondering why they don't see Nurse anymore, this is why. 🙃
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It doesn't even work half the time because of dedicated servers so I'd say it's balanced. Twitching on the ground exhausted OP.
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@TheBilldozer said:
Translation:
Lots of egos are still bruised because they refuse to find a way to play better. Lots of entitled players think they deserve to be R1-3 because they've clocked a lot of hours in the game.
Spoiler Alert: if you depending on Ruin to get you that far and you refuse to adjust, you probably aren't half as good as you're convinced you are.
The re-work was brilliant for the rest of us. The re-work has created an entire new meta and opened up a wide array of combos that make the game more challenging and exciting for both survivors and killers.
There's nothing that will change my mind, so arguing with me is pointless.
Wow bud, you sure you aren't a Dev with those earplugs in?
Ruin was a band-aid for other bad gameplay elements. One thing it did was make ######### killers playable and ones that needed some setup time somewhat more viable. The only substitute for this is now Corrupt, but a mild inconvenience is a lot less effective than a big, albeit inconsistent one. The gradient for effective killer characters is more stark than ever now, so good luck playing anyone other than the top 3 at rank 1. But, I guess rank doesn't mean much anymore on the survivor side now does it?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1026318#Comment_1026318
There must have been some sort of mistake; the post you quoted does not tell you that you should camp at all. Camping is definitely not required.
That's literally the only way I could intercept someone going for the save. Rank 1 survivors aren't going to stupidly run past me to get the unhook unless they're about to change states. I'm going to go after my bbq aura hits or hit up the last areas I saw survivors in, and whoever's nearby is going to get the hook save because they wait for me to leave the area. Rank 1 doesn't have time to camp or linger around the hook because I gotta go chase those little shits off of gens that fly by at the speed of sound.
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@Peanits said:
You'd apply pressure the same way you would as any killer. It's not exclusive a select few.
To give an example, say you have one on the hook, you slugged a second that went for the save, and then you left and found a third survivor to chase. That's three people not on generators, and the hooked survivor will die if they don't go for the save. This isn't an extremely uncommon scenario. Even assuming you don't have somebody slugged, you can have one hooked, one in chase, and a third going for the save, leaving only one person on a generator.
Pressure does not mean only chases.
Wow you actually want killers to play like #########? Jesus that's just asking to get flamed. So you want us to camp until some stupid bastard goes for the save then slug him then run away to try and find someone else instead of hooking them too? Sounds like something that happens at rank 15.
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Ruin was just a band aid for outdated design choices. There are plenty of great suggestions and changes to his kit out there that I won't repeat here, but he definitely needs an update after this. Games just move too fast now for trappy boi.
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Regardless of how terrible no mither is, a perk that prevents bleeding should prevent blood orbs from dropping as well. I think this is an oversight on the dev's part and it should be fixed.
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This is what I keep saying. He's just a boring f**king M1 killer now.
He just needs a complete rework like Freddy. The whole parkour thing obviously doesn't work.
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@Dreamnomad said:
Borrowed Time is fine. No change needed. Killers already have multiple answers to borrowed time.
-Go after the rescuer instead of the hooked survivor.
-Stay just outside the range of your terror radius from the hook.
-Use stealth killer with low or zero terror radius.
-Use Insidious.
-Don't Camp/Tunnel
Wasn't it also fine before the changes to Legion? It was fine enough for at least one person per game to run the perk before the buff. Because that's what it was. A lazy, unintentional buff because they didn't want to redesign the perk.
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Wowee, look at all these survivor mains.
Before the changes to Legion, borrowed time was still considered a viable perk. That alone is enough to tell me that some change is warranted. If they just revert it to how it was and not link it to the deep wound mechanic, it would be fine again.
Vocal majority who only plays half of the game BE DAMNED.
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Honestly he's hopeless right now and needs a full damn rework.
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I have another QOL change for Make your choice. If the perk would light up when we're far enough away from the hook that would be awesome.