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xni6_

xni6_

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  • @UMCorian said:

    Interesting. The effect is now basically just giving the older version of BT to everyone. Think it was 12 seconds before, now it's 10 + Haste.

    With that change, is it even going to be possible to do an unsafe hook now?

    it is in rare occasions dependent on who the killer is. bubba and huntress can eat 2 health states in time, i think trickster can, tombstone myers can mori through endurance, but thats it as far as im aware

  • devs are happy with instant gens. they never nerfed toolboxes, bnps, or prove thyself. they definitely saw 40 second gens from the ptb, but decided it was balanced since 90% of the forums are crying survivors who dont have an ounce of empathy for the other side

  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147212#Comment_3147212

    Then let them. At least the unhooked Survivor has a fighting chance if the one that unhooked them didn't have BT.

    the issue is theyre nerfing the solution to a problem they made. tunneling isnt fun, but its necessary.

    unfortunately, instead of looking into why its necessary, they add more and more things to counter it, forcing killers to tunnel even harder, and then survivors complain more, and killer gets more nerfs, then they tunnel more, then they get nerfed more, and then the entire playerbase would be survivors complaining about long queues since all the killers would have left.

  • lmao if bad survivors get the only counter to bodyblocks nerfed thatll really show how the devs dont care about killers at all.

    in STBFL Comment by xni6_
  • @NomiNomad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147181#Comment_3147181

    No, it's just fine. Killer's could wait old BT out if they had to, they can wait a whole extra five seconds too.

    stacked with bt thats 20 seconds of waiting out. i dont think many killers are capable of doing that without losing 2 gens in the process

    tbh the change is just gonna make killers tunnel harder - theyll hit immediately after unhook (no waiting) and just chase the survivor down for a rehook. the bt hit gets rid of the endurance from otr, so 2 endurance gone in 1 hit, the only threat is ds now.

  • too big of a buff. 5 seconds was bad only bc you couldnt make it to shack window from basement, they shouldve made it 7 seconds instead of 10, enough to make it to shack window/pallet from basement, but not enough to make it usable aggressively.

  • i think he could use some qol changes, similar to how plague got some a while back

    just a few small things that make both playing and vsing him feel nicer (he moves quite sluggish using both his power, so that could be a little better, and for survivor its quite jarring being shocked by his m2, so they could do something to make that feel nicer)

    but for the most part hes an average killer that stomps babies and gets stomped by good players

  • the hitboxes are fine, but animations dont exactly match all the time. but it is consistent, so you can get used to it.

  • the reason survs dont like nurse is shes the one in control in chase, meaning she gets the hit unless she misplays, instead of survs getting to just never get hit if theyre good.

    a perfect nurse gets every hit, a perfect survivor never gets hit, when they vs its balanced.

    survivors equal skill to the nurse theyre facing will generally have a balanced game.

    the only thing about nurse thats unbalanced are; blink hits being basic attacks, that should change (no more starstruck nurse, haunted, devour, all the exposed perks would be no longer usable on nurse). and the quality of her addons, she should have an addon pass to have every addon do something different (blink hits being specials will allow that to happen), like how the newer killers and newly reworked killers have no two addons do the same thing but with different numbers.

    if you consistently lose to nurse, its not nurse being op, its a matchmaking issue.

  • @DeleteSWF said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145785#Comment_3145785

    lol you listed 9 perks.

    Here's why they don't work in solo queue:

    Circle of Healing - It takes 14 seconds to boon a totem. It takes 21 seconds to heal. This is a total of 35 seconds. You didn't list Small Game in the 9 perks you use every game, so you're going to spend time looking for a totem too. If you boon BEFORE you're injured, there's a good chance the killer snuffs your boon before you heal, so you've just wasted time doing nothing. If the killer snuffs your boon at any time (which is highly likely) then you'll have to find a new totem to boon (wasting time) or boon the same one (in which case the killer knows where it is and can snuff it immediately). Not to mention other survivors who like to break totems. If any of these things happen during your game, Self Care would be faster. It takes 46 seconds to Self Care. No gimmicks or requirements.

    Prove Thyself - Buffs the repair speed of other survivors who are fixing with you. But solo queue survivors don't fix, that's the problem. Two survivors fixing a generator with Prove Thyself is still slower than fixing two separate generators due to the action debuff. Its only value is at endgame, and I repeat, solo queue survivors don't repair gens.

    Borrowed Time - Gives the rescued survivor Endurance for 10 seconds. Off The Record grants Endurance for 80 seconds. Worthless.

    Decisive Strike - Stuns a tunnelling killer for 3 seconds. Is 3 seconds enough to get you to the next pallet? If you're at the next pallet, can you make the chase last for 30+ seconds to get value from this? If you extend the chase by 30 seconds, will your teammates fix generators? This is a decent perk but I wouldn't trade any of my perks for it.

    Off The Record - See Decisive Strike. How long will this extend your chase if the killer really wants to tunnel you? Will your teammates do anything during the chase, or just waste time?

    Kindred - You can watch your two other teammates running to the same hook. If you're somebody who replied in this thread, you can race them and try to get there first. Does little to improve your chances of survival.

    Empathy - You'll know where the killer is when somebody gets hit. If you're somebody who replied in this thread, you can stop repairing a generator so you can run across the map and heal them. Then you will die because nobody else is repairing either.

    Bond - You can run towards other survivors during a chase and hope the killer chases them instead. At least, that's what everyody else seems to use it for.

    Exhaustion - Decent under certain situations. Will save your ass if you're good, will extend a chase for 5 seconds if you're bad.

    The main problem with this game is everybody wants to be an 0MG T0X1C PR0 SURVIV0R KEK and copies high rank streamers, without having the skill required to do high rank things. Unless you're a great chaser, just ditch chase perks and use stealth instead. It's just as fun and you'll win more often.

    coh - you know people can memorise totem spawns? you dont need small game. also its not a single heal, its constant healing at almost twice the speed self care takes, and its for your entire team. killer snuffs boon? put it back down when youre done on your gen. all snuffing boons does from killer is bring them into an area where they lose all pressure, and waste time. self care can be better, but those occasions are so rare, and coh works almost as good in those occasions.

    prove - yes it is slower. by 2%. survivors will repair a gen with you when theyre there. its a bit of a time waste to have dead time, when theres a gen right there being repaired that you can buff its repair speed by almost double. i dont often run prove, usually use coh, but its a strong perk.

    bt - not everyone runs otr, those people are idiots, but you might as well stop them being hard tunneled. otr also doesnt work endgame, bt does.

    ds - yes it is. nurse is the only one where it kinda sucks, but ds still wastes 5 seconds from the killer, plus resets the chase, plus gives you distance essentially free.

    otr - a survivor is in control in chase when the killer isnt nurse. you can last until theres not a single pallet left on the map, as long as you dont fall for mindgames (which is really not hard). it also gives more distance than ds, at the cost of less of a stun (which is why i prefer ds, it wastes more time, but otr works better for bad survivors).

    kindred - or i can see that my team is all on gens, meaning i have to get the unhook, and even if 2 teammates go to the unhook, i know to stay glued to the gen. kindred is one of the best perks in the game

    empathy - ill know where all injured survivors are. ill see if theyre on gens, healing, being healed, unhooking, opening a gate. empathy is very strong in solo.

    bond - only idiots do that. its to keep away from teammates while chasing as well as getting info on all gens that have progress. that inefficiency you talked about with prove? bond helps you to go find another gen from 32m away instead of needing direct los

    exhaustion - adding time to a chase is priceless. youre wasting the killers time, even if you go down 5 seconds after using an exhaustion perk, thats 5 seconds less that the killer has to get to a gen to kick it, pressure survivors off, etc.

    there are more playstyles than the one i use, but this wins me most games, and im trying to not get killer senselessly nerfed, because at high mmr it is so hard to lose as survivor its kinda insane. me and my friends ran a no mither squad (literally all of us only using no mither) and we won that game (although it was 1k 9 hooks).

    you can play stealthily, but the problem is teammates can often be unreliable, and when you dont take chases it means your teammates will, which is good if you arent confident in yourself, but bad if you arent confident in them.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145819#Comment_3145819

    Did BHVR not massively buff Sole Survivor and Distortion? They’re actually really good perks now. When you think about it, given the buffs and nerfs BHVR has done with the last patch, they really are pushing survivors toward individual effort—not teamwork. But that’s what killers mostly complained about, isn’t it? SWF/survivor team efficiency? So I’m gonna take your advice and ‘git gud’ by playing for myself. :) Perhaps you should do the same. See you in the fog!

    the perks im saying not to run are left behind and sole survivor. pretty sure sole survivor only does anything when you have dead teammates, and i know for a fact left behind does nothing until youre the last one left.

    like it or not - its a team game. if you were the lone survivor to do 5 gens, do chases, open the gate and get out, youd have a 0% win rate. but having 3 teammates and yourself to split these objectives, all of a sudden its easy.

    you can play like youre the only survivor on earth, and lose every game if you truly want, but ive given you advice on how to win games, so dont complain when you start losing every match playing as a lone survivor

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3145785#Comment_3145785

    I run builds with those perks and still lose. I think OP’s build could be a good one. Survivor really is (1 v 1 v 1 v 1) v 1 after all. And if others escape while I die, I’m not rewarded; I’m punished.

    thats a skill problem.

    you shouldnt run perks that do nothing unless your team is dying, because it promotes you just letting them die, causing you to lose, and then you call killer op, and then killer gets nerfed, forcing them to tunnel/camp more, then survivors complain more - see how it works?

    get good (this isnt mean spirited, its genuine advice)

  • if someone wants an actual good build for solo queue that doesnt require the murder of your entire team, i recommend

    coh/prove/bt

    ds/otr

    kindred/empathy/bond

    exhaustion

  • lethal, bbq, no way out, shadowborn

  • self care is still strong, its just now you cant use it to heal from 0 to 100 without being a moron, you need to use it to finish heals started by teammates.

    good survivors know the difference, bad survivors will continue to use self care the wrong way

  • matches have been sweaty af

    killers usually lose even in solo games, just me putting down a boon means i can do constant bodyblocks for my team, so chases just dont end, and the killer is usually left with less than 6 hooks, and my solo team can usually get all 4 out

    when i play killer i have to run a good amount of slowdown just to compete with gen speeds, and if im not nurse, blight, spirit or artist the gens get done regardless (maybe if i didnt run shadowborn, using a 4th slowdown perk would make games more winnable)

    theres also a good amount of cheaters (all of which i find are survivors), and they all hold hostage, to the point ive made a second account to avoid dc penalties from being held hostage

  • survivors dont try to boop, they just rush gens as if irl theyre being held hostage and their family will be murdered if they dont escape.

    and theres no point in moving slower than survivors if gens just fly

  • they can just have it not completely disable when used, so if you get hard tunneled the killer will go through 6 seconds stun total (more than the original 5), and will have chase reset twice, allowing teammates to easily just bodyblock and extend chase even more

    in BUFF DS Comment by xni6_
  • these challenges would be fine if they just lowered the numbers. in older tomes its pretty much play 1 game doing something weird/running specific perks/hunting glyphs/bringing a gideons offering to break pallets.

    now they just inflated the numbers to 1000000000 so it takes sometimes 3x as long to do, for the same bp and rift shard reward.

    not challenging, just tedious

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144985#Comment_3144985

    So i'm just supposed to DC every time it happens and just not get to play the rest of the day?

    if your dc penalty is longer than 2 hours it is better to just wait the 2h for the match to auto end

    but there isnt anything really you can do

  • i think trapper should get some form of haste when a survivor is trapped, either for a set time or until the survivor gets out of the trap. idk how thatd interact with the rest of the changes youve come up with, but i think thatd be good.

  • @RaSavage42 said:

    I think Dying Light should work like this

    The Obsession starts out with 0% heal but get 11% per Hook on other people and remove 11% if the Obsession is Hooked (the lowest is 0% and the highest is 33%)

    The slowdown could be 6% per hook with a maximum of 6 stacks (36% slower Gen speeds) could be less seems that Gens now take longer to complete... and maybe remove 2-3 Stacks for Hooking the Obsession

    i think that simplicity is better, just 3% per hook, with no obsession shenanigans, no buffs to survivors, just a simple, easy to use and easy to understand perk

  • i think spirit is probably better, she does better in chase and gets around quicker, and her best addons are insanely strong and transformative (one of them she moves at almost blight speed in phase, and the other one she has echolocation).

    artist is good, she can patrol the map fairly reliably from one position, she has a strong chase power (but w key gaming), and her best addons dont do much (one is to help prevent w key gaming, the other is to help with her 30 year recharge)

    so yeah, separate strengths, but i think spirit does better if they got the same map, same rng, same swf, using same perks (on both sides) and with their top addons

  • id turn it off. i like hitting survivors im aiming at, not the objects theyre standing next to

  • @BenOfMilam said:

    Extremely anecdotal. Played a couple games at 10pm to 12am. Survivors queues took several minutes, but killer queues were literally instant.

    Is it just me, or are other people experiencing this?

    late night is when swfs are the majority of players, and then when it gets to like 1am-ish they all hop off

  • tunneling is pretty much the same as survivors gluing themselves to gens.

    both sides are trying to get their objective done as effectively as possible to win

    why is it scummy if a killer plays efficient and not when survivors do?

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143099#Comment_3143099

    So it’s basically a bit like trying to get the Nurse to underestimate you a bit? Alright I’ll keep this in mind next time I see a Nurse in my game. Thank you!

    its not so much her underestimating you, its you confusing her.

    its like how killers will hide red stains, but the survivor is the one who does the mindgaming and the killer is the one who either falls for it or not

  • you pray they mess up. thats all

    be as unpredictable as possible so survivors react late, that can lead to hits

    do as much weird stuff as possible, if you dont know what youre doing, the survivor definitely doesnt

    but a good enough survivor will just not get hit against an m1 killer

    if you were to use a chase perk, id recommend bamboozle, but its really up to preference and playstyle, i dont recommend coup tho all it does it discourage you from lunging

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143079#Comment_3143079

    Then please tell me how to counter Nurse. All Nurse mains say the same exact thing when giving advice for counterplay, it’s to either “git gud” or “break LoS.” I’ve really tried to have an open mind about it but it’s a little hard when that’s all I get and not any actual advice.

    nurse is in control in chase, your goal as survivor against her is to get her to mess up

    break line of sight - she has to guess if she cant see you, leaving her 2 choices, predict you, or blink to the last point you were. the counterplay to this is switch up what you do, between waiting and baiting by watching what she does in a spot where you see her and she doesnt see you, or by holding w, based on what you think shell do. (wait and double back if you think shell predict and blink ahead, hold w if you think shes gonna go to where she last saw you for a better view.

    be unpredictable - dont be predictably unpredictable, dont do one thing then another, then go on a cycle of this that this that. instead make yourself seem predictable by doing something 2-3 times, and then doing something else a few times. if she cant read you she cant get hits

    in the open you can double back, or bait double backs, or just hold w, and she has to make a read

    another great mindgame is looking oblivious by not checking behind you, instead using her extremely loud and obvious sound cues and making a read on her. looking behind doesnt really work against a good nurse anyway bc theyll flick to avoid showing you what theyre doing

    theres a lot of counterplay, its just that the counterplay is not pallets and windows

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143035#Comment_3143035

    Almost all good loops have been removed. Dead zones exists in a majority of matches. There is half the pallets there used to be. They slightly nerfed Thana but buffed Pain Resonance. Corrupt still does exactly what it did, delayed the beginning of the match which is insanely powerful.

    ironworks main building, moaning storehouse main building, suffo pit main building, cowshed is 1 big god loop, disturbed ward main building, haddonfield all 5 houses, pale rose big boat, grim pantry main building, badham 1 main building, house of pain, and 2 story house of pain, badham 2, 3, 4 and 5 have the same god loops, gideons as a whole, ormond main building, dead dawg main building, eyrie main building, garden of pain main building

    corrupt now punishes the killer for getting a down, making it not worthwhile if you have even a little bit of confidence, thana now punishes the killer for getting a kill, and just doesnt slow down gens anymore, pain res is still weaker than on release pain res.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142999#Comment_3142999

    That wouldn't make any sense though. The evidence is overwhelming they balance for very bad killers. There is zero evidence they do anything to help bad survivors, they are dead when the match starts.

    I also forgot to mention Bloodlust was actually buffed, which rewards very bad killers and punishes good survivor gameplay.

    ah yes, they definitely dont add god loops and god pallets to every single map in the game.

    they definitely didnt just remove thana and ruin

    they definitely didnt nerf corrupt to punish killers for having a strong start

  • the issue with removing camping/tunneling is that the game is not in a good enough state of balance for these changes to have a positive impact. if they did a map balancing patch to remove god loops, and other things that just make chases too long for killers to play in a healthy manner, tunneling and camping could be nerfed into the ground. but killer needs to be in a state that you can win without using these strats first

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143006#Comment_3143006

    Oh that's true, I forgot about that one, but that one is also quite expensive to run offten :/

    yeah too bad they made getting addons impossible, this challenge actually seems pretty interesting to try, just dont wanna waste 30 million bp to get 1 addon and cry bc i didnt even find one in the 3 bloodwebs that 30 million bp will get you through

  • i think the one that starts nightfall at the start of the game would be better, purely so 5 gens dont get done in the time you wait for nightfall

  • balancing around bad survivors is ruining the game*

  • i think buff him by fixing collision, setting his terror radius to 32m (40m should be reserved for killers who get around the map quick enough to warrant it), allow him to use his second dash after vaulting a pallet/window if he has it, and have him hit vaulting survivors (he has a slap for hitting endurance, they can reuse that quite easily)

  • pinhead for deadlock/plaything

    nemo for eruption/lethal

    sadako for call of brine/floods


    i think the default perks can fill out the gaps that those perks leave

  • oni, nurse, blight

    the only killers who are really "scary"

    oni in his power is so strong and so threatening, but also has a great deal of counterplay (imo hes the best designed killer in the game). its so intimidating seeing oni running towards you at hyperspeed ready to insta down you the moment you mess up or get outplayed. it really puts the pressure on

    nurse is great, she ignores pallets and windows, and instead uses los blockers, and it feels fun and unique

    blight is also fun, he counters w gaming which is just uncounterable by 90% of the cast, and he has a unique power in chase, which has plenty of counterplay.

  • with its name and icon when we didnt know what the perks did yet, i thought itd be something like iron will for footsteps. i was severely disappointed we got the worst team sabo perk weve ever received instead of something interesting like that

  • the correct change is simple - make ds usable twice.

    otr makes it so a chase continues, and wastes 2.7 seconds and gives you a speed boost.

    but ds makes it so the chase ends, wastes 3 seconds of the killers time plus the time it takes to pick up a survivor, and resets the chase.

    so theyd be pretty equal in strength, if ds activated after the second unhook even if it was used on the first, like how otr works.

  • his win condition is getting a down. if he succeeds, he dcs with a smile, knowing hes truly won

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141548#Comment_3141548

    they didn't have it,they got an idea from ScottJund and then went "lol yeah this was unfun we're not doing it"

    also corrupt is anything but dead

    i said its dead on MOST killers (i.e. any killer who isnt pure m1 or setup)

    and i did not know it came from scott, wish the devs came up with it so it had a chance of being added :(

  • i kinda hope it doesnt get fixed purely bc you can run depth gauge with tuning guide and its like bk bubba and its just stupid and i love it

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139694#Comment_3139694

    there is. its 20% when you get hit by his whip and it lasts.... 0.2 seconds and you get this legendary add-on to improve it to 0.4 seconds.

    https://us.v-cdn.net/6030815/uploads/JRNUBMHNZPZH/image.png

    his zombies are decent anti-stealth and they can stall the survivor sometimes, but i would say their movement speed is too slow even with add-on's to be of much use.

    oh damn its 20%, maybe if they were gonna make the hinder permanent while infected it should be a liiiiiiiiittle less lol

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139670#Comment_3139670

    There is no Hindered Status Effect when infected, that's Wesker's Uroboros, not Nemesis' T-Virus

    there is a hinder after being infected that lasts for the duration of the speed boost. thats what im talking about

  • i think blights fine without hug tech

    bump logic is immensely powerful, id say moreso than hug tech

    its just hug tech has the benefit of making more generic tiles loopable using your power, and also helps getting around without using too many rushes (especially on indoor maps)

    like id prefer hug tech to stay, but i dont think itll be too bad a nerf to blight if they do remove it (as long as he has working collision, and they dont bhvr it)

  • the only times i slug for the 4k are:

    the last 2 survivors decided to hide for 13 years, and ive decided both are going to die or the 2 hour limit will be reached

    the survivors were all tbagging and/or clicking OR the survivor who isnt on the ground was tbagging and/or clicking

    when i down someone and i know the exact geo coordinates of the last survivor

    edit: typo

  • yeah corrupt is dead now on most killers

    i want them to revisit the idea of an "early game collapse" they had a bit back

    thatd help with survivors just spawning on gens, which often causes 1 chase to be 3 gens unless youre playing nurse, blight, spirit or pinhead (pinhead bc 1 of those gen doers has to do the box) and is the source of 90% of the "unhealthy" killer play (immediate tunneling, an unhealthy dose of proxy camping, things both sides dont enjoy) (the other 10% is just people getting tilted, or deciding basement bubba is a good use of their time)

  • when he lunges the thing is kinda obstructive on the right of the screen, its a bit harder to see the survivor compared to like wraith or trapper, thats all

  • great idea, the balance we need in dbd (sarcasm)

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