yandere777
yandere777
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- yandere777
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But if surge explodes the gen does it act as failing skillcheck? Which could also be used with freddys relatively useless dress add ons
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/638911#Comment_638911
Jesus, does they have eyes? Their portaits looks so creppy XD
Nancy and steve the real killers. This is a 3 killer chapter
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@Killmaster said:
Seems like she would be much less of a pita if she had some loop counterplay besides deadarden.
Its because she's in an animation. During her blink she can't interact with anything and vise versa. Think of it like pallet stunning a killer who just picked up a survivor. You gotta time it for right after they can start walking or swinging. The instant your "attack" prompt disappears you are immune to literally anything but once you can move you can be stunned or blinded. All this applies to the nurse during her blink so you just gotta time the pallet stun perfectly.
But honestly you should NEVER attempt it because you will get hit 90% of the time without fail.
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I've managed to catch some survivors entering a locker with bbq so I'd say during the animation of entering is when you are still able to be seen.
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@Kasaki said:
https://forum.deadbydaylight.com/en/discussion/comment/635228#Comment_635228
And there you are proving my point , the fact that killers dont respect one of the only true defenses a survivor has in a chase speaks volumes, im not saying that having disregard for the pallets is bad gameplay I'm saying that eating the pallets and not getting a hit in absolutely is bad gameplay there's no other way to see it ... You got stunned had to break the pallet and they got more distance on you because you made a mistake , killers should have some sort of respect for a pallet because it's one of the few defenses offered to survivors and having gens pop on you while eating pallets isn't good gameplay and I actually think while a survivor is injured they should have a debuff because people don't run fast when Injured that doesn't make sense in a game like this
So how would this work if the survivors camp pallets. Basically forcing you to swing through it or eat it. The downside to eating pallets is losing a lot of distance and losing the ability to potentially mind game unsafe pallets. You never wanna get stunned because thats distance. If the survivor gets one to 2 loops and stuns you, they can run off during your animation or stay and test you to see if you know when to break pallets.
Not to mention theres no problem with this so if it aint broke dont fix it. The mechanic works great. The punishment IS Being stunned.
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Let Franklin's do its job. Its literally useless during chase, useless for tracking, useless for everything expect a lobby with a key or at least 2 toolboxes.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/632999#Comment_632999
Ur red stain is not tied to ur TR. You can be outside the killers TR and still see their red stain.
The intensity of the red stain is actually tied to your terror radius. Tier 2 myers will have a darker red stain then a 32 meter killer tr because his tr is smaller
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/632998#Comment_632998
Huh... Red stain is affected by TR, so it should... : P
M&A is still a good perk though.
It is affected but do remember that m&a also increases your terror radius in chase. So it actually brightens it even more.
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Honestly, i dont like this idea. If i have like 3 or 4 ebony moris and like 20-30 green ones, (lets be honest nobody uses em and they only used for an early dying light lol) i could technically go 20+ games with absolutely no fear of losing my rank. No matter how poorly i did i can not lose my rank and i also get easier kills and easier games. This can and will be used like this for many players.
What i said above can only realistically work if green moris are deemed "game changing" but now the survivors will know "okay he has a pink mori 100% fact or he does not have a pink mori and maybe a green one" issue here is that this gives wayyyy to much info if they are told that they get double bp. But if you change it to it doesnt mention it until the game is over they will still most likely dc or kill themselves on hooks to not deal with ANY mori. This also hurts the shrouds if any moris are considered game changing because now they will know that it isnt a mori.
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@LonlyGamerX said:
Well I would say his power are weak like the fake pallet and snares because 2 survivor perks can easily counter them teleporting to a Gen u can just sprint burst away or urban evasion away, I would say if u know what your doing he isn't the best at red ranks and that's my opinion
So what two survivor perks counter snare? No perks stop the snares from working from what i know of.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/623693#Comment_623693
tbh you cant tell me its hard to get T3 EW with michael, GF is a bit harder on that but still pretty easy imo, and how hard it is to land a hillbilly chainsaw is debatable at best
Its not about the difficulty to get it, its the amount of effort needed and time sacrificed to get it. You can say any instadown is easy but its undeniable that they require effort. Your example myers, it takes time to stalk the survivor. If you dont get out of EW1 quickly you will have a very rough start and after that you will need to stalk so you can 1 tap for EW3. Billy requires you to be out of position and that means mistakes. Which aint that easy to get out of good survivors. GF requires less time than myers but his downside is that it isnt as easy to 1 tap someone. You run the risk of losing your power entirely if you want that sweet oneshot.
Back on topic. Instaheals generally require no effort for the most part. The instaheal add-on is literally the click of a button and you are full health. Adrenaline is you living all trial, i know this is requires time and effort so disregard it. Now that i think about it, the list just ended lol.(I'm noy gonna bring up the gutted perk MoM because at that point you deserve like 5 billion health states lol) But if you look at the only 2 health state things in dbd instaheals break the rules. Adrenaline has set requirements before giving you a health state but the insta heal add-on has no downsides at all and no conditions. Which is why it's so powerful.
No risk all reward. Heck, even adrenaline a risk and thats going into the match with 3 perks.
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@CoffengMin said:
i still dont know how instaheals are op but instadowns arent but your idea is decent change i guess
Instadown killers aren't op because they either gotta work towards the power (myers, ghostface) or the survivor has to be badly positioned (billy and bubba)
Instadown perks also arent op because of the restrictions they have. Myc discourages camping and gives the survivor ample time to hide. Haunted grounds is pure luck pased and needs another hex perk to have a chance of activating. Devour hope is hook reliant and a hex so you probably wont even get the instadown. Noed is an endgame perk and it can be taken out by doing 5 bones, not to mention every game doesnt get to end game. Rancor is also an endgame perk and is obsession based so you kill your obsession you wont activate rancor.
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Can't wait to play some goof ol wealth. His tongo ability kinda sounds like wraith but more terrifying.
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So people are saying OoO should be changed but the devs did this because that change would be too awkward to have in the game. Whats it gonna say? "You cant see stealth killers when they stealthy" no matter what they do OoO will still give information. With these inflictions the rules will be more clear and set in stone. Undetectable could even take advantage of OoO by giving the killer onesided information. Or Better yet, OoO can be used in chase more with oblivous because there is no terror radius so OoO will be like looking at a ghostface in night shrowd. These afflictions can go both ways so dont just think "OoO is now ruined" possibly OoO just got some new interactions and oblivous even counters perks like infectious fright because you aren't in the tr now. Honestly im more interested in the kind of builds that can be ran with these new afflictions. They aren't buffs or debuffs. Just additions.
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@AzdrubaelVect said:
If that's the case then setting snares should probably disable bloodlust but then what would be the point of the snares to be honest because setting them in a loop would only save you seconds before you'd BL anyways.
The way I've been using them is take hostage of the pallet, (kinda what you do as pig at loops with her dash attack) set a snare, counter rotate the surviver into the snare and while doing that set more snares on the other side then do one more counter if i feel i cant hit them. This works 9 times out of 10 and even works on long loops. Kinda why his snares are soooo much better than the pallets in my opinion.
I do this with clown too but not too sure if people know about it with him. Another thing i do with snares is spam them at the beginning of the trial as i search for survivors. Pre-Setting them like hag or trapper doesnt work because you can only have 8 at once and you will be placing 2-3 per loop and maybe more so the old ones will disappear.
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@AzdrubaelVect said:
They are not an attack so it's probably intentional. You'd also not lose bloodlust when placing hagtraps unless the survivor gains enough distance or loses LOS ofc.
Been a while since i played hag but im pretty sure her traps disabled bloodlust, same for trapper. From what i know literaly any action besides vaulting and freddy's traps reset the bloodlust timer.
Again, not sure about hag cause i dont even allow myself to have bloodlust as her. Shouldnt ever be in a situation where you have it.
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@avilmask said:
What I got with preschool from my new experience is survs don't loop on most pallets anymore, instead they go for a hit/drop in your face and proceed to run to a shack/middle building, where pallets are completely safe. And since middle building is in the middle... it's pretty easy to get there from any location, making this place a favorite looping rote. It always feels lame when you have to chase all of the survivors to practically the same location.
But you gotta remember the safe pallets in the middle are what? 4 ish pallets at most. 1 cant be looped around and has to be dropped but when dropped is basicaly a forced break and the boiler room pallets are loopable but also have long ish corridors and a potentially unsafe window. So realistically every good survivor will get around 1 pallet on you in this area. If you played poorly then good luck but you should actually be forcing them there after your first couple hooks.
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Adrenaline doesn't give a health state of you are hooked.
Noed only gets insta down and speed boost after you hit someone.
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So what you asking is for everyone to have nurses old lunge where it instantly flys them 1 direction. No. Why? 360s are already doable and punish killers who miss the attacks and if you lunge one direction the survivor just has to treat it like a hatchet and move like 2 inches to the right and bam, not hit. If you truly wanna make lunges like this you gotta give solutions to the many problems it will cause.
Also if it ain't broke dont fix it. Lunges aren't a problem, if you close to the killer you getting hit. Literally nobody hits without a lunge unless they up on your back thinking you got dead hard.
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Issue with this idea is that it only helps people who need bloodpoints but lets be honest here, if you made it to rank 1 or red ranks in general you are most likely situated with your perks. This idea is more of a grind bandaid fix then a rank reward fix.
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@yobuddd said:
I understand all of you who are saying one fix creates another problem, and I have seen enough of this to agree. However, I don't believe that creating a 100% spawn probability on 1 tile outside the gate would be too difficult from a coding perspective. This solution would be very unlikely to cause other problems (I hope, I hope). Since the gate bug itself is getting to be such a game-breaker, I believe a band-aid like this (temporary or not) is worth the risk.
They could maybe even incorporate some perk later on which allows you to always maintain control beyond the exit so you can earn your hatch-escape points.
They did a hotfix to fix ghostface that broke wake up, bbq tokens and pwyf. Somehow wake up effected everything, bbq tokens stopped visually showing after 3, pwyf treated downing the obsession as an ended chase so you keep a token for downing the obsession.
Not trying to bring hate but they've kinda shown us one simple change in numbers can mess up a bunch of unrelated perks. So yeah, adding 2 more hatches could somehow break the game.
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If you really wanna know then count every perk you have, including the tier, and add it all up. 1 perk tier is 1 bloodweb. So if you have like 100 perk tiers thats 100 bloodwebs which is lv 100
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/605528#Comment_605528
How many points to I get when all that is happening and why does the game cancel if someone DCs during the loading screen?
Answers: 0 points because the game hasn't started. And it DCs because players gave BHVR the feedback that 3v1 games are garbage.
If someone DCs 30 seconds after the game has actually started, the game does not end. And now its a 3v1 with 5 gens (even worse). But the game has actually started and players have earned some points and progress.
So again, why is there an issue with people DCing during the loading screen? Other than time (no penalty to lobby dodging) and the DC'er losing an offering (their choice), nothing is lost.
The time being loss is the issue. I play ps4 and am currently in purple ranks, the other day i had 2 matches in a row where someone dc'd in loading screen and that basically made me wait 20-30 minutes to play the game. I even had a game that barely started where i killed one guy just for the 3 other buddies to dc right after. And they chose haddonfield of all things. My point is that dcing like that just wastes time and is utterly annoying.
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Never knew how to drop stuff
Mained wraith thinking he was a god(before the addon changes and windstorm being base kit)
Thought flashlights were op
Thought the double t-wall jungle gym was op
Thought lerys was a fun map
Thought billy was terrible.
Thought survivors with different unique perks were ultimate gods and same for any bloody clothes
When i played wraith i thought his power was useless and never used it. Same for billy.
Thought killer was fun. Boy was i wrong.
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First one, injured music could go but everything else stays. Music in this game in general is kinda stupid and only partly useful to tell when chases are broken or not so no injured music is pretty nice. Removing the injured pose, and taking out the nm effect on screen isn't necessary.
Second one, no. One perk shouldnt be multiple perks at once. Ever.
Third one, no. Why give more benefits to being slugged when you know full well that the killer aint slugging you unless they rank 20. You will see less use of this then the perk itself.
Fourth one, no to the first half and maybe to second half. Survivors shouldnt have two 100% bp points. Nobody should. And besides davids perks were meant to work with eachother. You take a hit for that guy being chased, got slugged, killer procedes to chase and you up again.
The last one is just so out of place it doesnt belong on this perk.
Honestly, nm is fine right now. It has its meme builds and can be abused by sabo swf so theres that. Not meant to be meta or great. Just a fun and gamechanging perk.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/600983#Comment_600983
I am having trouble following this because you don't name the addons and I can't tell if you are using 'range' to refer to the number of blink charges; there are addons that affect both and no range addon increases her travel distance by 300%, the highest being Ataxic Respiration. We won't know the real values until the devs make them available.
I have come to understand that when people talk about 'omegablink' they are talking about Nurse with 5 blink charges. This requires Campbell's Last Breath for 2 extra blinks plus one other extra blink addon, all of which reduce range except for Fragile Wheeze, but having 5 blinks precludes any range-enhancing addons.
Regarding short-blinks; it is not always the case that they go fast. When a Nurse does a fast short-blink(the classic short-blink), it is because of a short charge time that is preceded by her inhale sound telegraphing it. Any longer than a split-second though and the Nurse will over-shoot unless she does the new short-blink by aiming towards a spot on the ground. This is because the travel-time of blinks is not determined by the distance but by how long she charged the blink for.
The devs made the change that enabled new short-blinks in 1.9, to make it easier for survivors to evade blinks by making the visual telegraphs more obvious. It resulted in Nurse's making the audio tells less obvious by doing long-charged short-blinks that fool survivors because they're not looking at where the Nurse is going but anticipating her moving further due to still listening for the audio cue.
Having to change the Nurse's addons because the devs didn't clearly communicate to survivors what they wanted them to do, because the devs made changes to blink to help survivors, is utterly asinine. The simple solution is to revert these changes so survivors can depend on anticipating audio cues rather than reacting to visual ones.
I heard somewhere omega blink was range so my bad on that. I did mean the range increasing add-ons, ataxic respiration and catatonic boy's treasure.
For when you talk about short blinks, the issue is that the range add-ons i mentioned increase the range (as intended) but as a side effect of ONLY increasing range and not increasing the max charge time it also increases the distance you get with short blinks and makes them faster because a normal short blink, I'm talking tapping the blink button and barely charging it, will be faster because the range of that short blink was increased too. Sorry if i made no sense or not that much sense.
Not sure if you like youtuber info but in one of ohtofu's videos he talks about this. I can tell you it if you want and I'll give you the timestamp too.
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Just to add to this. I'm confident that her extra blinks are here to stay. Why? Simple. You need at least 3 blinks for a nurse achievement and on ps4 i highly doubt sony will let the devs completely change an achievement over balance. Was set in stone the moment dbd got to ps4.
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/600878#Comment_600878
Yes, I've heard this said repeatedly. What is the actual basis for people saying it though beyond band-wagoning? Literally the only reason that is consistent among most people is 'other people are saying it'. Oh, so it must be true?
Addons have not changed since Nurse was released. So nothing about them has been changed to cause them to become the focus of complaints about the Nurse. This is a new thing. What else has been changed which might affect her addons in such a way then? Nothing; no one has pointed out anything that could affect her addons in any way that's relevant. Nurse has always had 'omegablink', but only recently has it become a talking-point.
I'm gonna go and do some devil's advocate here, i think. Oh and sorry if you already know this, just stating the problem with the add-ons. Nurses "omega blink" is only such an issue because the two range add-ons increase her range (obviously) but dont do anything to her charge speed and blink speed. This means she has the same charge speed with like triple the distance (don't know the exact numbers but the range increase is insane) and the same blink speed but it'll go faster for short blinks because the blink speed is stretched and shrunk with these wonky ranges all for the price of a green and yellow addon. And you should know that charge speed and blink speed add ons are a thing so this means for 2 add ons she is effectively running 4-6 add ons with zero downsides because blink accuracy is working just as well as bubbas famous chili purple add on. I have no issue with 5 blink nurse because it is never going anywhere due to it being a requirement for an achievement. The main and only issue is omega blink due to it doing more than intended.
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But i don't see blinks being removed since its needed for achievements, not to mention ps4
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I feel if you added the fact that splinters still appear when you own all the characters then people would probably agree with you on that.