Leon_Loves_Cheryl
Leon_Loves_Cheryl
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- Leon_Loves_Cheryl
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Discussions
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The way I see it, if they want to keep the current pallet density, they have to make filler loops very weak like this, otherwise they'd have to lower the pallet count. It's a tradeoff; either you have lots of pallets but weak fillers, or less pallets and decent fillers. Right now, we are seeing the effects of "high pallet count and weak fillers."1 comments 51 views last activity
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The main tiles (like TL's, jungle gyms etc.) should be the preferred loops for survivors, whereas fillers should just be…well…*fillers.* I think it's fine as-is.9 comments 151 views last activity
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Anti-hemorrhagic syringe was a good name, but anti-exhaustion seems kind of trite. "Galvanizing syringe" makes a lot more sense in terms of getting rid of exhaustion while also feeling characteristic in my opinion.1 comments 11 views last activity
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SUMMARY OF THE ISSUE: Ghoul and Wesker both have an anti-griefing mechanic where, after vaulting a pallet, if a Survivor is remaining inside melee range of them/hugging them, they take damage from the power and go down if injured. Currently, this interaction is inconsistent with Ghoul (unsure about Wesker.) It should not be possible to hug Ghoul and vault through him after he vaults, as his power0 comments 51 views last activity
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Pallets are fun to play around for both sides (excluding god pallets) especially with Killers that have a vault ability built into their kit (excluding Legion.) It's interesting and engaging to play around pallets. More pallets isn't necessarily a bad thing; what it hurts is the weaker killers (especially M1 killers) that are reliant on melee range to take down their victims. This is why killers2 comments 51 views last activity
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I think the changes look great. It's meant to encourage going for other survivors rather than completely eliminate tunneling as a strategy. The only thing I disagree with is the removal of the basekit kick buff for killer when you get unique hooks. Everything else looks good and fair. The changes maintain tunneling and slugging as valid strategies while implementing failsafes for when abuse is12 comments 171 views last activity
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I think it's better for the game if haste/hindered cannot stack because it means that perks individually can be a lot better and easier to balance. I think they should have stuck with their guns and actually tried to see if the game would be better in this state rather than doubling back. I understand that it's an unpopular change but they had the right idea. There's no harm in just reverting14 comments 291 views last activity
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SUMMARY OF THE ISSUE: It's been long enough now that I'm confident Blood Moon wins/losses effect your MMR in normal queue. The issue is that I can't tell if this is intentional or not because Chaos Shuffle froze your MMR from normal mode. Blood Moon inherits your normal mode MMR, but *also* effects it, which in turn effects itself. Is this intentional? PLATFORM: Steam Confirmation abo0 comments 111 views last activity
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I can tell that BHVR is genuinely trying to do better in regards to balancing instead of Chucky'ing and Skull Merchant'ing everything. The effort shows in Ghoul's changes and I appreciate it. I will say however that I don't feel like the dash range needed a nerf - just the range in which you can grab survivors needed that two meter reduction, not the power holistically - but otherwise it's ho8 comments 141 views last activity
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I just don't feel like enough perks were changed in the current PTB. Hindered perks weren't touched at all (I mean really , should Knockout only be 5% when other hindered effects won't stack AND it cannot proc if the pallet is broken?) Overall, I'm happy with the direction but I feel a distinct lack of execution. Discuss14 comments 151 views last activity
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Haste perks and hinder perks individually are going to be much stringer (if BHVR balances correctly) since they are currently balanced with each other in mind. By making haste and hinder not stack with themselves, you remove a variable that makes these effects much more difficult to balance in a vacuum. This is actually a good first step towards limiting gen regression perks to one or two whil10 comments 271 views last activity
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1 comments 31 views last activity
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DO NOT TOUCH HIS CANCEL COOLDOWN. This will destroy his skillcap immensely and make him boring to play as AND against. What you're asking for here, is going to be the WORST POSSIBLE VERSION of this killer because you'd disincentivize using his power in interesting, skillful ways, basically shoehorning him into only using it when he's guaranteed to catch up on you, with zero risk-taking from th7 comments 221 views last activity
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Kaneki is one of the more uniquely designed (and balanced) killers, and he doesn't actually need nerHe gets a free injure, and some slowdown with Deep Wound, but the price he pays for it is having a power that cannot directly down you. At the same time, he cannot injure you with his power as efficiently as Legion can, and Legion is a pretty bad killer. They also share the same inherent weakness in being purely M1 - safe loops and strong pallets are extremely effective against both Legion and10 comments 291 views last activity
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The nature of his power necessitates the hit going through if you're around a corner or behind a gen because it has a travel time. It's like how Huntress hits you right before you round a corner, that's still a legitimate hit, it just doesn't have a delay. Because Kaneki's power has a delay, it LOOKS weird, but it needs to be this way because there are only two alternatives: 1. He just lets y0 comments 30 views last activity
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Right now, slowdown perks feel like they are balanced around gens not going too quickly at a baseline level, allowing for more Killer perk diversity. Makes sense right? If regression and slowdown aren't mandatory, then that means you can pick more of a variety of perks or just what you want to play with, and just have slowdown as a viable option if you want it. Instead, it feels more like slow1 comments 71 views last activity
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I suggest reducing his fatigue duration to 2.25. This will make him legitimately a dangerous threat at pallet/window loops, without actually turning him into Nurse. Counterplay would be holding W to the next loop (or running a long, safe loop where he can't hit you even at 2.25) Legion's power is a number game. It's not something inherently unbalanceable. There's nothing in its inherent design t34 comments 441 views last activity
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Legion's fatigue is dangerous to buff because, if he's able to vault over pallets and immediately catch up to survivors, he basically becomes Diet Nurse because of the ability to invalidate pallet loops. His entire kit is balanced around how easy and simple it is for him to injure large numbers of survivors quickly and efficiently, with the tradeoff being that he has to rely purely on melee min0 comments 41 views last activity
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Link to Brutal Strength perk review: https://www.reddit.com/r/deadbydaylight/comments/1j9gls1/perk_review_brutal_strength/ Link to PWYF + Nemesis perk review: https://www.reddit.com/r/deadbydaylight/comments/1jda8i6/perk_review_nemesis_play_with_your_food/ Link to Fire Up perk review: https://www.reddit.com/r/DeadByDaylightKillers/comments/1jgd7k8/perk_review_fire_up/ Lightborn is0 comments 73 views last activity
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Aside from the Legendary skin, obviously. I really like the urban goth look of his Aogiri default outfit, but I would like the option to wear it unmasked with the white hair if possible.2 comments 71 views last activity
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Link to Brutal Strength perk review: https://www.reddit.com/r/deadbydaylight/comments/1j9gls1/perk_review_brutal_strength/ Link to PWYF + Nemesis perk review: https://www.reddit.com/r/deadbydaylight/comments/1jda8i6/perk_review_nemesis_play_with_your_food/ I should preface this by stating that I have a bias against endgame perks. I'd rather use perks that make me strong before the game12 comments 424 views last activity
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This combo has one purpose, and one purpose only, that makes it primarily good for Killers that prefer to juggle their targets, dropping chase to find another victim. Legion is a great user of this perk combo. Thesis: The issue is that this combo is meant to strengthen your chase, but it isn't anywhere *near* as powerful as using other chase perks due to inconsistency, lack of most Killers' ab3 comments 191 views last activity
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It might be do to some kind of inconsistency with the Rize legendary skin. His first person view hand has a different pose than it's supposed to. You can tell because it resets back to normal when transitioning between animations, but then bugs out when he's walking again. It is also normal during Enrage. Bugged hand: Normal hand/Intended hand pos6 comments 71 views last activity
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This is part one of what I'll probably be making a series out of, just posting my thoughts about a perk and inviting discussion about it. Keep in mind these are just my thoughts. Feel free to discuss. Let's start with Brutal Strength. This perk is really interesting. It seems simple at first, but it's deceptively useful on certain killers moreso than others. Wesker is a great user of B5 comments 241 views last activity
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https://www.youtube.com/watch?v=ER6StikgPxQ It's weird because these changes are being made as if the character is an extremely oppressive SSS+ tier killer that's 10x stronger than Nurse, Billy, and Blight, when in reality he was just a decent B tier killer. There's really just NO REASON for them to do this to Xeno. Xeno and Predator both also have very special p0 comments 61 views last activity
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When I younger, I was captivated by Tokyo Ghoul because of its morals. Kaneki goes from a kind kid at the beginning, who becomes strictly at odds with his nature as a Ghoul, and goes through hell and back trying to fight it before finally accepting who (and what) he is. He went from a little ######### baby to a gigachad, embracing his Ghoul nature in order to escape the ######### situation he was4 comments 82 views last activity
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One single person healing nullifies 90% of the Perk's value, and most of the time you're much better off spending your time downing someone already injured than running around making sure everyone is injured. Plus, by running around and stabbing everyone, you're applying mapwide pressure anyway, which is Thanatophobia's intended niche. It just sucks. If it worked the way it used to, it would b0 comments 61 views last activity
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I'm asking because I just tried running the perk to have some goofy item shenanigans with survivors in the basement but closing the chest doesn't make any new items appear. It's completely pointless in its current state. I thought I could give people items but it doesn't work that way.3 comments 41 views last activity
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First of all: I think the idea here is incredibly unique and extremely needed. A perk that targets pre-dropping and running away is interesting, and it's a cool and creative way to build a new chase-oriented perk for the Killer. The issue is that the numbers are too low. Just SLIGHTLY too low. 6% hinder for 6 seconds would already make the perk signifi1 comments 41 views last activity
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Note that I don't mean "give up" i.e. inting on the hook. I mean survivors who surrender (walk up to you and give you their item, become passive and submissive, etc.) I'm a very aggressive Killer but I'm gracious with surrenders. If you surrender to me I'll let you go, even if there's 2 of you, I'll just go stretch and get some water or something while you guys do the gens. What about you guys?19 comments 381 views last activity
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"Y R U RUNNING?"0 comments 11 views last activity
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If a Survivor escapes chase with you, they become the Obsession. After 60 seconds, No One Escapes Death activates. You move 10% faster when chasing the Obsession. NOED deactivates when the Obsession is hooked and will reactivate 60 seconds after the next time the Obsession escapes a chase against you. Finding the Obsession again during the 60 second activation timer will pause the timer. Hooki5 comments 71 views last activity
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Here is an INCREDIBLE game from Tru3Ta1ent depicting a very engaging match as Billy with great survivors: https://www.youtube.com/watch?v=cpEcs37TMGU It's one of the most entertaining matches of competitive (not Comp competitive, but just high caliber competitive) DBD I've watched, because both sides played extremely well. The thing is, this match was only winnable12 comments 272 views last activity
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Examples to get you started: Wesker with Alch Ring (2nd dash is 20% further with no downside on the 1st dash) Unknown with Trickster's +8 knife pouch (he turns into a grenade launcher, good luck) Deathslinger with both of Pyramid Head's range addons6 comments 131 views last activity
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Power: Blacklight Virus Omega. Alex can shapeshift his arms using the Blacklight virus into four different weapons. Changing powers has a five second cooldown. 115 Movespeed, 32m Terror Radius Claws. Attack speed increased. Hitting survivors absorbs more Biomass. Missed attacks have no cooldown unless you lunge. Hits inflict Mangled and Hemorrhage. Secondary power button: Groundspike. Pierce0 comments 141 views last activity
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It makes no sense that the survivors can see it imo. Part of the point of perks in this game is that you're not meant to know what they are until they affect the game somehow. A perk that announces itself is inherently weaker, and on top of that it also has a cooldown, and on top of THAT it ALSO has a grace period before it's actually in effect. I don't understand why they think this perk need0 comments 11 views last activity
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The thing with M1 killers is that even if you're incredibly good at your M1 fundamentals (red light mechanics, making proper predictions, etc.) you're at the mercy of the survivor's resources. You have to break more pallets and walls than you otherwise would if you were playing killers with anti-loop, so you lose time AND kill pressure. It's just *inherently* a weaker kit design. I don't think11 comments 191 views last activity
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Wasn't this the perfect opportunity to update Hunk's music to Looming Dread? I understand missing the opportunity the first time around, but again?2 comments 62 views last activity
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Think about it. 1v4 is okay. Fun, but not too great especially at high MMR with some balance issues. 2v8 is a total blast. Lots of fun, lots of chaos, lots of stabbing (Legion main here) If we follow the pattern, 4v16 would be the best DBD ever. Why stop there? Give me 8v323 comments 181 views last activity
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Took me 15 minutes to find just one match. I queued up as Legion who's pretty unpopular so I'm surprised it took so long. Played with a Spirit in Dead Dawg. It was a LOT of fun. 2v8 is a wild, chaotic blast and I love it. I just wish I could actually ######### play it. The queue time is atrocious, but the mode itself is an absolute blast compared to 1v41 comments 41 views last activity
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In a world where Nurse and Blight exist in their current state (I am NOT implying they need to be nerfed, rather I'd have everyone else brought up to or near their level) I don't understand why Legion still cannot see scratch marks or blood pools in Frenzy. It's not necessary for him to have these inhibitors. His power is nonlethal unless he hits EVERYONE which isn't always possible anyway. Maki11 comments 243 views last activity
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The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF. If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping syste0 comments 21 views last activity
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Context for my changes: Most of them are in the spirit of BHVR's announced intention to change the meta. Therefore I'm more focused on buffing perks up rather than nerfing them, which can come later if needed. Additionally, I've given survivors many information perks as basekit features in order to lower the disparity between SWF and solo. Meanwhile, killers have two free extra perk slots. Ge9 comments 181 views last activity
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>Mori updates: Mori's removed from offerings >They're adding The Finisher Mori - Killer immediately and automatically kills the last survivor on downed ___ So, I HAVE to bully the final survivor? I can't let her go? Sure you can say "well, just don't down them" but I want to establish my dominance before I let her free. I don't want this change. This removes options from the killer.100 comments 3,062 views last activity
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For killer: Cleave: Any basic or special attack, on a successful hit, will cause an eruption of the Entity's claws up from the ground behind the target. This effect goes through walls. The eruption of the claws can damage survivors but not down them. The claws linger for 10 seconds, Hindering survivors that walk through the claw field. Ghostly Gambit: Press the Interact button to leave your bod0 comments 11 views last activity
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Survivors get Decisive Strike, Borrowed Time, and Kindred built in passively. This potentially opens up three perk slots. Additionally, survivors get a rudimentary Ping System (Scott Jund's idea) that allows them to communicate to all other survivors with little pop-ups next to their portraits. Callouts such as: I'm doing a gen! I'm being chased! I need healing! (No Genji mains allowed) And4 comments 71 views last activity
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The way I see it, they had two options. They either had to buff his base movement speed to 115, because his power didn't justify having a ranged movement speed, or buff his power to justify having 110 movement speed. They decided to buff the power instead of his MS which is fine, they had to do one or the other. Normally I don't like it when they do compensation nerfs, especially for killers0 comments 11 views last activity