ChuckLit
ChuckLit
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- ChuckLit
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@Aven_Fallen said:
It wouldnt.
It would be lots of development time which would go into the new gamemode instead of the existing gamemode. And for what? For people playing it for two weeks before they dont like it anymore.
Well ummm... Maybe make a mode that's actually, you know, fun? I don't really understand your argument.
If they rush it and just throw something together then of course it's not gonna be good. That's common sense.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3137702#Comment_3137702
Sources to prove she’s overpowered. No proof = meaningless.
https://forum.deadbydaylight.com/en/discussion/comment/3137962#Comment_3137962
A solo survivor got over 400 escapes in a row, is solo survivor busted? Or is it maybe, gee, almost, super good players will be better than what matchmaking can match them against almost always? Wow, gee, I sure can’t tell what will happen when a semi frequent comp player using hyper strong builds goes all out in pubs.
What proof or source do you want ffs? A lot of people are crying about that she is super unfun to go against. Look around here on the forums. There's your "proof". This is not some kind of crime investigation lmao.
I recommend you to play some more solo q survivor. It's a blast going against Nurses and Blights back to back because they're the only viable killers and playing with randoms whose skill levels are all over the place.
I already said it, buff other low-tier killers all you want, I really don't mind, I want to see variety.
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@AliceNull said:
She is actually getting nerfs for the project W patch!
Her most problematic addons (blink range addons) are getting nerfed so that the speed is the same as regular blinks. Considering they were her most popular choices by far, and made it much harder to play around her regardless of situation while ALSO giving her way more map traversal, I think its a really solid nerf.
Yeah I know about that. In my opinion it won't be enough.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3135714#Comment_3135714
https://forum.deadbydaylight.com/en/discussion/comment/3137660#Comment_3137660
Sources?
Also pro tip, "I want (insert) to be utterly ruined and alienate its fans the way they did with a previous rework" is not a great take. :)
What sources?
######### you're on about lol. Freddy was literally the worst killer before his rework. That's why they changed his power.
Pro tip: I don't care what you think.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3135236#Comment_3135236
Why is your answer to nerf the killers doing fine?
Every single thing Nurse can do can be mindgamed, and good players playing as and against her proves that. Prediction is dual-sided. She tries to predict you. You try to predict her. If what you said was true, good players against equally good Nurses would not be escaping around half their matches, which they do.
I won't repeat myself. Nurse is not fine, she is the most broken killer in the game right now. On top of that she has insane addons.
I personally wanna see a complete rework to her power. Something like what Freddy got back in 2019.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3135123#Comment_3135123
Mindgaming is a core mechanic relevant to every single killer in the entire game. If you only last 10s, that’s a you problem or a matchmaking problem. If you want to see other killers, make them more appealing to play.
Well yeah, I agree with the last part. The problem is most killers are nowhere near Nurse's level. And Nurse is the single most overpowered killer in the game.
There are no mindgames involved playing against a Nurse. It's just holding forward and trying to block line of sight. She can still predict your every move if she's a good player and there's little to nothing the survivor can do. She completely ignores pallets, windows, buildings, basic loops, everything.
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@SuzuKR said:
Her basekit is perfectly fine. Range addons can be reworked after big maps are reduced in size, and Torn Bookmark should also get another rework.
I do not think her base kit is fine. Nerf her into oblivion, she just ignores basic game mechanics that every other killer has to deal with. I'm sick of going against 50 nurses per day and the chases that last 10 seconds.
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@Hawk81584 said:
probably never. because its the only thing that really makes sense! and we all know how making sense doesnt usually equate to what gets done! but im in before the multitude of them comes to say its not needed and all that blah blah blah
Lol yeah
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2984424#Comment_2984424
Sorry for any misunderstanding, I meant the entire Insidious duration.
As I said, you can still see other survivors with Kindred.
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@Blazelski said:
https://forum.deadbydaylight.com/en/discussion/comment/2984229#Comment_2984229
Yeah, it's used for that. And it's a horrendous perk idea. Thankfully it's also a really bad perk and so it's mostly used for throwing in the trash. Now imagine that it's still best to use it in that way, but it's a better perk now that also works for proxy camping. Doesn't sound healthy to me.
Wow, didn't know that we're fine with the same 8 meta perks that everyone uses all the time. God forbid we get buffs for awful perks that nobody uses, that would be outrageous.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/326592/insidious-rework-idea
That's a bad idea and Insidious doesn't need any changes as it works fine as is.
Yeah right. Gotta love a perk that rewards you for doing absolutely nothing.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2984229#Comment_2984229
Current Insidious requires standing still for a couple seconds though. This would totally bypass Kindred the entire duration.
Umm no. A hook state is 60 seconds. Also, what's the big deal with Kindred? You could still see other survivors for example. That is what makes Kindred good lol.
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@Laluzi said:
There's rumors that Twins are going to get a rework and this was an addon leak ahead of schedule, because yes, it and a couple of others are completely worthless if they function as the description says. Oblivious isn't that valuable when you don't have a terror radius...
That said, I don't think this would be a good addon even if they changed it so that Victor had a terror radius. Undetectable is stronger than Oblivious because there's no indicator that anything is wrong. Survivors in this case would see Oblivious without any other obvious cause and go 'oh crap' and start running. Victor's grunt radius is small - if you're in it, he's too close for comfort.
Yeah exactly... This addon makes no sense. Along with Soured Milk and Madeleine's Glove.
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@SkeletalElite said:
Honestly should be a part of lithe, would make lithe a little more on the same level as sprint burst and dead hard, which are significantly better.
After thinking a lil bit, maybe this shouldn't be an exhaustion perk after all, just have a simple cooldown, like Dance With Me. It would definitely make Lithe much stronger.
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@Seraphor said:
What if you want to slow vault?
Yeah, I thought about that actually. Maybe this perk could be used with the activate ability button
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BRUH try playing him on console or with controller, literally unplayable
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Not excited at all. Perhaps if they made a new map that goes well with this chapter's theme (futuristic city streets, neon lights, etc...) then I would've been somewhat positive about it. However without a map like this I think the new characters just don't suit the game's overall style. Also, new perks: boring. New killer: boring. In my opinion it's gonna be another bland and uninteresting chapter like the Twins or the Blight.
P.S. I can't wait for the devs to be done with the map reworks. God. I couldn't care less. Add new maps already...
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1944288#Comment_1944288
You realize that screwing you out of things like Decisive Strike is the entire point of the Cage, right?
Like, what do you seriously think it is for?
You don't need to be condescending dude, i shared what i think, you share what you think. End of story.
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And btw i never said it needs to be silent, what i'm saying is that the location giveaway is too much. The audio notification is totally fine.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1944265#Comment_1944265
How is it any different from a REGULAR unhook notification?
It's NOT different, that's what I'm saying 😀 thats the problem..
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@youngjun said:
Basically, you need to know that camping cage is bad strategy to pyramid. Because it is created far from him. Just let others gen. Think widely. You just see narrow thing of whole game.
There is no reason to make it different between hook and cage. It is team game. Maybe low rank survivors will try to rescue as soon as possible. But it is stupid tactic. Running gen will make pressure to killer. Think and think.
Well how would you camp a cage when it is not shown to the killer? I'm not even talking about camping here, I'm talking about tunneling. I think you're missing the point of what I'm trying to say.
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@EvanSnowWolf said:
https://forum.deadbydaylight.com/en/discussion/227324/pyramid-head-cage-notification
Why would he NOT get a notification? It's bad enough the cage is already banished 5 miles from me. Why should you get a free and silent unhook on top of that?
Because the notification gives away where you are exactly. And since its not a proper hook, your DS does not activate if you have it, and you can be still exhausted if you have exhaustion perks, therefore its a very easy tunnel opportunity for the killer. I've gone against many Pyramids who tunnelled the sh*t out of me like this, because they just felt like doing it. Like, do you not see how abusable this can be?
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@Seiko300 said:
I think there's an answer here that isn't changing what a key does entirely. A key is in fact- still a key, and it shouldn't have "magical superpowers" to open a gate on a whim.
Also, while the hatch may feel unfair at times, I guarantee you that instant-opening a gate would be MUCH worse than instant opening a hatch, since the hatch is randomly placed somewhere on the map and it's something you need to find (if it has even appeared yet) whereas the gates are giant fkn doors that on many maps are clearly visible all the way across on the other end.
Not to mention, that would make keys a DIRECT counter to perks like Remember Me, which increase the time it takes to open exit gates significantly, as well as other perks that slow down certain survivor interactions (in this case opening doors).
I'm not going to answer whether or not it's "fair" or "not fair" because that's really not the right question to be asking. The real poll answers should have been whether this was a good idea or not and really it isn't.
You forgot that now there are offerings to spawn the hatch to certain places 😏 But yeah, I see where you're coming from.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/224077/new-object-of-obsesion
https://forum.deadbydaylight.com/en/discussion/comment/1917890#Comment_1917890
Not to mention the aura only affects hex totems now
Ummm nope, I think new Undying's aura reveal will work with dull totems, not hex totems.
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@Kolonite said:
https://forum.deadbydaylight.com/en/discussion/comment/1917890#Comment_1917890
There's no cooldown. You can step out of the radius and back in the reset it.
But then you are literally doing nothing. You're just running around a totem to see the killer and can't do anything else efficiently. I think this would be a decent change to OoO to make it healthier for the game.
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What do you mean constantly giving out the killer's location? They will only see each other's auras for the duration of Undying's aura reveal, which is 6 seconds, isn't it?
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@Darkwing_Dork said:
https://forum.deadbydaylight.com/en/discussion/comment/1917748#Comment_1917748
Because they ARE stuck with it. Clown's rework is tied to the new UI. Don't know if you noticed, but they moved almost everything out of the bottom left so they can have a fancy gas effect. The gas has the color of whatever bottle clown has equipped.
Possibly the least efficient way they could have gone about doing that. Style over substance as usual.
YES, omg, I did notice that, it's so dumb. Almost makes me think that clown is the only reason they moved everything from the bottom left corner. Oh and btw don't get me wrong, I don't like the new UI, I'm one of the people mentioned above who made polls about it.
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In the Q&A it sounded like they're kinda stuck with the new UI for now for some reason, even though they know majority of people don't like it. However they did say that after the release they're gonna keep looking at feedback about it from everybody (they meant all platforms) so they might change it in the future.
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Survivor: Sprint Burst, Decisive, Borrowed Time, and I usually experiment with the 4th, like Windows of Opportunity, Kindred, Unbreakable and so on.
Killer build depends on the killer itself, but in general: Corrupt Intervention, Pop, BBQ, Discordance.
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@Adeloo said:
https://forum.deadbydaylight.com/en/discussion/comment/1911217#Comment_1911217
Well the hook counter is good on the survivor side but useless in the killer one. Killer should have the survivor one as well ^^
As for the portrait i like the idea but it's just too hard to see or notice when a survivor is injured or not. Also i know portraits are added so killer knows who they are chasing etc but in a full blendette team or if two survivors wears the same exact cosmetics, it will be useless :(
They are still better than the blank survivor icons, aren't they? And to be fair, as killer I usually dodge 4-identical-survivor lobbies anyway and it's not even that frequent. I do agree with the injured state indicator tho, the red flashing icon is just terrible, they should keep the original injured icon or something.
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@Adeloo said:
Well sadly i cannot vote coz there is no "midground" option as there are stuff i love from the new HUD and stuff i love from the old ONE
Well, midground option to me is the 3rd option, because I do like the portaits and hook counters, I just don't understand why did they have to move almost every element to a new place, now I gotta look in 50 different directions across the screen.