Falkner09
Falkner09
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- Falkner09
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I noticed this too, kind of important since it's paid cosmetic. I bought it with real money when that Was the only option.
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I also noticed this, on PS5
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Afaik that's intended. Blocked gens can't do regression over time, but can be affected by perks that remove a chunk of progress, like Pain res, jolt etc.. they don't start regression over time until they're unblocked.
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I was watching Tofu last night, and the tail attacks looks weak to me. Like it has to be incredibly precise to hit a survivor because the damaging hotbox is so small and only active for a split second, yet also it can't hit through most gaps that other projectiles can, and also can't hit while strafing even though the tail blade is clearly moving through a survivor. It has decent range but that's it.
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@GolbezGarlandGabrant said:
Killer mains cried because she had no satisfying chase power and now that they gave her one they still cry because all they see are "nerfs"
I still don't see how her power is interesting. A light speed boost and a version of that one Dredge perk no one uses. She went from pointless to another flavor of pointless.
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@I_CAME said:
https://forum.deadbydaylight.com/en/discussion/comment/3279202#Comment_3279202
I think this is reasonable. It's the only one that urgently needs to be changed as it's the only one that's flat out broken. A few others might be a tad OP but they aren't actively hurting the game in the same way eruption is. Eruption is ridiculous and just feels awful to go against in addition to being insanely overpowered.
I think all that's needed is to make the incapacitated effect last the same time, OR until someone gets hooked, since downing them triggers it.
On the other hand, you could change it to a different debuff, or just seal the gen for X time after it blows.
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Big Daddy for chapter 1, Big Sister for chapter 2.
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Survivor is fine once you accept that all 4 shouldn't escape most of the time. It's a horror movie simulator.
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No one asked for this whole rework to moris. Nobody.
And basekit infinite unbreakable is absurd. It's nothing but a huge buff to sabo troll squads and a nerf to weak and mid tier killers. What's the point of Twins now? Victor is literally designed to down survivors and be unable to pick them up.
And they definitely need to get rid of hooks breaking on a sacrifice. That has no purpose other than to make remaining survivors invincible if they let teammates die in the right spot.
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It most definitely is not. It's the only part of this game that has actual horror anymore and it needs to stay exactly as is.
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It's from early ideas that kind of went nowhere yet stick around. Like how hooks permanently break after a sacrifice. The original plan was for bodies to still hang on them once they were finally dead, as seen in the alpha trailer. But that got scrapped, probably to be less graphic intensive, yet the hooks being unusable was kept because...........?????
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Agreed. Removing them from being tied to a perk is smart, but they should still exist. Especially the bonus for hooking all 4 people, that actually encouraged killers not to tunnel.
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Ok see you tomorrow.
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@hailxsatanxeveryxday said:
While we're at it, Vanity Mirror on Myers doesn't stack with Lethal.
Well it's not supposed to. Lethal extends the time an aura is revealed when the aura is revealed for a certain time, but vanity mirror is proximity based, not time based.
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@BabyCameron10 said:
Just waiting for that Pinhead main to say, “He isn’t even that common of a killer, especially with that add-on, so it shouldn’t be a problem”
I mean, I never ay him and I think this is a frivolous complaint. Some perks don't work in every situation. Try using healing boosts against Plague.
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They should make a badge icon and a special charm for each character. Like a golden figurine or something.
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@BetaRaider said:
So you look at all the wonder data of what perks are love and used the most. Then someone has a bright idea. Hey, why don't we take the perks that are used the most and destroy them so nobody would want to use them again. Are you trying to destroy the game?
If they love the perks because they're OP invincibility on command perks, then good riddance.
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@Crimson_Lockhart said:
The latest patch (Event) on PC steam seam to get rid of the rubberbanding/lag at lest with The Legion all other killer are untested but Micro-Studding is still a problem.
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I haven't used Ruin in ages, But It's fascinating how Ruin's history shows the devs' inconsistent standards for killers and survivors.
The original Ruin made gen progress slower until it was cleansed, unless the survivors were good at great skill checks. the devs reworked it because, as we were told, it helped the killer without requiring any input from them.
yet, doing gens required even less input from survivors to begin with. they spawn within 20 feet of a gen at max, there are tall flashing lights that assist them with finding gens from a great distance, and fixing one requires only that they hold R1 for 80 seconds while receiving only occasional "skill" checks that require little skill while they're able to look around in 360 degrees while hearing the TR that require no input to hear either.
meanwhile, the killer has to hunt down his objective, hoping that the survivors deliberately leave bright scratch marks despite hearing him coming. and then he has to chase the objective down in chases that are more difficult than survivors like to admit.
but Ruin got its nerf to require more killer effort anyway. ok. fine. yet here we are quite some time later, and Ruin is getting a nerf again. But this time, it's being nerfed so that even though the killer still has to aggressively give input by chasing 4 survivors at a time, at multiple places on the map, he now gets less benefit from doing so due to the regression decrease. And even IF he achieves this, AND manages to keep the hex totem up, which is now more difficult with survivors addicted to Boons, even then, He still gets punished BECAUSE he gave input, as the perk is straight up deleted once he defeats one survivor. and this is true even if the other survivors abandon them on first hook, btw. giving the SWFs incentive to do so in some cases. Shouldn't the survivors be pressured to save each other and multitask? Apparently not.
It's also funny that one of their defenses of the original nerf to Ruin was that it could now become a good late game perk for 3 gens. there was always a remote chance of that happening, but now there's zero chance by design. It's so obvious that their nerfs to killer perks are are rarely based in rewarding skilled gameplay, but whether a handful of inexperienced survivors get frustrated fair and square.
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@Norhc said:
The ever so talented coders at Behaviour Interactive are investigating, don't worry!
Meanwhile, I continue to "invest"igate my money into other games instead.
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@ad19970 said:
Uhm are we sure that what happened in the Nemesis video can be traced back to rubber banding? Like that just looks like the server went completely nuts. Those Bills literally repaired like half of a gen that was supposed to be blocked by Corrupt Imtervention.
Oh there's plenty more problems than just rubber banding, make no mistake. This was one of the more amusing examples though.
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@[Deleted User] said:
Well fortunately second chance perks are the survivor meta and it's what they plan to address.
Personally the only second chance i have a problem with is Dead Hard because it doesn't have an activation requirement.
See what frustrates me is, there are a great many survivor perks that are awesome, well designed and strong. But they require strategy, skilled play and knowledge of the game.
Meanwhile, several other perks just amount to invincibility perks. And maybe one of them would be ok, but when you stack them, they multiply each other.
So none of those good strategic perks I mentioned get used, because strong strategy perks won't ever be as good as actual invincibility. So survivors run an invincible meta, and act like it makes them hot ######### to just tank hits with borrowed time active, then press X to "dodge" straight into an attack while unable to take damage anyway. And 4 of them can do this all at once.
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It should activate on all downs, and have the cool down removed entirely. If the killer is good enough to down 2 people right near generators within a few seconds, he should be rewarded for it.
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Iron will needs a nerf. All it does is remove the consequences of being hurt without any conditions. It was reasonable when you had to be crouched, but now it's just a soft invincibility perk. It takes the fun out of the game.
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Zombies getting stuck is especially absurd when you think of how common AI enemies are in gaming. I haven't seen this problem since the days of Banjo Kazooie.
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Killers need to be able to break them permanently, and shadow step needs to be heavily reworked or deleted. Simply removing a massive portion of the gameplay is not reasonable. It would be like if tinkerer removed the terror radius at all times.
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Soon enough that I've decided not to unlock the teachable.
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I tend to think she's psychologically "frozen" in the moment of blinding rage and hate the Entity took her in. Which also explains why her body is still in pieces despite moving and walking. It needed her just like that, so she's stuck that way and has no real sense of reason.
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The tentacle really should just injure outright. All other ranged attacks do, and they're mostly easier to hit with. Hell, the tentacle's range and hitbox are so bad, that's its barely even ranged to begin with. After that, just make the virus do something else, like zombies notice you more easily or have assorted debuffs through add ons.
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@BlueRose said:
I don't mind going back to the old ranking system only if they give each killer a different rank and not a shared one. I didn't like the old ranking system bc many times as a new player(I have 200 hours as of right now) when I picked a killer I just unlocked or one I rarely play I would get game after game of unfun matches where 4 escapes and I might be lucky to get 2 hooks. Right now with mmr my matches are more balanced and I enjoy all my matches no matter the killer I am on. Plus I'm allowed to learn to use the killer power without being rushed or completely outplay in every loop. I get mmr sucks for those on the top and that is why I say I wouldn't mind going back to the old ranks as long each killer has their own rank and is not shared one.
This. Separate ranking for performance as each killer was really all the old system truly needed, though a few other minor tweaks could have improved it as well. This "new" system is actually one the devs mentioned as a failed prototype back in like February or so. It was mentioned in another Q and A stream around that time they planned to scrap and rework. Yet now, here we are. Except that they also dropped the plan to have separate ranking for each killer, deciding to average them no matter how well you do with Spirit vs. Clown.
So they actually downgraded a system that they decided was a failure already, then launched it.
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Dead hard and Iron Will are a bailout from failure and a remover of consequences for failure, in that order. Ruin, Undying, and Pop are not.
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It's ridiculous that it makes you literally invincible. Any other game with dodge moves require you to dodge away from the attack. Not INTO it. It's just a bailout from failure.
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The only reason bi ever wanted a new matchmaking system was to get different scores for each killer, so I could play on that killer's level. That was their promise. They lied.
I feel so stupid for buying Nemesis. I honestly want a refund.
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Remember how Mettle actually stayed that way for more like 2 months?
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Yeah, definitely.
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It gives free invincibility regardless of skill. Dodge moves are supposed to require you to dodge away from the enemy's attack, not INTO it. That's absurd. It's just a bailout button.
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One of many reasons I keep crossplay turned off on console.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/2508794#Comment_2508794
Dead Hard is more hated because it's up-front, in your face denial of your hit.
Sprint Burst is better-- insidiously so.
Believe me, if you replaced every Dead Hard you saw with a Sprint Burst, you would sing a very different tune.
Using Sprint Burst well requires the survivor to constantly move slowly throughout the game until the killer is right on you. You sacrifice pressure and efficiency for it. Dead Hard is a dodge move that bails you out with free invincibility even if you can't use the dodge move properly. It's just a bailout for failure.
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@R2k said:
If u expect boon totems being bad f it's your fault and no one was jebaited. Well mb only u. No one is going to sell something underperforming on a release.
They do that all the time. But only with killers. Trickster, Twins, Clown, original Freddy, Demogorgon, and others.
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Remove invincibility.
It's absurd really. Dodge moves are common in most games, but you still have to dodge away from the attack. Not INTO it. And no one has ever considered that unreasonable. But somehow, this move gives you free invincibility even if you screw up that obvious requirement. That's not skill, that's just a bailout.
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His TR needs no change at all. Their whole justification for changing him was for quickscope counterplay, which is unrelated to his TR. they're nerfing way too hard, just like they did with the Legion exploit.
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If getting shot while animation locked is unfair, then it's also unfair to get pallet stunned or blinded while animation locked.
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Their reasoning doesn't justify increasing his Terror radius without his speed. Either both should increase, or neither. His TR has nothing to do with the quickscope counterplay complaints.
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I farmed to get the Huntress's 15 meter challenge. For the basic attack challenge, I used the iridescent one and just played normally. Still crushed them. They were baaaaaaaad.
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They could remove it for the others. Nemesis says, "Stars" during his Mori, but only if he's killing Jill or Chris, so theyve already done context sensitive lines.
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There should be no speed boost without doing damage. Infection also needs to be a real debuff, it's the almighty T-virus ffs.
They also need to fix the nonsensical hitbox. Most of the time it won't hit at point blank range, even when you see that blue line right under the survivor. It's weaker than a basic, yet harder to hit with. It's the Trickster again, a killer where the best way to play is to not use his power at all.
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It's so absurd. The tentacle gives a speed boost without damaging. Yet it's hard to hit because of the bizarre and short hitbox, t virus infection does almost nothing, and can be easily cured for the trouble of infecting multiple people. He's such a disappointment.
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Hag. It's just so awful how she was tortured and mutilated.
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There seem to be a lot of us. Gay streamers even casually joke about how common we are.
Although I wouldn't assume based on the pride charm. Some killers choose charms based on the fact that they can make hooks more visible in a pinch, since aura reading is... Unsatisfactory. The pride charm is the most eye catching and bright of all the charms, hence like 2/3 killers using it.
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We don't even know it's Netflix's fault. It could easily be BHVR being inept on renewal.