GoshJosh
GoshJosh
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Comments
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3248569#Comment_3248569
bloodlust was so useless and now that its actually a bit useful u wanna nerf it, what?
and i think you forgot that perks exist to help the survivor, survive without having to rely on vaults.....
Bloodlust I is fine. Certain slower killers will never catch up at certain loops without it. Bloodlust II and III simply reward bad killers for continuing to chase a survivor they otherwise wouldn’t down. Part of the being a skilled killer is knowing when it’s time to drop chase and go for someone else.
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248038#Comment_3248038
So basically a better dark theory? Lol
I’d say different! Dark Theory needs a buff too though!
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3248493#Comment_3248493
scared they will catch up to your lithe? lol
@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3248507#Comment_3248507
No it's cause they a nurse main and would be sad that she wouldn't be able to utilize your bloodlust comment
I neither use Lithe nor Nurse regularly. It’s just that vaults are one of the few permanent survivor defenses on maps; and Bloodlust needs nerfs, not buffs.
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No.
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@AetherBytes said:
Just start searching boxes then when she's close enough run to force a chase.
Hehe, yeah.. or, you know, the Pig player simply injures, downs, or grabs you while you search the box? Meanwhile, if you get hooked your timer will still be going down after getting unhooked. Definitely not a lose-lose scenario here!
As far as a solution? Instead of being in chase only: if the Pig is within 36m of a trapped survivor, their reverse bear trap timer stops ticking.
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What if Eruption had a 30-second cooldown for each affected generator, rather than a flat 30-second cooldown? Or was only limited to one generator?
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No need to pay money for this. DbD Mobile already does it as a base part of the game.
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@Akumakaji said:
Hello,
its hard to tell from this picture, but could the killer be running the Hex perk Blood Favor? If they hit you with a basic attack, all palettes in 16m can't be thrown for 15s.
But you should have a curse icon in that case.
I don’t see the Entity blocking that pallet either, though.
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@Pulsar said:
Idk if I'd run Vigil even with that but it definitely should include Incapacitated.
I’m a Sprint Burst user.. so there may be just a little bias in this request.. 😜
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/3248142#Comment_3248142
Only the exposed one
@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248146#Comment_3248146
Oh then never mind then
Also oblivious from Retribution. But yeah the cursed icon will only appear on your HUD if a hex has effected you, and isn’t cleansed or blessed.
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@dspaceman20 said:
I think it should include all negative status effects including cursed
Could you please explain further? Cursed just tells you when a hex totem is effecting you, until it is cleansed or blessed.
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Its current effects are good, but situational - and usually require the rest of the team dying. These changes turn it from being a perk about getting out alone to instead helping the team make a comeback. So I’m ok with that.
Not sure the effects need to last 15 seconds after no longer being the last survivor standing, though. They are strong!
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An in-game icon would be great; even better is showing all survivors each other’s load outs during the loading screen!
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@Xernoton said:
https://forum.deadbydaylight.com/en/discussion/comment/3248085#Comment_3248085
When the killer's whole gimmick is stealth that doesn't just counter some perks. It counters the killer. Imagine if you had the ability to locate Wraith, Myers and Ghostface just by using these perks and effectively negating their powers in the process. If a perk is countered by a perk, that is unlucky. But if the killer's entire power is countered by a perk, that is unfair.
Some perks have greater effect for and against certain killers. It’s always been that way.
OP is giving two short duration perk options (with a 30-second cooldown each) to reveal a stealth killer’s location. Object also reveals you to the killer.
Here’s the logic I’m seeing from you: survivor perk(s) countering killer power(s) bad; but killer power(s) negating survivor perk(s) good. The topic here wasn’t perks countering perks, but a killer power that is unavoidable within their terror radius. Not to mention, punishment for another survivor being hit with it first.
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@Xernoton said:
Wouldn't that be unfair to stealth killers, though?
Survivors have a myriad of stealth perks and play styles, all of which negated by killer instinct. Is that fair? Pretty sure that’s OP’s point.
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I usually click. Not sure why this screen even exists but to waste time.
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Ok, but I’d still rather just have an entire Legion rework.
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- Equip medkit
- Use medkit
There ya go.
Abuse on these forums means using anything I don’t like - even within the set parameters of the game.
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Nerfed before it ever even made it to live. Same with Reassurance. And people complain on the forums about Hyperfocus. Poor Rebecca can’t catch a break.
Maybe it could give a small (2%) haste effect to the survivor until their next injury, too? It definitely needs something more.
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Billy needs another add-on pass, for sure.
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Stridor is fine how it is, especially with Iron Will being nerfed to what it is now. It’s niche is all. With 213 perks in the game, it’s expected that some perks will never be run - especially the niche ones.
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@roundpitt said:
Just give the Trapper all his traps at the start of the match, rework the addons and call it a day. He's laughably weak.
I’m ok with this; but only if they also add a reasonable minimum distance, where he can’t place traps too close to each other. He’s way too easy to snowball with this way, to be locking down entire areas (such as killer shack or main buildings, especially with basement).
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You’re not going to get any game rewards against bots, either. No blood points, achievements, event progress, etc.
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Wonder when this dev team took over for the one that realized how poorly matches were going, when no obsession was present in the trial. So they made it so that there was always an obsession chosen from that point forward (regardless if any obsession perks were picked on either side) - only to play into the fear of DS when there may have never even been one in the trial.
And that was with old DS (five-second stun and usable in the end game).
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/3247036#Comment_3247036
What slow down? Survivors heal in like 5 seconds
“5 seconds”
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Nah. Five seconds, still works with lockers, activates after each unhook, remove skill check, disable killer powers for 10 seconds. Nothing less.
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Full No Mither squad with no exhaustion perks at all, and you’re complaining? 🤣 You also brought a meme perk, meme offering, and very weak add-ons on the arguably weakest killer.. so surely the win wasn’t that important to you?
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@MrPeanutbutter said:
https://forum.deadbydaylight.com/en/discussion/comment/3247188#Comment_3247188
Camping Bubba has counterplay. Locker saves don’t
Lol.
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@Brimp said:
Just because shes powerful doesn't mean its a counter reason not to camp. They paid for the game they can do what they want with it even if it results in a ban.
Camping isn’t bannable.
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/3247239#Comment_3247239
Good, sooner the scummy players are purged the better. The toxicity in this game really can kill the fun at times
Actually, it will be a longer wait for them to be permanently banned. It’s four strikes for that, which is unchanged from before. Yet the first three strikes simply have longer durations now. It’s a rather worthless change, that does nothing to simplify or streamline the reporting process.
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@Beatricks said:
Look on the bright side! If you DC you are one step closer to a permanent ban!
Pretty.
Good.
Job.
So far.
Disconnecting only ever results in temporary bans.
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These are two separate requests. There’s absolutely no way they’re implementing an EGC timer for each survivor. Solo queue comms would be much welcomed, though.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/3247092#Comment_3247092
"Only double locker were problematic"
Haven't all lockers been converted to double lockers after dredge?
No. There are still plenty of areas with only one locker available. Especially jungle gyms on the three original realms.
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It’s very difficult to pull off successfully. By successfully I mean actually getting value out of it, and not throwing the entire game. Has plenty of counters as killer, both basekit and with perks.
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You r relly skilled at killer, I hope I can be as gud as you someday.
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Nurse isn’t even a good killer for camping. The last Nurse I faced was proxying every hook, and I caused the player to DC. (Though to be fair it was on Lery’s.)
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When this is changed/prioritized over camping Bubba. Pretty good job so far.
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@JustWhimsical said:
https://forum.deadbydaylight.com/en/discussion/comment/3244172#Comment_3244172
Im just glad it doesn't work on stealth killers anymore, though hope they make more vault speed perks eventually for survivors as I loved my vault build lol.
Point in case. Go read the perk description. 😂
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@JustWhimsical said:
I haven't used spine chill outside of the vault speed builds (r.i.p), so maybe I will use the new spine chill last I heard was it was terrible from all the people mad about it which really made me not want to use it ironically enough. It wouldn't be the first time people made assumptions too early, but it's a shame I missed out on using it until now.
Most of the complaints are from people who are ignorant how Spine Chill was actually changed. No joke. It's information aspect was buffed in its current iteration. Great perk still!
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Just had this happen again. So much for your bugfix patch today!
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@Coffeecrashing said:
I think that if a survivor escapes after all the generators have been completed, it should grant MMR. But if a survivor escapes before all the generators have been completed, it should grant zero MMR. With this suggestion, hatch escapes and gate escapes are treated equally.
The reason I specify that at least one other survivor should have already escaped through the exit gate, is because the game isn't over once the gates are powered. The killer can still prevent the survivors from escaping the trial, especially if they're using powerful endgame perks. That's why I believe the survivors should have at least one person make it all the way out an exit gate, in order for a hatch escape to grant MMR.
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@oxygen said:
At this point I honestly prefer someone that has already decided they no longer want to play just disappear from the match. If they've already made that decision they will rarely change their mind just because they get unhooked, at best they'll afk/run at the killer, at worst they'll have a grudge against whoever kept them in the match and they'll actively sandbag them.
This. You’re not doing anyone but yourself (altruism BP) a favor keeping a survivor in a match they no longer want to participate in - regardless of the reason.
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Applying exhaustion as killer is very powerful, and almost non-existent outside of Fearmonger and Blood Echo these days. The devs have to be very careful balancing around exhaustion perks, as shown throughout the game’s history.
With that said, I think it is thematic to the killer it belongs to (Oni) and its own name that it keep the injury requirement. The cool down is absurd; not only because of its length, but as it already has two other prerequisites (getting a hook and other survivors being injured). I don’t like the idea of making it a scourge hook, as we have enough of those. It is nice to have some variety in perk utility. So my ideal buff would simply be removing the cool down altogether, at the very least.
Beyond that, I would also like exhaustion to make survivors breathe heavier. Ideally it would be a small value - something like 2% louder for every five seconds of exhaustion recovery needed. That would give exhaustion even more threat, and guaranteed killer value every match - regardless if survivors are running any exhaustion perks or not.
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@GentlemanFridge said:
I think so, yeah. Similarly, a gate escape after the hatch has been closed (due to only one survivor remaining) should not grant a higher MMR.
True, I forgot to bring up the converse side! So thank you for that! 🙂
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The only killers that need actual reworks (as in, complete overhaul of their kit, add-ons, etc.) are Legion and Plague. That’ll probably never happen, though.
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Of all of the indicators BHVR wanted to show in lobbies, it baffles one to wonder why they chose prestige. It literally only reflects blood points invested in one particular character, and nothing else. On top of that: with it capping out at prestige 100, it doesn’t even perfectly reflect the points spent on a P100 character.
Anyone remember they briefly showed player prestige and level for a while, then took it away? (This was a couple years ago.) Just to bring it back now...
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It will be very bad for the game if either change goes through, but especially basekit self-pickups.
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Looks like your thread got hijacked, but I’m right there with you! Especially as a primarily solo survivor player, Spine Chill almost never leaves the build. Only occasionally for a different information perk, if the build calls for it.
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Weird, I usually have no problem doing gens, taking chase from her, or hiding (if the situation calls for it). Try more than hiding if you ever want more than one escape against her (which, apparently, survivors still escape the most against Nurse in regular matches - according to the latest official stats).
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There are no high school maps in DbD, only preschool and elementary. Fitting for much of the player base.