Maníaco_da_garrafa
Maníaco_da_garrafa
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- Maníaco_da_garrafa
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Nice job.
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"BuT iT's EnGaGiNg AnD ImMeRsIvE!!!!111" - DBD Developer.
https://forum.deadbydaylight.com/en/discussion/153075/i-too-watched-the-dev-stream-but-not-at-4am-this-time/p1 - 21th question
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Survivor challenges from the archives.
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Tbh, perks that affect the chase should be weak or gimmicky.
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lol, Bloodlust 2.0.
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Maybe it's not supposed to make sense...
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Enduring is nice.
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Can someone give me a reasonable argument for rat liver being basekit other than "i want to do feather tech and not get slowed down while also saving an addon slot"?
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They don't want killers getting easy repair progress tracking, that's fine by me.
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@RockoRango said:
https://forum.deadbydaylight.com/en/discussion/comment/1691507#Comment_1691507
That's like comparing apples and oranges if you're relating it to this thread. The sabo rework wasn't about survivor speeds, it was about (probably nerfing) sabo.
Regarding your complaint, repairing separately is WAAAAAAAAY more efficient than teaming up, since survivors are saving a lot of time without travelling between gens together, and Blood Pact's speed boost not only will be very gimmicky to activate and force bad rotations if you want to keep the effect active, but also will be almost unnoticeable in the long run.
So yeah, you're kinda complaining about nonsense.
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@Artick said:
Don't worry, it's just the regular "sky is falling" reaction you killer mains get with every change that's not a survivor nerf. It will pass.
Remember when people thought sabo rework would be OP?
"iT's jUSt 2.5 SeCoNdS!!!! REEEEEEEE"
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Don't you agree that, at some point, you would have to try? Especially with this build?
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@Radiosity said:
As killer, maybe you aren't being saved because even though you're not being camped, I am in pursuit of your would-be saviors and, well, their hands and legs are tied up at the moment with some extra work. Hope they are brave (or stupid) enough to unhook you during the chase, optimistically with BT.
As survivor, I understand if you don't run Kindred to get better odds for yourself outside of the hook, but if you do, you're still increasing your odds on the hook on average by giving info. Sure I see what the other survivors are doing but there are easier-to-control substitutes for that effect and I don't need that info all the time. Oh, and I think I'm going to wait a little before coming to save you to be sure that the killer is not waiting for an overly altruistic player who answers the call for help too quickly.
https://forum.deadbydaylight.com/en/discussion/comment/1686011#Comment_1686011
Hi there.
:)
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Imagine playing solo.
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You chase too much, you lose the game. Killers would eventually learn it.
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Where can i watch the tournament?
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@Stains said:
I've just finished reading the patch notes for the next patch and I am very pleasantly surprised that WGLF is getting a buff, finally I can farm bloodpoints on survivor. In the patch notes it says "added new ways to get tokens" I want to know what are these new ways if someone could clarify it would be much appreciated.
Probably picking up slugs (synergy with said healing speed when helping dying survivors) and completing health states on injured teammates.
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@Xbob42 said:
I usually just use it as an opportunity to see the game from the survivor's point of view to see where I made mistakes.
ikr.
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@Avarice10 said:
https://forum.deadbydaylight.com/discussion/comment/1627668#Comment_1627668
EW1 allows you to do gen grabs tho, it's great fun and always startles survivors.You should always go for those in EW1 as Myers, it's a great early game advantage when you pull it off.
Meh. In most cases, they just notice your 2,5 meter body or your loud breathing and just run to deny stalking, and with grab roll-backs being a thing, you might aswell just get out of EW1 as soon as possible to avoid losses.
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Why hard-buff bad mechanics to try and make them slightly less bad instead of just reworking/removing them? EW1 almost always ends up being a net negative on michael's power: it slows down your early game and gives up your surprise element as soon as you reach tier 2, and all of this because there is a very small chance that you get a 4-man slugfest.
If EW1 is so bad to the point where you'd want to buff it to almost being nonexistent, why not just rework it?
It could be a secondary power, like you can turn it on and off to make you completely undetectable (spine chill, etc...) at the cost of consuming your stalking progress.
As for Scratched mirror, you can just decrease michael speed to 4.2 m/s, decrease his lunge and give him wallhacks while stalking.
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@Thund3rstruck57 said:
@Maníaco_da_garrafa Sorry man but balancing the game only around general perks isn't going to happen. Even so, NOED and Sloppy would be pretty effective with this add-on. In fact, those are probably the perks with the best synergies with this add-on (Devour Hope and Haunted Grounds being the other standouts I can think of). Other than that, this can be used to trigger Dark Devotion, Franklin's Demise, Blood Favor, the Third Seal, Iron Maiden, Make Your Choice, Rancor, Remember Me, Save the Best For Last, (maybe Unrelenting), Dragon's Grip, Gearhead, Knock Out, and Surge. None of those seem particularly game-breaking. I personally would create a build to apply as many effects as possible with hatchet hits. So Venomous Concoction, Yew Seed Concoction, Sloppy Butcher, the Third Seal, Dark Devotion, and Franklin's Demise. So many possibilities.
This has nothing to do with balance, but rather quality of life. If you look at add-on design in general, none of them require a certain perk in order to do stuff, they just do it on their own. Not forcing the player to duct-tape his build is a nice idea from BHVR and i don't think they're changing their minds about this. As for NOED and Sloppy, Huntress has addons with very similar effects that make these perks redundant.
I know it opens up new ways of building huntress, but only for veterans who are stacked on DLC content, which is not good.
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Bad idea, there are only two general perks that have effects on basic attacks (NOED and Sloppy), so you're basically locking a iri add-on's effectiveness behind DLC-content.
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Remove tier 1?
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@GoshJosh said:
My only qualm with this perk is that the exposed status remains even after the exposed survivor is downed. It should immediately be taken away upon either downing or hooking a survivor. It's served its purpose up to that point.
You are exposed for 60 seconds after touching the gen. For the sake of your argument, let's be generous and say that you get Iron Maidened after being exposed (15 seconds), after that the killer spends 10 seconds hooking you, then more 20 seconds of waiting for rescue, and a 16-seconds healing action under the hook. By this time, Dragon's grip effect is gone and you're free to take hits for your team again.
Sorry OP, getting double-downed on full health while exposed within 60 seconds is just too much of a rare scenario to justify such a change.
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As a survivor that doesn't use DS, i can confirm this. From my experience, for every 10 games without an obsession, at least 7 of those will have a killer that literally stops what he's doing (if not at the complete opposite end of the map), just to put the injured person back on the hook.
I can understand complaints about DS for balance issues, but it's undeniable that it makes the game better for survivors (even the ones that don't have it).
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So basically, if survivors spread out (which they already do) against legion, it's like he doesn't have a power, since you'll need to hit at least two players to get ONE DW timer to start... And all of this for Legion to get a no-brainer hit from across the map when pressing m1 at 130% speed, IF he hits multiple survivors.
I don't like this, it still needs a lot of work.
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- While not in a chase, the gas bypasses collision with structures and gives more points for intoxicated score events.
- Secondary power that calls upon the entity to block a gen, long recharge based on power usage (Wasted, Intoxicated, Bottle Toss score events).
- Cloud lingering based on how high you throw the bottles.
- Less bottles if too powerful.
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Welcome to pvp gaming.
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Is this a post meant to mock killers who flex dcs in online forums?
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Survival category is a mess; almost all score events are too situational and unrewarding to rely for a good amount of bp, except for Survived, which requires you to win the game against the killer.
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F.
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Clown.
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@Th3Nightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/1152315#Comment_1152315
No. The projectile speed was nerf on the ptb before its official launch .. sooo he needs some buff, not nerf he is 110% ...
It's still too fast.
I'm not saying he's balanced, i'm saying making the hitbox larger so scrubs can get easier shots is the wrong way of buffing this killer.
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I disagree.
Since you can't remove people from the game early with it, i'd say it's a fair version of the mori.
It helps with getting a mori daily done while ensuring noone will be pissed by getting cheesed out of the game.
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No.
The wind-up is very short and the projectile is very fast, you need to constantly look back and mess up your pathing for any kind of feedback when trying to juke.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1148739#Comment_1148739
Hangman's Trick didn't stop sabotage, it just gives the killer an early warning on what hooks to avoid. However, smart survivors would just follow the killer to whatever hook they want to go for and sabotage that one. The killer can't change hooks when they committed to one already, so they are forced to make a trade.
Sabotaging a hook costs the survivor the following depending on the situation.
Positive Trade:
Slugged Survivor + 1 Health State Damage + 1-2 Survivors Repairing
Negative Trade:
Escaped Survivor + 1 Health State Damage + 2 Survivors Repairing
OR
Escaped Survivor + 0 Health State Damage + 2 Survivors Repairing
Hangman's Trick doesn't prevent sabotaging when survivors play it smart and force the killer no choice but to commit to a hook. Therefore, I believe Hangman's Trick should have increased aura reading and replace the visual notification with something else.
Hangman's Trick:
When carrying a survivor, all hooks within carrying distance will reveal auras of survivors within 12/14/16 meters to those hooks.
Survivors suffer from the exposed status effect for 45 seconds after they sabotage a hook.
If you read carefully, I said... all hooks within carrying distance which means you won't see survivors across the map if they are near a hook. Only hooks that you can potentially be used will reveal auras of survivors. There's no point in showing the aura of a survivor near a hook across the map when there's no way you will be able reach that hook.
The exposed status effect gives the killer the ability to drop the carried survivor and try to get the saboteur quickly. 😁
It DID stop sabotage, bc not only you know what hooks are 99'd, but also the sabo'd hooks would come back after 10 seconds.
A smart killer with HT would simply:
A - Go for a hook that's not 99'd
or
B - Slug the downed survivor, wait for the hook repair, then pick him up
Yes, both of these are countered by sandbagging the hook, however, taking hits isn't saboing. Eventually, the survivors would notice the HT and simply stop trying.
As for new HT, yes it is a bad perk, just like old HT, due to its situational nature (a counterplay to sabo). It was very strong on the ptb, got nerfed, back to the trash can.
The devs want to, at least, give a chance to the new sabo before forgetting about it (or nerfing if it's too strong), therefore making a 0 iq counterplay tool on top of the new sabo release would be counter-intuitive. I agree with this decision from BHVR.
@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/1148739#Comment_1148739
Calm spirit counters doctor and infectious fright as well as scream add-ons.
Stridor can negate the 100-percent silence on iron will
One stack of sole survivor can completely counter nurses calling, all seeing, and Amanda's letter
Distortion can completely counter BBQ and chili
Plauge counters heal perks, so does Legion pin
A stacked autodidact can completely negate the effects of of the slow down with non obsession dying light, sloppy Butcher, thanatophobia and that clown perk when it comes to healing
What's your point there are multiple perks that can completely counter other perks or playstyles
Saying a perk should be near enough practically useless because it could counter a playstyle is stupid.
If you equip hangman's trick you're keeping it on the rare idea that you might go up against sabotage due to the removal of Hook respawns perk will be literally completely useless if there's no sabotage. You could argue to prevent body blocking but at that stage I might as well just bring mad Grit
Old sabo squad had little counterplay and it was very unfun to play against (everyone plays immersed until all hooks are 99'd, t-bagging no-mither to loop since he can't be slugged, sandbagging 4 days, unbreakabill's/flip-flop's) that's why HT was allowed to be so ######### good in its niche, because the worst case scenario was bad, but also insanely rare.
New sabo is a different story, since toolboxes have less charges and hooks respawn way faster, therefore no need for an overkill perk.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1148841#Comment_1148841
Old HT was already one of the worst perks in the game. This is a worse version of that perk. It is dead. :P
It was "dead", you're overexaggerating this change.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1148841#Comment_1148841
Yeah, and as we said, they had to nerf something that was already in the game and that was already underused just to justify making the new sabotage changes overpowered?
Way more survivors will run sabotage builds now VS how many killers will run Hangman's Trick to counter them.. seeing the auras and getting notifications won't matter if the hooks don't regenerate faster (or at all, in case of sacrifice hooks)
The changes are yet to be tested into normal play, people are using the theoretical worst case scenario to justify dooming this gameplay change as unfun.
People said that doctor's afflictions nerf to t1 would make them useless, and it didn't.
Give it time, if it's bad just as you say, it will be changed.
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@tortrader said:
https://forum.deadbydaylight.com/en/discussion/comment/1148739#Comment_1148739
So kill off a situational killer perk?
As i said, Old HT would simply be overkill compared to the new sabo mechanics, it needed to be toned down.
HT is not dead, it's just as situational.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1148739#Comment_1148739
Here's the problem: Unless sabotaging becomes a game-winning strategy, it will never be better than genrushsing, so it will never be prevalent enough that a perk that is only good against sabotaging will be anything better than garbage.
That's not a problem, not all changes are made in favor of shaking the meta.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1148697#Comment_1148697
Hey glad to finally see someone else who ran that perk for the hook repair who's as pissed as I am that they removed that part of the perk when they decided to change it to give it the same aura reading that saboteur got. Not everything has to be mirrored on both sides, devs! Hangman's Trick worked fine the way it did before! There literally was NO REASON to change it!
They changed it bc the old HT would completely shutdown sabotage, and the whole point of sabo changes is to bring it back for solo players to have something else to do other than gens.
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@Huntar said:
https://forum.deadbydaylight.com/en/discussion/comment/1148481#Comment_1148481
Why does the warning require a perk, if it's needed?
I believe the mod is talking about the perk, not the sabo action.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1148684#Comment_1148684
That's the thing though.. the survivor will wait to see which hook you're going to first before sabotaging, they won't pick a random one and hope you're going for that one.
It would still require good positioning, since you won't be able to reach the hook before the killer if he has an advantage (without SB, ofc), and if you're waiting for a sabo play opening, then you're not doing gens.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1148636#Comment_1148636
How so, hangman's trick doesnt make Sabo any slower.
But you'll know that a sabotage play is about to happen, then you can change hooks.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1148481#Comment_1148481
An extra 1.5 seconds if you are looking in the correct direction sure is a LITTLE more warning.
Then it would be impossible to finish a sabo if the killer hits you during the interaction.
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ikr, imagine trying to fix the hitboxes...
damn, these devs are the worst!
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I will gladly use this perk on my clown when the skill check change gets reverted.
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288 games is a small sample size, what are you talking about?
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4% slower repair speed for each remaining totem at the trial.
Survivors receive a sound notification for each cleansed totem.
:)
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1133676#Comment_1133676
Are you saying the article about Ruin's wasnt the most Survivor bias thing they've released in a while? Because it was. Find one benefit to the change they mentioned for killers.
Or that the article didn't drive me to play more Survivor? Because it did.
It was biased, but not enough to cause a killer strike.
