Nayru
Nayru
About
- Username
- Nayru
- Joined
- Visits
- 11
- Last Active
Comments
-
likewise looking forward to it
or rather looking forward to holding forward harder by destroying the killers that can contest it
engaging gameplay
-
horny
shame
shame
shame
'kinky inky' so i've heard -
there's only so much you can nerf with 'make most things survivors in your vicinity do irrelevant' to be honest
reworked 3 blink addon has shown that even with a major cooldown nerf once you reach a good level it really doesn't matter, it's just that good
-
hi, i run deliverance ds because i'm always one-hooked in the endgame and left to die by potato solo's
i still think deliverance ds is a pretty game-breaking combination since it literally does guarantee the escape if near a 99/open gate or hatch and that issue pretty much evaporates if ds is disabled at the end (but i still think i should have 5 seconds before i get insta stage 2 to pull myself off with deliverance even when i'm last alive so i can farm some survival points heyo)
-
@beatddb said:
https://forum.deadbydaylight.com/en/discussion/comment/2598740#Comment_2598740
It sounds better that way, I agree that frames of invincibility make no sense so a change like this wouldn't hurt anyone. Also, the devs are pretty stubborn about ""consistency"" in this game so endurance to dead hard is a no brainer.
the other bit i posited for those who don't like the insanely powerful exhaustion perks (okay not so much smash + head on is weird) would be for dead hard to be a total protection hit (all usual effects but no damage/deep wound + speedup) on death hook, which thematically makes a lot more sense anyway (details to be worked out would be conditions like injured/if it was a one-off or if it could trigger more than once if allowed)
i do kind of despise how with validead hard most everyone i run into has an absolute chase reset (if they're good at tiles which is when dh is a serious game problem anyway) every time i run into them, even instantly again if picked up off the ground moments after being downed
-
@ReverseVelocity said:
I honestly think they're fine, balance wise. Yeah, they're strong perks, but its nice to have something that could break the stale meta for once. I think a good thing to keep in mind with Boons is that time spent blessing totems is time spent not doing generators. If they spend a bunch of time reblessing snuffed totems, that quickly adds up to a lot of generator time lost, which can often end up playing in your favor.
Plus, they're really loud, so if they're close enough to actively bother you (like Shadow Step hiding scratch marks), chances are they'll make themselves known and you can easily snuff them out. On the other hand, if they're far away, survivors have to spend a lot of time running to them to get their effects.
I think people concerned about survivors being able to bless totems as much as they want don't really see the real cost of the perk. Time. The most valuable resource in Dead by Daylight. Survivors who spend a lot of time continually blessing totems over and over again are, as I said earlier, not spending that time on generators.
Having Boons permanently break once they're snuffed would make them far too weak, for a few reasons: One, survivors can't defend boon totems, the killer can just walk over and snuff them out instantly. Two, they have the aforementioned setup time, which is meant to be the downside of the perk. Most importantly of all, they have limited areas of effect, so not every totem placement is going to be useful. A Shadow Step in the corner of the map is going to do nothing.
TL;DR: Boons are fine, and buy you time on gens that you would otherwise not get. Making them break when snuffed would make the entire mechanic really bad.
i finally got to run up against quadruple circle today, so i'm reporting in with my experience
resetting for free or speedily p much anywhere is insane and absolutely worth the 14 sec of not being on a gen
otherwise, multiple shadowsteps-circles on midwich with a few quick and quiets/iron wills proved to be pretty much instant chase losers, that's not really a metric you can measure with time lost but a couple of those instances will certainly lose you the match itself
afterall, like on that one autohaven match, hear blue totem lit nearby --> break door to the shop --> nobody around/in lockers --> gank blue totem --> patrol around a bit --> totem back 20 sec later --> nobody around/in lockers --> gank blue totem --> actually get a chase finally --> totem back mid-chase --> it's shadowstep of course and your injured chasee has iron will and a nearby jungle gym --> gens fly --> lose
-
i mean you can say that but ultimately whatever you say is completely pointless in this regard because while very little changed about his 1v1 from survivor pov (as you still get zoned out by held ads with much faster movement speed + still hits the same shots), everything changed from killer pov and he's about as miserable to feel to play as a killer could be with full size tr + 110% + molasses flaccid power that has even more caveats
if people won't play him because he's not fun to play (and that seems to be a fair 90% or so as an estimate on my part), then welp
-
not until they remember leader exists and to perhaps make it work on blessing anyway
counterforce probably never will
-
have suggested this numerous times before ye, you shouldn't be having attacks/projectiles literally phase through you (now ghost hitting you apparently), iframes don't belong in a one-sidedly offensive pvp game
hit e = self mini styptic on demand, no speedup on hit, no lunge to reset chase
-
@MrOogieboogie said:
Limited range (nerfed even, but I honestly wouldn't even mind if CoH was nerfed in range further given its strength), easily snuffed, takes time to bless...then MORE time if you have to do so again and again.., have to leave whatever you are doing once wounded to go to where it's placed to get its benefits...wasting even MORE time. The perks ARE strong, but they are limited in range and can take massive chunks of time to set up multiple times or to even use that could be spent on gens. Killers will adapt/learn to counter them best and everything will be just fine as usual.
the killer's time is worth more than 4x yours, ultimately
and they don't even get many opportunities to snuff them if you pair it with detective's to pick out the most obnoxious spot for a shadow/circle
or if it's just rpd/midwich/coal tower/badham/asylum/lery's, don't really need 'high-end strategy' at that point (nightmare indoors/center 2-floor buildings/lery's totem spawns respectively)
-
does making bnps not insta-repair a gen count as nerfing gen speeds
-
@StarLost said:
That's honestly the best case scenario.
I'm taking a short break, because this was about 75% of my games on Monday:
- Game starts, Discordance pops almost immediately. Gen is done before I get there, survivors are gone.
- Another gen pops within 30 seconds.
- I catch a glimpse of a survivor dropping down into the main hallway of RPD, I pursue and they run straight to the office infinite, teabagging all the way. I peel off, and another gen is done.
- I finally get my first hook, and gen #4 pops.
- By the time the final gen pops, I've eaten every Dead Hard, Pallet, Iron Will, Borrowed Time, Styptic Agent and DS in the game. I've gotten at maximum 1 kill, if that.
- Survivors teabag and flash me from the exit gates until I chase them out.
- I check after the game and the survivors are a 3man SWF with about 5000 hours between them.
imagine having to cheat (sounds voip-y) in a game where, particularly if you've rigged the dice that many times, you only lose via catastrophic [eep]ups, often requiring several in a row
after some of the games i've had today + seeing what 'more fun than ever' spirit's like finally vs eh 'equal skill' survivors i'm considering dropping killer except for daily/archive, which eh..... i used to only play killer, now.. any killer that has a decent chance vs good survivors gets crushed, pinhead's iri is next i bet and i'm certain it's just that nurse cannot be reduced further than 'ignore pretty much all chase mechanics twice every so often', the concept itself is insane so what can you even do with it without making her unplayable
but for that matter why was 'long windup --> 5 sec of very fast information denied movement on both sides --> up to 15s cooldown or fairly high for a 110%' such an issue compared to 'warps through two walls and the ground itself onto you and ganks you because aura'
deathslinger, wraith, spirit.. whether they were good or not and their individual players good or not, all nerfs bring you closer to nurse singularity
-
@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2598532#Comment_2598532
If possible you could try to get in close to hit with a quick attack/bait out the dead-hard.
vs most of the survivors i go against post-sbmm the 6 sec or so it takes to get right on their [donkey] is them making it to another loop/exit gate with dead hard for distance so it's kind of a catch 22 that you rarely get the better of (since even if you get there i've had my delayed insta's validated)
-
in my experience thus far even if i hit a survivor with the end of my lunge just after the end of their lunge it still gets absorbed so i don't know
seems pretty much impossible to deal with with most killers vs anyone with decent reactions and so they always make it to the next loop/godpal
-
@OopsAllHexes said:
https://forum.deadbydaylight.com/en/discussion/290910/the-game-boon-totems
Wouldn't playing Legion be kinda good since they would have to mend first before healing?
as otzdarva once put it, 'healing against legion is generally a bad idea - healing this fast against legion might be a good idea'
-
now i've seen [eep]ing everything
what the [eep] dbd forums
@Laluzi said:
That's hilarious. Is this a form of protest against survivors now being able to locate where Spirit is as she phases? What's next, no blink Nurse?
But yeah, nothing is going to save you when you get scared teammates that don't do anything. You can loop a killer for three minutes or fifteen minutes and it doesn't make a difference if nobody's touching gens.
do not summon the terror that is bamboozle nurse
https://www.youtube.com/watch?v=9vMgCFhWUyo(as an aside, i was once called bad by someone that went from uninjured to downed in 20 sec vs my spirit on swamp near that ungodly mess of vaults and pallets under the... dock?, no phase on 1st or 2nd hit)
-
@Gwinty said:
It does? I do not think so...
Boons made it more of a 4v1 then ever because now you can set up a safe zone for yourself and your team. And as a Killer you have to juggle survivors a bit and sometimes you have to drop a chase when they are going to wast too much time and another target is avaiable. Why chase a survivor around shack where the generator is already finished, when you can instead run over another that is on an unsafe loop or at a LT-wall where you can mindgame?
I think you need more 4v1 thinking than ever right now in order to apply more pressure and make your games longer. Map mobility is king over leathality as you can see with Trickster...
tell that to my potato teammates that can't last 15 sec vs trickster from full health, heyo
-
..why'd you unlock perks that you don't want on characters?
i avoid doing that if i can at all prevent it (thanks bloodweb for the predator unlock force or else wraith = bricked), thought it'd be obvious it'd bite you
-
@Gwinty said:
#########...players cry about the most random stuff...seriously let the doc have some time off or do you want him visit you while he is stressed af...
If your goal / win condition / comfort zone is to defend that chest I have no problem with that. Sure I would look a bit baffled when I see you just defending that chest but I see no need to report or even flame you. However I may be tempted to challenge you for that chest...after all I like to run Plunderers Instinct and Appraisal...
I got flamed yesterday for playing chainsaw only Billy...so...you know, just people crying about things because they want to cry.
..do they expect you to take easy m1's when you provide them when landing that power is so god damn hard in this era?
do they not realize how they'd be like twice as likely to lose if that was the case, survivors are wondrous
-
i've noticed this as well lately
i only have ds 3 on one character because i keep getting it in the early web levels, then a short while later, and then never again
and i keep having people pick me up later than 50 sec but sooner than 60 sec eeeeeegh
-
@WARW0LF said:
its not really an issue, people with such sensitive epilepsy would not be playing games unless it was specifically designed for their needs, but to be honest, i have to doubt whether the flashlight is even strong enough to induce a fit, unless their epilepsy was severe which in that case why are they playing games?
person without a physical issue: it's not really an issue
people with low-grade epilepsy and now a migraine after BZZZZT: ... 'kay
-
@blue4zion said:
I honestly can't decide on her right now. She seems addon dependent now. Use either a good combo, or suffer. Speed being top tier addons.
I might just need more practice with new Spirit, but she is my Die hard main since her release and against high mmr, if I'm not using good addons I usually get pretty bodied.
like most killers apparently, only spirit had one of the best addon sets they ever designed and they just completely tore it to pieces
m-d ring, yakuyoke (which is now a bit pointless since it's only able to be paired with m-d to decent end results with removal of green speed and m-d is far better with new cherry blossom), cherry blossom and.. memes, just memes
-
@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2593389#Comment_2593389
When you put it this way, yeah his power sounds pretty bad.
But still, an M1 killer that never has to hook still practically has 2 minutes free time compared to a "normal" M1 Killer, if there is such a thing. Feels strong to me.
Don't get me wrong though, I already think survivors are too strong, and hooking (and most things as Killer) are too slow, but feels like hooking in general should be removed, rather than on one Killer.
do you play much pyramid head?
cage works both ways where if you're dealing with split up survs the odds are pretty good that the cage will spawn within a 5 sec run of another survivor, severely muting the pressure you'd otherwise get from people having to come to where -you- are while dodging you and your terror radius
it's also pretty much self-sabotage to do it in the endgame since the cages love to spawn near gates for whatever reason, i swear they prioritize that vs where the actual furthest spawnpoint is
so the gist i'd posit is that while caging can be quite good (absurdly good if you don't give a [eep] and know where they're likely to spawn and go straight for the caged person to kill them off shortly afterwards if they're now death hook) like a lot of things it's not as good as it seems on paper
-
@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/2594362#Comment_2594362
And survivors will have to travel to that area every time, which means they aren't on gens. Survivors not on gens are survivors that aren't a problem.
i spawn on one in over half my games why do you think hex perks being instantly deleted is such a meme
the experience is knowing to look behind that random set of rocks that blocks your los to the totem you just spawned next to
would a survivor not being on a gen for 30 seconds if it meant removing one of their hook stages still not be a problem
-
agree to disagree in that spirit never has the control now unless you run out into a total deadzone right off the bat or you get tagged without iron will
first hit is always the big issue and if you have to use your power to get the first hit you're not ending a chase in <30 sec (barring potatoes as per standard protocol) and that's a game losing scenario to be in
disclaimer: whatever my mmr is it only puts me against hard-committing m1 gamers that now know where i am at all times in phase
-
commodius 2gud ye
if you think about it if you could idle in a locker and slowly build up a +% gen speed for yourself everyone would do it and snipe one of the last three gens in 40 seconds (if it capped at +100%)
that's why toolbox btl works, but i think it's still more potent with kits/keys/crystal bead map/flashlight if and only if you're against hag/wraith
-
@Kaitsja said:
Boons aren't that big a deal. They're strong, sure but the fact that you have to take the time to find a totem, then bless it, then use its effects means that there are so many reasons to not bother.
there is no time to find a totem if you have about 1000+ hours experience with spawns
i bother because perma we'll make it + self-heal medkit speed in the outskirts of the map where killer will never patrol is obscene for 1 perk slot
-
beast of prey: tier up in bloodlust 3/4/5 seconds faster
-
@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2588595#Comment_2588595
Oh please. It's fine the way it is. It takes a while to bless a totem, then you need to be near the totem to heal (not counting the time it takes to run over to said totem and the time it takes to heal). More time healing/blessing totems= less time on gens. You guys cry wayyy too much.
i immediately bought dlc + definitely didn't abuse it in several games and i'd say they're about as fine as [killer thing that was destroyed recent-ish]
-
@Nos37 said:
Wraith: "The Beast" - Soot (The Wraith's Terror Radius is no longer suppressed when cloaked.)
Balance.
If Deathslinger's ability to stealth is being nerfed because of how strong he is in the 1v1 and getting initial surprise damage, then Wraith needs it too (if not moreso)
that's balance to you after hit post-cloak and lunge took the hit they just did
okay
how about no mither basekit everyone's running dead hard anyway might as well make it usable right off the bat heyo
but more seriously this would make wraith COMPLETELY clap low-end survivors because i legitimately only ever see wraith do massively better with the terror radius addon in potato lobbies because it keeps the 'tr = i walk away and don't get on a gen for 30 seconds' aspect yet changes nothing about not knowing where he's coming from and where you need to run to
-
@Freddy96 said:
https://forum.deadbydaylight.com/en/discussion/comment/2588233#Comment_2588233
99'd sprint burst with a flashlight it's free distance on demand without any downside. Getting haste for 3 seconds while getting hindred for 40 secs is just borderline useless
.....do killers often stare directly into your flashlight beam? for a brief distance anyway a lunge gains more ground on a survivor than they get by sprint bursting and have gotten quite good at faking giving up on someone walking and then suddenly lunging for them for a hit, that'd be a lot easier to do if they're slow-walking with a flashlight beam
-
@TunnelVision said:
BHVR need to do something about gen rushing. It's no fun playing a 5 minute game because survivors focus on nothing but their objective...
See, it works both ways.
i concur on both fronts ye
but for bt to be basekit one has to figure out how to stop people from stonewalling you with it (without 'it doesn't work on a protection hit!' which take a few seconds to consider what happens if someone injured rescues you) + figure out a way to deny some early gen repairs consistently
-
@FeelsBadMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2588946#Comment_2588946
Ofc I wouldn't be opposed if they would give him some other kind of buff like mobility but that would maybe be harder to balance than simply making his yellow or green range addon basekit while reworking those addons to do something else.
Also yeah PH addons are meh but I like some of them, they make him stronger but he doesn't need them. I only bring addons on him if I see a full SWF with multiple toolboxes.
ye but what addons does pyra have to spike his power in a very concrete way except double +range
or maybe the iri if it still shows a brief glimpse of whoever you cage's aura
-
@FeelsBadMan said:
Pyramid head and Doctor are pretty similar gameplay-wise but I catch myself playing PH more and more over Doc simply because I don't have to spend a shitton of BP's I could use to lvl other stuff on him first to get the addons I need to make him actually playable.
Doc NEEDS addons to be actually decent (yellow or better green range addon) whereas PH can be played perfectly fine without any and still do well. I agree with the people in here who say no killer should be addon dependant, so yeah Doc should get at least the yellow range addon basekit.
i would posit that ph's addons are very poor except +range and doctor is more reliant on addons because they introduce passive tracking to his power that he doesn't otherwise have given the instant someone hits tier 3 if you're not in their immediate vicinity they start holding m1
they're in a similar boat of mostly gravitating towards power range but doctor needs more on top of that
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2588933#Comment_2588933
If only I was good at Nurse…
someday that's all that'll be left
probably
wraith is another nightmare killer on rpd if knows the map decently well + picks out a rare good 3-gen immediately and sticks to it
aside from a handful of god pallets there's no way to not take a hit given he waltzes straight up to gens often around corners
hag too of course
because heg
wonder if honing stone trapper would have any luck
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588832#Comment_2588832
By confirmed, you mean that thread on Reddit that turned out to be mostly false?
What is weird about tonight was that my games on my almost certainly much lower MMR Demo and Pinhead were versus much stronger survivors than my better killers, which felt like normal. This makes me suspect that it's people dropping their MMR by DCing.
https://forum.deadbydaylight.com/en/discussion/comment/2588828#Comment_2588828
I always play at odd hours.
Again, this wasn't on all my killers. Those with probably 'middling' MMRs (my better killers) were the same as normal.
i get that but the pool of survivors playing is way, way higher skill level + propensity to rig the game even harder in their favour at these hours
seriously, try another night 8 hours before this post or so
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2588926#Comment_2588926
I should’ve DCed. I wasn’t having the best night with her tonight as that’s kind of how it is but it was probably RPD making my sanity drop below zero that made me not play as well even on the matches where I didn’t get RPD. I won about half my games tonight, which isn’t normal.
i'm still getting my head around the finer intricacies of midwich but rpd legit feels like rocket science and you just do not have any time to think about convoluted routes and where to make any kind of proxy play to make up for the fact that gens are near-impossible to stall
nurse players i know have a field day with the map though, teleport from gen to gen + grab people + entire side of the map nurse is active gets super paranoid and stops doing gens, nurse never cares about anything it seems
ooh well..
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2588914#Comment_2588914
Out of the seven times, 5 survivor games and 2 killer games as Spirit.
guess it depends what killer you go against but for me (aside from running around in circles for a year trying to find a gen i can only find WHILE IN CHASE) generally a lot more spooked to get it as killer
that said, before the spirit nerfs i ran m-d/yakuyoke and got rpd and the extra speed made phasing after someone almost impossible since if you bump in a thin corridor or get caught in a narrow doorway you lose a ton of momentum, what a nightmare
now they know where you are and what floor you're on, i probably would actually consider dcing out of rpd as spirit now and i literally never dc lol
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2588910#Comment_2588910
The thing with stun durations and bhvr is that if they change something a number, for some reason accounts will be perma banned and they will crash your pc forever.
The perk design makes sense but honestly only counters enduring users which for some reason people don't use anymore.
'anti-pallet' builds were always massively overhyped and eventually people figured that out
that said enduring is a pretty scary thing for it to turn out a legion has and they know how to instadown you
-
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2588901#Comment_2588901
At least I haven’t gotten Haddonfield in a few days. RPD just won’t leave me alone.
as a killer, right?
wait are you getting rpd as spirit
-
@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2587126#Comment_2587126
I actually forgot smash hit was a perk, yeah I think smash hit is more healthy than most exhaustion perks.
think it's pretty awful design given how being hit through pallets is always going to be a thing to some extent + how easy it is to deny
i'd turn it into +stun duration or something but heyo
-
@R2k said:
Majority will disagree with u. Hatch is finally Ok and interesting to play around. Not the BS it was before.
what makes it interesting now as opposed to before? given keys are a complete non-factor except in hands of last alive, it'll always be a case of remembering that little detail (but probably not) and getting followed in stealth via third person until you close hatch and then are denied 4k
you can approach 100% escape rate as last alive if your key has blood amber since aura read will tell you where killer is and ultimately the hatch
-
1 key + 5 second resetting action --> one escape through hatch --> if results in one survivor left, trigger egc as if hatch was closed
there you go, there's your lack of skilless mass escape, and then key-hatch interaction didn't have to go the route of moris
now, let me talk to you about why you should be able to be punted out of the game before death hook.......... -
you're playing at early AM's est
you shouldn't be doing that, i don't know if it has something to do with regional timezones but it's when you're massively more likely to get tryhards
unless you're a solo because there's no room for you in .. european?? swfs
-
@Pulsar said:
Michael needs buffs lol
how about uuuuuh....
+40% pallet break speed in t3 (or +30% if 'safe design')
the right play in most cases is to ignore it + walk around or mindgame a lunge but would help a lot in maps that are basically made of god pallets
-
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2588502#Comment_2588502
What scares me isn't the obvious 'I'm doing gens while walking on top of the map' cheaters.
It's that survivor that always seems to know exactly where I am, and moves just slightly faster than they should be...subtle hacker? Laggy?
Dammit but I hate it.
the less overt ones that severely load the dice in their favour in a game that already loads the dice in their favour, yeah
sad to think of how many get away with it given you're conditioned to expect a lot of things that make no sense
-
my god it really does look like 'it's on the survivor to make a mistake and they completely and utterly control the interaction otherwise' is what counterplay/boring/unfun is code for sometimes
-
aside from myers/ghostface doing their things and hag jumpscares at least the scariest overt killer to me is nemesis
because of those god damn tier-up sounds
-
@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2588494#Comment_2588494
Because the Survivors will be unable to see boxes when the trap is inactive, they'll be less focused on wanting to remove the trap. So, what else will they do but gens?
Then, when the trap is active, this addon does nothing.
This addon just nerfs Pig's slowdown potential.
i mean to be fair what else are survivors going to do at the start of the match other than gens gen-erally
if they completely ignore it then they start off with timers and scramble over boxes and possibly have one die, so s'not a great scenario either way
-
@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/2588499#Comment_2588499
I'm actually looking forward to that. I remember someone playing a modded version of DBD made up as a prop hunt game, nearly died when I saw a locker vault and the killer chasing a fleeing hook. I know prop night won't be the same but it still looks very funny.
i might as well be chasing hooks with the way they spawn in some maps like midwich