Viskod
Viskod
About
- Username
- Viskod
- Joined
- Visits
- 737
- Last Active
Comments
-
@jesterkind said:
Pretty positive. The tapes being destroyed on hit is a really impactful change, imo, it makes holding on to a tape for passive insurance basically a detriment to the survivor now.
Plus, more teleport is great, big fan.
If the Sadako player teleports just 3 times before finding you and hitting you, you are still better off than if you had not picked up a tape.
So no, not a detriment at all unless you're just really unlucky.
-
@Matukas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491632#Comment_3491632
Oh, that's right, sorry.
So all you need to do then is (assuming you get 20 seconds out of chase before or after the down) teleport twice before and twice after for 4 stacks+2 from chase = 6, then they're still just 1 stack away. It does require another set of teleports but you still have pretty much no reason to hook them and would actually lose pressure doing so.
Teleporting gives 3/4ths of a stack.
If they have a tape, they are immune to condemned from teleports.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491717#Comment_3491717
Chief I wish I was on BHVR's bankroll to post on the forums, that'd be great.
I don't "only post to defend BHVR" either. There is a lot I have to criticise them for. I just don't think this rework is that bad, honestly. It might need a couple of tweaks in the future but people are acting like the character is completely ruined, which I don't think is true.
Being immune to condemned from teleports because you have a tape is dumb.
The new "downside" to holding a tape isn't much of a downside at all.
If the person playing Sadako teleports just 3 times before finding you and hitting you with a tape, you're still at less condemned than if you had not had one.
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3491684#Comment_3491684
No, downing the survivor breaks the tape now.
The new patch notes say that if you down a survivor holding a tape, they get 2 stacks of condemned and the tape breaks.
Since the tape breaks when they get downed, there's no reason not to hook them now.
Not downing them, just hitting them.
-
@ReverseVelocity said:
I'm a fan of this rework overall, to be honest. Condemned actually feels like a mechanic worth worrying about now, and Sadako players with good map awareness will be able to get kills with it more consistently. You can't just completely ignore it. It might be a bit easier to actually put the tapes back when you grab one, but you'll need to do it more often AND getting caught with a Tape is potentially lethal.
The post-PTB tweaks are even better, the cooldown reduction is great, 15 seconds felt a bit clunky so I can imagine 10 will be alright. TVs not being disabled for ages when you TP to them is amazing too.
The only thing I agree with is some of the addon changes, Reiko's Watch getting nerfed seems really unnecessary.
Apart from some of the addons, I really don't get the negative feedback towards the rework. The tweaks solved a lot of the big issues with it.
How is it worth worrying about? Grab a tape and you're immune to her teleportation Condemns. So you get 2 stacks the first time she hits you, that's nothing when you think about the number of stacks having the tape prevented in the meantime.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431609#Comment_3431609
Chases are unpredictable, they require the killer to be moving and the survivor to be sprinting, and can be negated by moonwalking.
What constitutes a chase is not set in stone.
-
The easiest way to stop face camping is to put a stacking debuff on the killer based on proximity to the hook and whether or not they are in a chase.
The longer they hang around without being in a chase, the slower they get, until they are rooted to the ground and the survivor gets a free unhook on top of it.
-
@That_One_Friend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431600#Comment_3431600
I dont think it forces the survivor to jump off the hook, it just gives them an option. So they could wait until the last second and then kobe, wasting the killers time.
Most people are going to leap at the first chance they get.
I also think the timer shouldn't slow down if people are around the hook, it should stop completely if the killer is in a chase around the hook, but if the killer isn't in a chase and there are people hovering nearby waiting to try to save, it should not slow down at all.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3431574#Comment_3431574
Actually sounds like a great mechanic.
If each additional survivor slows it down by at least 30% (maybe as much as 50%), and it's cumulative, then it'll be perfect.
This is an idiotic change.
Thank you Behaviour. Now I don't have to wait the full minute to get someone to hook stage 2, I can just let them jump off and hit them immediately, and then chase them down and hit them again and throw them on another hook.
Facecamping just got way more efficient!
-
No one needs to be leaving people on the ground for 45 seconds.
If you left someone slugged for that long and no one on their team got them back up after waiting there fully recovered for the extra time that enables them to get up, then that's on you.
-
@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3166724#Comment_3166724
Which killer perks are countered? If we want to counter a killer perk, we have to do something in game to do so. Like cleansing all totems, etc.
Distortion counters all Aura Reading.
Repressed Alliance counters generator kicking perks.
Desperate Measures counters heal slowdown.
Saboteur lets you know which hooks are scourge hooks.
Off the Record counters Aura Reading and totally silences you so it would also counter Stridor.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3166723#Comment_3166723
Except using a Bound wherever Shred is possible is impossible.
Whta makes Shred such a good antiloop tool is because of how fast it is. Bound isn't. It's slow, clunky and easy to dodge
I definitely wouldn't call it "slow".
"Clunky and Easy to Dodge" is not an accurate assessment either since its not working properly currently and is going to be fixed.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/3162545#Comment_3162545
Please, please show me a single tile where Wesker's Virulent Bound is better than Demogorgon's Shred.
Please!? I've asked this so many times and I've never, ever got an actual answer. I'll cry of happiness if you manage to show me a single ######### tile
Anywhere using Shred is a good idea, using Virulent Bound would be a good idea, once his hitbox is fixed.
I don't know why the stipulation has to be that VB must be "better" than Shred. They're both just dash attacks, only VB gives you a window to reorient yourself for a second if opportunity presents.
-
Wesker is a very good killer. If you think Virulent Bound sucks then you're making poor use of it.
He's only hampered by technical issues, his core mechanics once the bugs are ironed out are very sound.
-
If you run up to a hook, add 30 seconds, and run off and the killer doesn't bother to chase you even knowing that someone activated Reassurance, and they just stand there and wait out those 30 seconds then I doubt being able to roll another instance of reassurance in phase 2 is going to get them to leave.
Even more so if more than one person is running it and you add 60 or 90 seconds to a hook state.
-
@TeleportingTurkey said:
https://forum.deadbydaylight.com/en/discussion/comment/3163914#Comment_3163914
they didn't correct anything.
If anything, he got even more broken because instead of getting stuck on small collisions and grabbing survivors when they are standing too aside, he can't grip them at all and generally works like crap
That's what "over correct" means.
His hit box was too big on the PTB, so they attempted to correct it, but they over did it and now its too small.
-
@Pyrosorc said:
Just an observation I've had. Sometimes the perk does nothing - it's the right time to save, so you just do it. Sometimes it comes in clutch - you run to unhook but the killer sees you and chases you there, so you give them a flyby F and its someone else's problem in 30 seconds time.
But when the killer is proxy camping, you're stealthing nearby and you can't safely unhook, it's pretty tempting to use reassurance. It seems what it's made for - stick 30 seconds on that timer to get a chance to see if the killer wanders of elsewhere and you can get a safer unhook.
They won't though. A killer already in that proxy-camp mindset will see that white glow around his victim and KNOW there's someone else nearby. From there it isn't a proxy camp anymore - mr killer is hugging that look like he can smell you on that white glow.
I know I'm just reiterating other posts at this point but yes, you're not supposed to stealthily use Reassurance, you're supposed to run by, activate it, and run off, giving the killer another target to chase and making them realize 30 seconds has just been added to the clock.
-
This is definitely one of those moments where you have to wonder, "What's the point of the PTB again?".
He had all of these bugs there, and all they did was over correct on his hitbox.
-
I'd say it's swung way too far, you can literally slide off of survivors.
-
@Kolitra said:
https://forum.deadbydaylight.com/en/discussion/comment/3137774#Comment_3137774
If it go base kit, it's a HUGE buff for survs and also a HUGE nerf for killers, because this mean camping in end game is no longer viable, this mean killer in end game is no longer viable.
You don't realize how powerful it is.
What? Camping in the end game is still viable. Hell, if someone is dumb enough to open the gates and starts the end game collapse then Reassurance isn't going to help you.
-
Reassurance ends camping.
Just make Reassurance a baseline ability that survivors can do. It uses a new action button anyway.
Campers suck. You're boring and you ruin the game for everyone.
-
I don't think you can complain about Lethal Pursuer when you can use Distortion, Off the Record, and Residual Manifest to just completely destroy killer Aura reading.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/339265/this-game-is-really-unfair-and-unbalanced
Unfortunately after the update this game is miserable for casual players. Before the update the game was fairly balaced for casual players. It seems that BHVR expects you to have 6000+ hours or be in SWF to enjoy playing the game anymore. Soloq is dead.
Yeah no. You just need to be not a complete potato. Even without being able to communicate to coordinate it doesn't take some supreme level of skill just to do a basic match of DBD.
Hell just having to worry about the old Dead Hard on every survivor, in every chase, every time collectively bought survivors so much time in each match that the removal of that alone has probably been the biggest tip to the scales.
The fraction of a second reduction to animations will also collectively help some killers over the course of a match but those alone won't have the match deciding potential that the removal of the Dead Hard Band Aid has had.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3112952#Comment_3112952
Nah.
They are making a calculated decision and are choosing to take a bet.
The bet is that between Thana, Gift of Pain, Penti and Plaything plus the constant mending from Filthy Blade and Mangled Pin; people would rather DC than sit in that game for 45 minutes while he stacks up BP.
but gift of pain only works after you heal. So..... don't heal. Which is something you do against Legion anyway. And Legions thing is injuring everyone quickly if they're dumb enough to group up, so no one is going to have the repair debuff for long anyway.
Its a waste of a perk slot on Legion.
-
If a Legion is using Gift of Pain then they're more than likely an idiot.
-
You know killers can't kick blocked generators right? You can make Dead Man's Switch work for you, if you know what you're doing.
-
@Aven_Fallen said:
Does not really change anything. It will be as annoying as before on Legion and Plague.
Hardly.
Now all it takes is for one survivor to get healed and it dumpsters the reduction from 20% to 6%.
-
Consistent 50k steam player base with more than hop in depending on the time of year / other releases / new characters / in game events.
"The game is dying!"
-
@TheSubstitute said:
If you pair Blast Mine with Residual Manifest the Killer also loses the ability to see gen auras and hook auras for 30 seconds.
And survivor Auras.
-
That is a counter.
He can't grab you for his mori with those interactions, the grab will be to carry you and after that all he can do is either drop you, let you wiggle free, or hook you.
If he lets you wiggle free then just just jump right back onto what you were doing.
You can literally keep him trapped and unable to mori you.
-
@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3097633#Comment_3097633
What? No, it has changed.
Now, when you go find it in a bloodweb, you'll find tier 2, because your character already has tier 1.
That's not what I said.
I said getting the Perk at Tier 1 has not changed.
Then: The first time you find the Perk it will be Tier 1 in a Bloodweb.
Now: You are instantly given Tier 1 of the Perk.
This was in response to the complain that "all of my shrine Perks are Tier 1" because if someone has Tier 1 Perks in their inventory right now, that they bought from the shrine, then that means those are character who had yet to find said Perk in their Bloodweb and unlock a higher Tier of it so they were just given Tier 1 by default.
-
@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/2979225#Comment_2979225
I agree with the idea, but in absolutely no situation is it ever fun to face a tombstone myers.
Get grabbed, die. I honestly can't see which part is fun for either Myers or the survivor.
If this game NEEDS something really, is to get rid of this kind of unfun situations, and tombstone myers is one of them.
It's nothing but "get 4 kills in a few minutes, and hope you didn't equip any escape cake".
Also I wrote this comment almost 2 months ago and somehow it never got posted, but still got memorized in my browser.
So don't get grabbed.
Get on a generator.
Start cleansing or blessing a totem.
Start opening a chest.
Hide in a locker.
repeatedly vault a pallet or a window back and forth.
Start resetting a dropped pallet with Any Means Necessary.
-
You can do more than getting into a locker. Any action where the killer can grab you prevents the grab for the instant kill.
Repairing a Generator
Slow Vaulting a window or pallet.
Cleansing or Enchanting a totem.
Opening a chest.
Using Any Means Necessary to reset a dropped pallet.
-
@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3095582#Comment_3095582
Not since 6.1.0. When you buy a perk in the shrine it is immediately given to all characters at tier 1. Tiers 2 and 3 show up in bloodwebs after that. If you buy it twice in the shrine it is given to everyone at T2, and if you buy it a third time it is given to everyone at T3.
But you still get the Perk, at Tier 1.
The only difference is now you don't have to go "find" it in a Bloodweb. You just have it and when it finally did show up in a Bloodweb, it'd be the Tier 1 version.
That's what hasn't changed.
-
@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3095602#Comment_3095602
When you compare Pharmacy to Circle of Healing, Self-Care & Botany and Inner Strength, then yes, it's useless. You don't use the worse perk to play with when you are wanting to win a game, you choose the best perk. Sure you can use it when you are messing around but it's not the optimal healing perk to use and the changing it around didn't do anything to improve it.
Pharmacy is by far, not the best perk and the rearranging of some abilities the perk has didn't improve it.
Circle of Healing still requires you to find a totem, just like Pharmacy still requires you to find a Chest. A killer is more likely to run Thrill of the Hunt, Shattered Hope/Pentimento, or Thanatophobia than they are to run Hoarder, and they get a big sound notification for when a Boon goes out. Not to mention you have to enchant the totem and stay there to heal.
Other survivors are more prone to cleansing totems than opening chests as well.
Self Care combined with Botany Knowledge is fine if you want to use two Perk slots instead of just one. But that's still around 30 seconds give or take since I believe the combing of the two puts the healing speed at just above 50%.
Inner Strength requires cleansing a totem and standing in a locker.
Grabbing an Emergency Med Kit from a chest, and using it, also takes less time than any of the above, 10.66 seconds.
I'm not saying Pharmacy is "better" than all of these, but none of them are universal, all have their drawbacks, and there's nothing "wrong" with any of them, Pharmacy included.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3095899#Comment_3095899
My build didnt change and the game is worse.
You guys need to stop conveniently forgetting all the basekit buffs killer got.
These?
Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
These tiny changes may help an M1 killer catch up to you a second faster after kicking a generator, hitting you once, or breaking a pallet, but they absolutely do not turn the tables on you and completely change the would be outcome of a potential chase.
-
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3095505#Comment_3095505
Before the update, no one would have called Legion OP or Thana strong. But that 0,5% buff really got people rolling...
The Legion rework was just a couple of months ago and there was much wailing and crying about Legion and Thanatophobia back then, even with 20% Thanatophobia, 80 second generators, and old Dead Hard working with Deep Wound.
Did you already forget all about that mess?
-
75% might as well be 100% with the chase music blaring so you can totally still lose people during a chase with Iron Will just like you could before.
it's absolutely not useless.
-
I don't think someone using an Endurance effect to body block for their unhooking teammate is "toxic". Like, that's just the smart play. You don't lose a health state, they don't lose a health state, I go into my melee swing cooldown.
It's the smart thing to do, and it's the appreciative thing to do for someone taking a risk to get you unhooked, especially if it saves you from passing into Phase 2 on your first hook.
*That being said*
It's also the smart play for me to just continue after the person who just wasted their endurance and just hook them again, and that should not be seen as "toxic" or "tunneling" either.
-
@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3095521#Comment_3095521
Buffing would indicate the perk is used more.
If you played survivor adequately enough, you would never say Calm Spirit and Pharmacy were buffed. They're both useless perks that had some things changed around. They're not better and they're not worse, they're just suboptimal perks, that are greatly overshadowed by other perks. They're only fit for meme builds.
I already said I've never used Calm Spirit.
Pharmacy is definitely not useless. Now I've had matches where I couldn't get much of a benefit out of it because you've got that one person in the group that just has to open every single chest one after the other but there's nothing you can do about that.
But if I bring it I bring a coin to add a chest and I always get a med kit when I need one. It's nice to have in your pocket when you're not playing with friends and you can't rely on coordinating for a heal.
-
@Barbarossa2020 said:
Im more annoyed that all the perks i bought in the shrine are now tier 1 after paying for them already.
And i thought it was meant to be less of a grind.
Perks you buy in the shrine always show up at Tier 1 for the first time in Blood Webs. This isn't any different.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3095554#Comment_3095554
I especially said "Calm Spirit" and "Pharmacy".
The plan was to make this perks more viable, so we would see more in trials. But both perks have penalty now. Calm Spirit is now gives you 30% penalty on totems and chests. And Pharmacy is working only when you are injured.
Now, who is using these perks?
I've never used Calm Spirit but I use Pharmacy all the time to save on Medkits and add ons. I save up coins and use one for an extra chest and then bring Pharmacy. Being able to get multiple Emergency Medkits during a match when you want them is better than being able to get just one.
Also just because I bring it doesn't mean I'm necessarily going to need it and it's nice to be able to have a chance of getting other things from a chest if I want to open one while healthy.
-
Off the Record, Adrenaline, and Dead Hard are still all really good Perks. If you can time the Dead Hard reliably then great. I wouldn't use DS anymore though. It doesn't buy you enough space to be worth the spot and you'd be better off using something else.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3095521#Comment_3095521
You are really thinking Calm Spirit and Pharmacy buffs were so good to add penalty? These perks are garbage now, worse than before.
Do you mean Botany Knowledge? Because again, Pharmacy did not get a nerf. It works multiple times now with the same effect. And yes, a 50% increase in healing speeds that works with Med Kits is really damn strong. A 20% efficiency penalty to make it a bit more expensive because you need to factor in a charge add on is perfectly fine.
Someone with Botany Knowledge inside a Circle of Healing just gets a normal 16 second heal on their self. Combined with We'll Make It, that's 150% healing speed after an unhook, with WGLF that's 150% healing speed on someone in the dying state with the ability to give them Soul Guard after they're healed.
To say nothing of the universal benefits of combining Botany Knowledge with Autodidact or Desperate Measures.
-
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3095521#Comment_3095521
Pharmacy was nerfed.
Pharmacy gave an unconditional 80% faster chest opening and reduced the sound of opening the chest by 8m. Now you only get that benefit while injured and since old iron will doesn't exist anymore that means killers will easily hear your injured sounds.
And while you can in theory loot multiple med-kits now, you have to hope your teammates haven't opened the other chests to benefit from this.
That's, not a nerf to Pharmacy. As a killer I can hear chest opening sounds through walls,ceilings, and floors, better than I can hear grunts of pain not to mention if I hear a slight grunt of pain the survivor could be anywhere, but if I hear the chest sound I know exactly where they are.
So, this is just a wrong way of looking at opening a chest while injured.
-
Residual Manifest also works with Blast Mine, so kicking a generator causes the killer to lose all auras (including generator locations) for 30 seconds.
-
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3095484#Comment_3095484
Dead Hard's nerf was best part of update.
But they nerfed Calm Spirit, Pharmacy, Botany for no reason. These perks were so rare already. And Self Care's nerf is joke tho.
But worst part of patch was nerfing DS twice. End game part is fair but it should be 5 seconds again.
None of those were nerfed.
Calm Spirit got a sidegrade so that you do actions totally silent but they take a little longer because you're being more careful.
Pharmacy can now proc as many times as there are chests in on the map, that's a buff.
Botany Knowledge got a buff to 50% and its 20% item reduction is just to keep you from making it even more ridiculously overpowered with Medkit add ons. It's certainly not too much to ask that you have to equip a charge quantity add on to make up for the extra 50% healing speed Botany Knowledge is going to give you with a medkit.
-
Repressed Alliance works great as well.
Because the killer can just kick the generator again after they've been hit with the Blast Mine or they may be using Lightborn but Repressed Alliance buys you 30 seconds of invulnerability on a Generator.
-
For camping I tried out Dead Hard and Desperate Measures. It worked really well.
Go in, bait the hit, then Desperate Measures will give you at least 28% faster unhooking speeds, do the unhook, and Dead Hard the swing from the killer.
Most of the time it worked like a charm and the only time we had to mix it up was on killers you couldn't bait into swinging because they were waiting for the grab so you had to be careful about the timing of your unhook attempts or have someone else body block.
-
Just start with all his ######### traps. Like goddamn. Give the guy a break.