White_Owl
White_Owl
About
- Username
- White_Owl
- Joined
- Visits
- 2,486
- Last Active
Comments
-
They might be the first killer I skip honestly.
-
If the killer realizes a survivor has No Mither they could just ignore them and play a very easy 3v1
-
I tend to use a lot more M2 than M1 on Nemesis, and something I noticed is that if you do you don't want to "spread the infection". Sure you might build up mutation, but you won't pressure survivors. It's generally better to focus on one survivor at a time, that way tiering up mutation will come naturally, and don't forget you can whip zombies for a little boost in mutation.
As for addons, mutation ones are good but not necessary if you're good at landing M2s. Some IMO overslept addons are those that increase zombies' detection range and FOV and those that increase speed. Zombies are unreliable, but if they are more present around the map they can become a major annoyance for the survivors.
-
The change just made easier to pin point the useless teammates and to get depressed when nobody is doing gens while you're being chased. They don't make survivors suddenly play well.
-
I did have that impression but wasn't sure. It's funny how they managed to break a "beta" mechanic which worked perfectly for a change nobody asked.
-
That's part of her plan to take over the game: she already started taking the appearance of other survivors... in a couple years it will just be Feng Mins everywhere.
-
We won't see anymore Starstruck builds ending a match in 30 seconds because the killer could land just 4 consecutive blinks. That's a big improvement.
-
ZERO cooldown
There is a cooldown though, plus the time required to activated the power and reach the gen, which most likely amout to more than 4.5s. I think if a knight keeps using guards to kick the same gen over and over they will just waste a lot of time and obtain nothing.
-
"False tracks
You know how to trick your pursuers.
After standing still for 2 seconds, press the secondary action button to generate scratchmarks in a straight line in front of you for 6/7/8 meters. For the next 3 seconds you don't generate scratchmarks.
The perk has a cooldown of 60 seconds"
I imagine a short animation of the survivor picking up some dirt or similar and throwing it. I think it could be great, especially in combo with other perks, to make the killer lose you.
-
In my experience landing the second blink with Nurse is much harder than the first, so exposed builds on her made her incredibly easier. Without that surge of wannabes Nurse-mains that relied on that, we'll be left with true Nurse-mains (that were always terrifying, slowdown or no slowdown) and bad Nurse players who struggle to land that second blink, and thus can't use well slowdown perks. All in all I think she will return to a pre-Starstruck state.
-
That would be basically Wesker when he vaults windows and pallets. It's not bad per se but Wesker has other stuff in his kit, while the Nurse would have just that...
-
@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309765#Comment_3309765
technically there is no more "meta" because there was a meta change to perks, so there is no more meta and people play variations of perks and not the same perks anymore, NO! of course not, you don't need to be albert einstein to say that the solo q will still be miserable, as if you put 4 good survivor together in a lobby without information (like solo q) they know exactly what they all have to do , still have decision-making and still destroy the killer, I mean in the solo q are your mates with icons: Meg who is scared and hiding at the edge of the map, claud who dies in 10 seconds and dwight who hide in a locker, still exist in the "hIGh mMr" which means that solo q will still be as bad as ever only that you can see from the patch that your mates are useless, I would say with a functioning matchmaking what you think could happen but no , solo q will still need a buff to make it more comfortable
I fail to see how your (wrong) meta analogy has to do with the discussion.
In any case you can't ask to close the gap between solos and SWF and, when they do, complain that it doesn't matter because people suck. There is nothing the devs can do to make people not do stupid #########, but giving solos information that was only available to SWF is a huge step in the right direction and you can't deny it.
No offense, but if then you keep getting paired with bad survivors maybe you should ask yourself a couple question.
-
Technically the HUD changes to give info to survivor is a step in that direction, since making the gap between soloQ and SWF closer is essential to balance the 3 sides.
-
@HellDescent said:
Hair? Those are eyebrows
Thanks, now I can't unsee it anymore.
-
@AJStyIez said:
https://forum.deadbydaylight.com/en/discussion/comment/3273852#Comment_3273852
I am a P21 Ghostface enjoyer, I mained him for quite a while. The reveal mechanic is busted, simple as that
There's no reason why I can be around corners, crouched behind LoS blockers still getting revealed 1-2 seconds afterwards by a person that can no longer see me yet I get 99'd or marked by baby Ghostfaces when I have my camera completely still with him in the center for 5 seconds or longer. There's no consistency for either side
This. It's not even that it's tilted in one's side's favour, the mechanic is broken for everyone.
-
@Chocolate_Cosmos said:
- People don't like much her default look
- Correct me if I am wrong, but her only very rare outfit in store is also a set, which also many people don't like ---> Not that many skins
- People play other characters way more
=
Less cash.
Vittorio was perfect marketing sell point. Good look by default + adds two shirtless skins lol. Easy cash $$$$.
I keep seeing this arguments, but in reality no one forced BHVR to push her out after so much hype with underwhelming cosmetics and very few choices. To me it seems they didn't even try with her.
-
Encountered it myself too
-
I finally just got it, and I can safely say it was the hardest achievement for me. You need the stars to align to get the right conditions and it doesn't help that most killers absolutely loath the map and will play in the scummiest way just because they saw the offering for it.
-
Hag.
When was the last time anyone has seen a Hag that doesn't hard camp with her traps? Her power is flawed in so many ways I'm too tired to list them.
-
The main problem is that a survivor Incapacitated could just go afk for the duration. Besides, the possible reward for just kicking a gen is incredible (someone made the math and it was close to 45s)
-
I like the idea of the skillcheck that if missed gives incapacitated... at least if you get the status it's on you.
-
That would kill the secondary effect, making it work only on distracted survivors which imo would be bad design.
-
Haddie is one of my favourite survivors lore wise but base cosmetics are kinda ugly and she has very little choice. The problem with survivors is that being in 3rd person you're constantly looking at them, so a characters needs to be properly customizable to be nice to the eye.
-
The thing about Jolt is that it's a passive perk, you don't have to do anything to get value from it except playing normally. This, plus having no cooldown, makes it so giving it too much regression could be problematic.
-
Trickster's. It annoys me both as survivor and as killer, especially during Main Event with his "uh uh ah" it just feels incredibly stupid, and overall the "pick" sound when landing a knife feels so bad. The fact that his power is either incredibly strong in the open and a joke in more closed spaces it's the cherry on top.
Not a great fun of Trickster, if you couldn't tell...
-
As someone that loves STBFL, I'm not against it. The perk makes impossible to even get trades.
-
The killer needs the strategic advantage for the simple reason he is one against many.
-
It didn't absolutely kill the game but it definetly made playing survivor less fun, at least for me. The biggest problem to me is that despite the buffs killers seem to camp and tunnel even more, since now those tactics are stronger than ever.
-
@sizzlingmario4 said:
From my experience, it's mostly a "win harder" perk. Either you don't need it because you're already winning, or you're losing and it never activates because you don't get your 4 tokens. That said, the gen block duration shouldn't be increased. If it was 60 seconds then you can just camp an entire hook stage for free.
If it's going to stay as an all-or-nothing perk (where you either get 4 tokens or you don't get anything at all), then I think it needs additional effects added; a couple ideas I had were revealing all survivors instead of just the obsession (and potentially increase the aura-reveal duration) and giving the killer a movement speed buff for a limited amount of time, which would also encourage them to chase someone while the gens are blocked and not just camp for free for 40s.
But yeah as of now I see no reason to use this perk over NWO.
This, plus I think it could be nice if it could be proc'd a second time. That way it could encourage and reward awlays going for fresh hooks throughout all the match.
-
Absolutely yes, it's a small thing but promotes and rewards being nice to others.
-
There are survivors dailies? I thought they were a myth.
-
I really hate it. Some times I tried asking a question or complimenting and got flamed because they thought I was salty thanks to those freaking #s. Literally the worst addition to the game ever.
-
Few things are as good as getting a gen grab with non-stealthy killers. My favourite for that is Wesker because nobody expects him to be undetectable.
-
Are we really discussing about nerfing the meme perk Blast Mine?
-
@Ayodam said:
Why do killers need slugging as a competitive edge? They recently received several buffs and can easily stack generator slowdown perks (as they have been) to control the flow of a match.
I’m not understanding why, along with camping & tunneling & 2-4 slowdown builds (that seem to be working if we go by the 61% kill rate), killers also get these in built moris and the ability to slug for however long they’d like, up to 4 minutes. Something seems disproportionate here but I’m not sure what.
Also.., You realize that the characters slugged are actually being controlled by real human players, no? People who, like you, have purchased this game and, quite oddly, believe they have some right to enjoy it. What fun is it for a human player to be incapacitated from the game for up to 4 minutes..?
If you remove slugging as a way to build pressure for killers, you'll most like will see an increase of camping and especially tunneling, fun right?
The whole point is there are teammates around and having someone down should promote teamwork to pick him up... let's not pretend that survivors are routinely slugged for 4 minutes, because except some very niche scenarios a survivor very rarely stays on the ground for more than one-two cumulative minutes per match, and still they have the ability to move towards teammates to get help or under pallets, so they're not out of the game.
-
I think there is a misunderstand here. From what they wrote it seems to me they purposefully wanted to increase kill rates and they're satisfied with the result, they didn't increase "too much". It seems the idea of balance being around 50% kill rates is old news.
Still I agree that survivors could see some improvements. I would be ok with having even really low escape rates all over, if it was still fun and not extremely frustrating as it is right now.
-
Prime Gaming has always been about cosmetics, at least give shards to buy them not bloodpoints... That's incredibly disappointing, by acting this way they give the idea they don't care anymore and won't even pretend.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3185626#Comment_3185626
It absolutely does as long as all killers are treated the same by match making.
The second you get treated differently for playing Blight/Nurse then that needs to be a consideration. Imagine for example if DBD had a universally set tier list and Doctor for the sake of example were placed in D tier. There might be a rule that D tier killers do not play against SWF. That means that the best doctor in the world who had a 1600 MMR rating would not play against SWF groups but solo players who had a rating over 1600. That is an example how we could balance the game but will likely not.
War Thunder and World of tanks give you a "penalty" if you play an extremely strong tank/plane. DBD treats you the same if you are playing Clown attempting adept as if you were Nurse with best addons/perks and using an offering to pick a map.
Blight and Nurse are the two killers that work regardless of map and SWF. They work and all the other killers fundamentally don't.
That's not how matchmaking works, though? Each killer has their own MMR which depends on your history with that particular killer. Unless you have the same kill rate on Nurse and Clown, they won't be treated the same.
-
Legion already can do it with an addon, but their ability isn't able to hider, injure and potentially oneshot survivors.
-
How many people do you see using the Matchbox on Nurse? I'm all for these kind of addons but the truth is that people only want "the good ones" like increased blink range.
-
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3184260#Comment_3184260
Nemesis base kit is strong say compared to the Ring but weak compared to Nurse/Blight.
Either SWF needs massive nerfs or Nemesis needs buffs to compete with them.
https://forum.deadbydaylight.com/en/discussion/comment/3184193#Comment_3184193
Nemesis is a good killer compared to say Doctor but zombies do not snipe people across the map repeatedly. Zombies need a huge increase to their effectiveness on large maps or Nemesis needs a direct buff to deal with large maps better.
Nurse and Blight are on a different level than any killer ever, does it even make sense to use them as comparison?
-
The only think Nemesis needs is an addon pass, but his basekit is already really strong.
-
Hemorrage completely killed the perk, so yeah, it definetly needs some love
-
@ryokoryu said:
https://forum.deadbydaylight.com/en/discussion/comment/3177670#Comment_3177670
as is starting your arguments or debates with the pre-supposition that someone hasn't been hooked because they're bad.
You might want to refine your reading skills...
-
@Gandor said:
All we need is buffed reassurance and this problem will be solved. It would be too risky for bubba's to commit to this strat
How can you get in range for Reassurance without being chainsawed?
-
The build is a lot map-reliant. On normal/big maps I don't find it too oppressive...
-
@ryokoryu said:
https://forum.deadbydaylight.com/en/discussion/comment/3176245#Comment_3176245
you mean you've never been ignored by the killer to the detriment of your team, or been the guy that ran the killer enough they refuse to chase you until the others have died? you must be exceptionally mediocre and depending on point of view lucky or unlucky.
Gratuitously insulting someone is a great way to start a discussion and shows great maturity.
-
Unhealthy? No. But Incapacitated imo it's a bit too much, since it makes you completely useless. I'd rather it blocked the gen.
-
If you have never been hooked, it's probably your fault everyone's dead. You should take the heat off of other survivors in difficulty.
That aside I agree with those that say it would just be a waste of time. Just give survivors a bonus BP score for being the last.
-
Pyramid Head + Doctor: Shock Therapy injures survivors, and survivors in madness 3 can get moried on 3rd hook.