Adrien

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Adrien
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  • Sounds like you want Chucky back to the S tier. This is only desirable for Chucky mains… I would partially revert two things : SnD cooldown from 14s to 13s and SnD movespeed from 8 to 9 m/s (was 10 m/s pre-nerf).
  • The only problem I see with the anti-camp bar progress giving luck is that if the killer gives just only 1% anti-camp progress, it's still a free pass for suiciding on hook. I'll stick to 0% luck basekit and only perks/offerings give the ability to attempt a self unhook. Changes to anti-camp : I would speed up the…
  • Revealing GhostFace is already a counter for him. He wasted time stalking survivors. Losing progress over time is very punishing. If you are "99'd" and reveal him you have time to run to safety before he gets his power back and exposes you. Why would you nerf a weak killer that struggles ?
  • My point is to make the amulet and talisman cooldown "neutral" and reduce slightly the movement speed debuff.
  • IMO duration add-ons shouldn't mean longer recharge time. Just normal recharge speed, and Yamaoka amulet should be : + 50% duration (instead of +70%) and -10% MS (instead of -15%). I wouldn't go below 13 secs of recharge time basekit, Spirit 1 vs 1 is oppressive enough.
  • Ok but that's very subjective, his 200% MS Slice and Dice doesn't feel sluggish for everyone, just the feeling of a -20% MS feels bad on the moment but eventually people will get used to it. Objectively he is still fast.
  • Typical overreaction post over a nerf. He went from 250% MS to 200% MS. Still slightly faster than an Oni. Slice and Dice was overtuned. I agree he could be 9 m/s (225%) for 1.5 sec, but 250 % is just very hard to react to. And some people say he is worse than Pig… Pig is 172.5%, has to crouch, she stops while charging the…
  • Anti-tunnel perks like OTR and DS are decent on the average survivor, but they are devastating on a good one. Become better in looping and killers will leave you alone a lot of the time. When I loop well (I'm not that consistent tho), killer tend to quit chase if I run near a strong tile/building.
  • LMAO the number of posts that try to say the give up pandemic is because of a killer-sided game. The vast majority of the time, the solo Q mate gives up on first hook because they lasted 10 secs in chase, even against a C/B tier killer. Or they get grabbed from a locker trying to rat around. I only agree with the fact that…
  • What I meant is that the only change BHVR has to do is not to cancel the prompt (I'm not talking about you as a player) when the sound cue has started and you let go on the gen, but let the prompt appears in the middle of the screen like overcharge so you can do the skill check (or miss it :).
  • Don't cancel it. Just do the same as the Overcharge perk : let the prompt appears in the middle of the screen while you leave the gen so you can't bypass hard skillchecks
  • As a solo Q survivor main, I can feel it. The following solo Q buffs feel necessary : Make the survivor aura (not the killer one) from Kindred a basekit feature. Show loadouts icons in the "Escape" menu in game. For the anti-camp mechanic, show the filling bar to all survivors. Add HUD when Deliverance, Reassurance, Wicked…
  • Yes, the 4% is a mechanic used to rage quit/grief 95%+ of the time, and when it's not it just robbs a sacrifice from the killer based on pure luck. Please BHVR remove it, allow the selfunhook chance just with specific perks (slippery meat, up the ante, offerings…) and let the ability to selfkill on hook when there are 2…
  • Developpers are probably taking into account the number of solo Q survivors that kill themself on hook. It inflates the stats massively. Altruism in end game collapse helps a lot as well. I think the major problem for survivors that devs should fix is a couple of extremely killer sided maps (Forgotten ruins, Lampkin lane)…
  • You talked about the main issue for survivors. Yeah why not a bit of info basekit to compensate the cage nerf. Cage is not just time saving, it also counters : flashy/pallet saves, sabotage, disables dead hard, disables DS and OTR that could be used agggressively. That's why I wanted to make the tunneling/proxy camping…
  • I see, but Chucky rarely uses S&D for mobility and is still considered strong. I think if the 1 v 1 is strong enough, you can chase chases easily. Also maps tend to get smaller. I don't think it's necessary to hard tunnel, only maybe against the hardest 4 player SWF.
  • Scarlett-Egg : Killer instinct basekit still applies. Rusty-Egg : I meant injured survivors only become broken. For the info, you have add-ons, the aim is to nerf hard tunneling, any other suggestion for this matter ? Turn rate increase while holding M2 is a request I've seen from time to time, but it's not a popular…
  • I play the vast majority of my games as a survivor main in solo Q, tunneling is not as common as people tell. Around 1 game out of 4 or 5. Then if you hard tunnel with pain res/grim embrace, you litteraly delay the value of the perks in the game. Then the problem is the hard tunneling, not the gen slowdown/regression…
  • The trials are already fast-paced, how making it slightly slower is "unhealthy" ? Nothing crazy like 3 gen strats and the 35 minutes game. When I play killer (as a survivor main), this build is an insurance for survivors that I will be able to win the game without tunneling. Nerf these perks too hard and good luck with all…
  • Pretty survivor sided map. The two extensions with the double maze tiles make the map too large to defend. The main building is a bit too strong and it's easy to get stuck on a ramp. Also the little greenhouse and the little park are most of the time too unsafe. Suggestions : Reduce the size of the two extensions to one…
  • I've made plenty of these suggestions about the topic : *Add a corrupt intervention basekit. No Time limit, just 2 trigger conditions to put an end to it : a gen is completed or a survivor IS put in the dying state by the killer (not plot twist...). * Add a "buffed dying light" basekit that decrease the gen repair speed of…
  • Very survivor sided map overall (could be moderately with some version like Badham III I believe) : Hard to patrol for killers due to the generator spawn (3 different floors) AND all the fences/bushes/trees on the way. Very good for survivor stealth due to the point above. Very hard to defend exit gates due to the first…
  • Slightly survivor sided. The main building is a true fortress for survivors. Also the bottom floors of main and the cabin are hard to navigate for both sides. Suggestion : remove one window and one pallet in the upper floor of the main building and open some walls in the bottom floor of both the main and the cabin.
  • Slightly survivor sided map. The size is ok but gens can spawn in the extensions, making this large generator spread a difficult situation for low mobility killers. Suggestion : make generators spawn closer to the center of the map when they have to spawn within the two extensions.
  • Slightly killer sided map. The main building is not safe enough, it's easy to cut the map in half as a killer because of the narrow center. Suggestion : Increase the width around main building to add one filler pallet each side and make the main building vaults safer (add some fence to force the killer to do a longer…
  • Overall balanced. Not a map with a lot of pallet density, fairly large. I don't think it needs changes.
  • Could be a ping/latency issue. Or it could be a normal game design. Let me explain. The tail attack has a limited hitting time (Hitting time: 0.4 seconds, source : https://deadbydaylight.fandom.com/wiki/The_Xenomorph). Which means if the survivor hitbox is slightly off during this timer then if 0.45 secs after the attack…
  • The "slug a survivor and try to find the last one standing for the 4 K" strategy can feel annoying from time to time, but let's not forget adept's challenge and some others. Also I don't like restrictive rules, I think this kind of gameplay is not toxic. It is acceptable. IMO the "give up" feature will just guarantee a…
  • I don't mind this mechanic much, but let's be honest, it is not compatible with a balanced/fair approach of the game. First it has the big downside of encouraging salty survivors to kill themself on the hook. At least if they want to rage quit, they gonna assume a DC penalty AND a bot replaces them to compensate. Second :…
  • DBD doesn't need a separated comp queue/casual queue. DBD needs a more accurate/relevant MMR system where you don't see a 300 h survivor in a lobby of sweaty 2k hours survivors, against a 2k hours sweaty killer. Let's just sacrifice " little bit" of queue time comfort and I'm sure we can have more balanced games, where…
  • Again, stop with the tribal "US vs them" fight. Some killers hard tunnel because gens go too fast and they want to win. They can't all afford splitting hooks at moment if they don't play high/top tier killer. Yes I know it sucks for the survivors that are not very good at looping. I can afford to avoid hard tunnel because…
  • End game collapse is 120 secs if no survivor is in dying state or on the hook. No way out max stacks is 60 secs blockage. It is fairly achievable to escape against NWO (except if the killer is nearby and can track you) but if you touch the gate too late, then yeah you can get killed by the entity. This situation is very…
  • I really like the concept ! It makes the interaction with bear traps richer and more realistic. All features seem pretty balanced. However I would let the skillcheck fail penalty for all type of actions, chase oriented actions included.
  • "the current regression perks that are being used will just carry and have 1-2 people dead before 2 gens pop". ===>Well in most of my games as a solo Q survivor, we got 2 gens popped with 1 to 4 hook stages depending on killer skill/survivor skill. And then when pain res/grim embrace are gone, gens fly across the map. 2…
  • I am confused. The goal of the bubble is indeed to hide auras? This is not a side effect ? This makes the killer aura reading part of the perk "Kindred" useless most of the time. This sometimes counters the use of the perk "Bitter murmur" before the last gen is completed. Fine with its existence to help players affected…
  • Killers run the same META perks because if they don't they will struggle to get 3 kills. If they try to be creative with their build, they will struggle even against good solo Q survivors (high gen efficiency + decent skills for looping the killer). I strongly disagree with the statement "almost every game someone gets…
  • The thing is, even on League of Legends, people play more then 500 ranked games per year since like 5 seasons the same champion (more than 3k hours), and are still hard stuck Silver. Why ? Because they don't want to adopt another play style or refuse to reconsider the way they use their champion. I mean it sounds like an…
  • Traps are not only a kill mechanic. Kill should be the cherry on the top. The main purpose is not to remove head pops completely, it is to make it very hard to occur. Like Sadako, you can condemn but you have to work hard for it. The main purpose is too slow down the game, even if it is a death threat. It has to be for teh…
  • Then they can change it to 14 searches for all survivors accordingly.
  • "30 seconds longer on traps now makes head pops almost impossible". That's the point, less cheesy head pops, RBT as a slow down tool "only" (like Sadako). However they should set the minimum search number to 2. One search to get rid of a RBT is ridiculous. I use the add-on last will, sometimes when the survivor try to…
  • As a former Pig main (I still play her from time to time), I can tell you that actually with combat strap + last will I manage to get some decent hits. About the "hold W" strat from survivor, it is your role as a killer to herd the survivor in a isolated spot and use your M2 wisely. About traps, I saw the deadliness nerf…
  • Yes uninspired Buff, however I think making the wind up add-ons partially basekit to reduce the frequency of their use ( like deathslinger reload duration) is smart. As you said she mostly needs a better map design, Dredge especially needs it.
  • This section is about feedbacks and suggestions on game feature, not just players playstyle or profile. Do you have any suggestion on how to balance Wraith or tunneling ?
  • Proxy camp was already a thing back then. Your assumption about Anti face camp being a cause of proxy camp increase IS hard to verify. Anti face camp killed the most obnoxious Bubba/huntress/Billy strat. That is a big improvement. Anti 3 gen is very effective, 8 events are very rapidly reached. In fact it IS even a…
  • Freddy is not "difficult to use", he is mostly a slow paced/weak chaser. On top of that he is very predictable, except maybe some very special teleport plays. I think a buff/rework is a good idea considering his pick rate. Suggestions: 1) Give Freddy a toggle button between Fake palets and dream snares basekit (like clown…
  • As a survivor main I agree the 4% mechanic is a pure joke. Especially if killer got a harsh game, got 6 Hook stages and one person on the Hook to secure one single kill, and because of pure RNG, killer got robbed and ends up with 0 k. Very unfair mechanic, survivors have enough second chances perk ! However Deliverance is…
  • First, only compare perks to its raw value, not side value, we look at what a perks on it's own bring on the table. Comparing current pop with older pop is like comparing the price of an object two decades apart without taking into consideration inflation. Older was 25 % max. Now 30% current. The older pop was far more…
  • IMO Blight has a longer travel distance/movemeent speed but much more clumsiness in his M2 while Spirit is literally a "normal" movement speedy killer that can follow the survivor's pathing and location very accurately. So the 115% MS is more forgiving for a clumsy killer compare to a free to move killer that Can afford a…
  • That's a very pessimistic take considering they addressed recently : - Face camp. - Trigen strats. I don't see why tunneling wouldn't get any basekit mechanic counter in the future in that regard. But even as a survivors main I vehemently stand against an anti-tunnel mechanic that works all trial long (should only work…
  • It is fairly fast to charge. Like 2 good sprints and you are done. It's not OP but a minor change as I described is an easy fix to make adds-ons relevant and will have small impact on an already strong feature (overdrive trigger).
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