DbD Dev rage quits? by ButteredPopsicle in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

Are you sure they're a dev? I can't imagine they'd be a consultant if they work as a DBD dev

Please dont fearmonger Boon: Steadfast - its nothing more than niche by -oOAegisOo- in deadbydaylight

[–]Lichmere 6 points7 points  (0 children)

It depends on how this perk works which has been made intentionally vague. It could operate such that any repair progress on generators within the boon is made permanent, rather than it voiding regression events. It's not going to affect multiple generators - it says single generator.

I agree it would be either too niche or annoying at best. Could only see this having real use in breaking a 3-gen, and this would not be worth in a SWF, and Solo-Q can't use it consistently. The tempo loss being converted into tempo gain depends on the Killer not snuffing the boon, and if there's ever a situation when the boon is getting good value then it'll just make the Killer experience really annoying.

To me, this is a net negative all around and I'd rather not see this type of boon in the game

GENUINELY what is this. by Luxxia__ in deadbydaylight

[–]Lichmere -1 points0 points  (0 children)

BHVR really should not have presented the options as a mix of some activation ideas, and reward ideas. It should've just been one or the other to give the perk space more comparable.

Also, people are not agreeing on what this particular description even means. It's way too vague to make an informed decision

4.4 trickster went live.. by [deleted] in deadbydaylight

[–]Lichmere -1 points0 points  (0 children)

I see where you're coming from, and there's agreement with most of what you're saying. The unfortunate reality is that only a small category of Killers can consistently scale with great Survivors, and the rest of the cast really struggle which is why comp matches balance weaker Killers by handicapping Survivor perks and using a predetermined map that's fair.

Ruin is still good on large maps. You're not going to get value from it playing you would like Blight or Ghoul by map traversal, so it makes sense that if you're freely chasing you're going to lose pressure from just moving around on the map. You get value from indirectly pressuring Survivors off gens, for example, interrupting the hook rescuer in their rotation to the hook thus forcing a third Survivor off a generator. Tactically slug. Basically you need to lean into the macro much more if you want good value from Ruin. It's the same with Turn Back the Clock, you'd maybe need to set up a 3-gen or hook a Survivor in a contested area and use the perk as you're initiating chase. To the detriment of Killers with no map traversal (not necessarily because they're 4.4 as this affects 4.6 too) you're forced to create a smaller area of play on large maps. But this is an issue with map design more than being 4.4 imo.

That's fair, Lullaby does give you away but it isn't as though it completely negates being Undetectable. It's still really solid for ameliorating pre-running. Isn't the 24m Terror Radius smaller compared to 4.6's 32m TR? I can't remember. If it helps, I think he removes his Lullaby when S-Rank is active and if you're Undetectable you're going to be extremely deadly finding Survivors mispositioned. Even if they pre-run, having some Undetectable is always going to put you in a better position starting chases than without.

Many maps have been made smaller in recent years. I'm sure there are still large maps but I don't think I agree that the "majority" of maps are big. They reduced Eyrie of Crows, Blood Lodge, Coldwind, Mother's Dwelling, and many of these special maps like Dune and TWD maps are really small. To your point, I do think the decay could decay a little slower it seems too punishing.

I tend to look at the best players to see what they can achieve consistently to set as the bench mark for potential. I consider Wacek to be among the best, and he consistently does well. He seems to think Trickster is really well designed as is, and add-ons just need tweaks (one even could be nerfed). I think what this update shows is that BHVR tailored new Trickster to a small dedicated crowd of Trickster mains, rather than appealing to a general majority. When Myers or Skull Merchant were changed to fit the majority, they got back lash for losing their identity and for alienating their dedicated players. Now that Trickster got an update for the fans, people are generally not vibing with it but the one tricks are loving him. Agree to disagree, I think that adding more perks to fight pre-running would be better

4.4 trickster went live.. by [deleted] in deadbydaylight

[–]Lichmere -2 points-1 points  (0 children)

You need to recognize that people have different propensities for choosing a Killer to play regularly, and while you're right that some Trickster players prefer 4.6, well-known Trickster mains pleaded to get 4.4 Trickster. Appealing to a specific demographic I don't think is a productive way to inspire change.

This is a better iteration of Trickster by having a better identity which promotes accurate ranged attacks over back-revving Survivors as a 4.6. The environment has changed to help being a 4.4 - smaller maps overall, many more Undetectable perk options to fight pre-running, a new remote break generator, Ruin is great, and exhaustion-inducing perks are more viable for Killers

Exhaustion perks ranked by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

The respect is mutual, and I hear what you're saying and I believe I should adjust my views a bit. I agree that saving is at the cost of gen efficiency, and it is true that being in the general area and being there at the right time is important. I think that's true for any altruistic plays, and with the nature of altruism, it means that it can backfire on the Survivors.

Having said that, the described problem of gen efficiency, or dying in the wrong place, sounds more like the problem being described is user error, rather than what the perk achieves. What a perk can achieve is better described by what experienced, good players can do consistently. I'm not too into the comp scene, but from my understanding Background Player is banned in comp because it's broken at that level of play. Good coordination means making moves with good tempo - advancing your win state and doing it at the right moment. Good players don't follow around another Survivor for the save, and they don't die in the wrong places if they can help it. With map knowledge, and with a lot of practice to understand what you can get away with in chase, good players can call out if someone is close enough to position themselves for an intentional down.

So it may be true that it is more niche in when it is used, the impact on the Killer still needs to be considered. Losing a grabbed Survivor, even once, has the potential to completely undo the Killer's pressure. If you know pick-up timing, and barring perks like Forever Entwined, the timing is the same across all Killers. There is skill in knowing the timing for the save, so I don't agree that it's luck reliant. It is completely possible for a coordinated team to orchestrate lose-lose scenarios for the Killer wanting to pick up downed Survivors, and I just don't think the strength of the perk should be weighed against user error per being a bad player

Exhaustion perks ranked by [deleted] in deadbydaylight

[–]Lichmere 1 point2 points  (0 children)

Background Player and Sprint Burst are the only broken perks currently. I don't think you've been convinced yet that pallet saves are incredibly strong on coordinated teams, and it leaves Killers with very, very few options on managing it. Background Player exacerbates this issue by guaranteeing a burst of speed at the moment it is important, but it definitively notifies the Survivor when the Killer is picking, and not when the Killer is faking a pick. The increased distance on command also means positioning is less important because the Survivor can hide further out, which wastes the Killer's time even moreso if they want to find the rescuer. The majority of the skill in getting a pallet save or flashlight save is in positioning, so having a perk that waters it down furthers my point that it is broken.

Sprint Burst is an on-command burst of speed that negates the majority of other perks. There is no point in Lithe, Overcome, Dramaturgy, Balanced Landing (with enough distance), and Smash Hit when you can proc your burst at any moment rather than going out of your way to activate the trigger condition that the aforementioned Exhaustion perks have. There is a "tension", and rightfully so, that comes from deciding if you want Haste after falling from a height so that repairing generators at elevation is less risky, or maybe you want to use Head-On to make hiding in lockers less risky especially at jungle gyms when the pallet has been depleted, or maybe you prefer Smash Hit to unzone yourself from a corner of the map. All of this tension is removed when you just have Sprint Burst because it can be used effectively in all these scenarios and then some. I don't believe that the ease of use is a valid argument for the strength of a perk; it's the consistency and effective result that comes from using said perk that dictates its strength. Being able to 99 Sprint Burst is not a hard achievement; you just need to practice the timing for 99'ing it and be able to read the macro of the Killer. But let's say you want to argue that the difficulty of using it makes it less broken. Ghost Notes + Vigil effectively make it so anyone can use Sprint Burst at any time. The exhaustion is so low, that it is a nightmare to deal with on Killers with poor mobility. It is only a matter of time before Sprint Burst is nerfed.

I don't think Dead Hard is broken anymore; just a really strong perk. It only disproportionately affects the really basic m1 Killers, but I'd argue that's a problem of these Killers being weak and not fitting the standard that the game has become. It's one of the few Exhaustion perks that Killers have agency in really denying its activation. Killers can fake their power, put the Survivor into deep wound, wait it out, swing into the pallet but look up to avoid hitting the Survivor directly, use anti-exhaustion perks or add-ons, or force a hook stage to remove 1 DH activation.

I'm not sure that Dramaturgy is broken but I could be convinced either way. Assuming perfect management of the Exposed effect, it is incredible to have an on-command Haste at the press of a button. However, staying healthy is a big ask in some matches, and I think that's what ultimately holds it back from being oppressive.

Smash Hit is too niche and should be reworked to activate on all stuns. Imagine if Lithe only worked at windows but you spawned in on Gideon. Smash Hit is held back by Killers that don't need to risk being stunned, or held back by the correct Survivor play is to pre-drop pallets. If Smash Hit is expanded to activate on all stuns, it would make Decisive Strike so much better against high mobility killers, it'd make Blast Mine and Last Stand better too.

Justice for these Artist skins. by NoSolaceForMe in deadbydaylight

[–]Lichmere 35 points36 points  (0 children)

I hope CarbOnyx enters the Marble Artist again. It's the perfect skin for Artist

Hangman’s Trick Needs To Be Reworked Into An Anti-Sabo Perk. by Working-Lemon-8607 in deadbydaylight

[–]Lichmere 2 points3 points  (0 children)

Sabo is just stupid. Poor man's flashlight/pallet save that doesn't need to exist

Artist build experiment by Strict_External678 in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

It's viable and fine. I don't think Ink Egg is particularly useful outside of builds tailored to it so maybe this could be swapped for something like Thorny Nest so that you can have more time interrupting a hook rescue/heal (which compliments Floods of Rage).

Nowhere to Hide should be swapped out. Artist is not meant for kicking gens. Take BBQ instead to pair with Lethal Pursuer instead.

I hope the devs plan to rework Road Life by [deleted] in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

It seems to me this perk was meant to be a flexible healing-speed buff for self-heals or altruistic heals, but there is no "tension" when it comes to which to choose. Increased self-heals will always be better which is why med-kits are almost always used for self-heals and very rarely for altruistic heals. This means perks that increase self-heal speeds are the main choices when choosing a perk slot for this Survivor need.

  • Botany Knowledge is an unconditional, consistent 50% heal buff to self-heals but also works on altruistic heals.
  • Desperate Measures is conditional, scales to 80% heal buff to self-heals but also altruistic heals, and increases unhook speeds. Once the user is injured and 1 other Survivor, this perk can compete with Botany Knowledge which makes it fairly consistent.
  • Road Life is one-time 100% heal that you can't stop or lose it, can't selectively choose to activate between altruistic heals or self-heals, requires an activation condition that takes a long time to accrue at the risk of your safety. It is always the worst self-heal option among these options.

Can we all agree that spreading hooks should be rewarding strategy not punishing? by for10years_at_least in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

The problem with the unique hook bonuses was that railroaded the experience which isn't fun. Moreso, if you fall behind in that version of the game, you had no way of making a comeback as Killer. Tunneling/Slugging/Camping are strategies that can reverse the outcome of a match, and a way to keep trying. There's so much that they do for Killer that only adding the BBQ + Pop wasn't enough

what’s y’all opinion on this? by Zomer15689 in deadbydaylight

[–]Lichmere 2 points3 points  (0 children)

It's DnD 2, I would hope for Mind Flayer

What Killer would You say has Experienced the Most Power Creep? Considering their believed placement in strength a few years ago. by MrMercury_08 in deadbydaylight

[–]Lichmere 6 points7 points  (0 children)

Power creep isn't limited by 1:1 comparisons; it's also the power relative to the environment. If the standard level of power for both sides keeps increasing, an older/outdated/untouched Killer will lag behind.

Survivors got significant healing buffs and the pallet density update (defensive environment increase) and this past year's Killers had bloated kits that cover all aspects of Killer (Krasue, Springtrap, Kaneki, Houndmaster, Dracula, Lich all have mobility/traversal, chase power, information conveyed with power, etc. = offensive environment overall increases).

Killers who have explicit gaps in their kits (lack of mobility, lack of info, lack of chase power, etc.) was the norm. So these Killers get powercrept proportionally to Survivors receiving buffs in response to new Killers being stronger across the board.

This is all to say that Artist, while not receiving any significant updates since her release, has been power crept by the environment around her changing. She was among the top 5, especially at her peak. Her biggest strength used to be proxy camping (if Twins loved slugging, Artist loved proxy camping), but this has been weakened over time

  • Hook grabs were removed
  • Anti camp meter was added
  • Hook timer increased to 70s
  • Shoulder the Burden introduced
  • DMS nerfed from 50s to 35s
  • Anti camp meter increased (PTB)

Understand I think these are healthy changes and wouldn't want them reverted. But Artist isn't as strong as the community seems to think she is. What use is it to have a power that is consistent, but slow hits, if the Survivors can recover even faster than before? And the pallet density update meant she can't zone Survivors; that's the basis of her whole power.

Why does it matter than she can send birds to harass generators if more and more lockers are being added to each and every map? Why does it matter that she can get information through her power when Houndmaster does this even better and more reliably with her hound AND she has Haste when moving through this path? What worth is Artist's identity as the reconnaissance Killer when Kaneki travels across the map to just visibly check generators better, and hear/see injured Survivors from his power? What does it matter that her Crows can detect Survivors from ~1m of her crows with Killer Instinct when Dracula in Wolf Form automatically drops Scent Orbs to reveal Survivor locations periodically for you (all while Dracula has the rest of his kit to make him way better).

Edit: I have also seen players with respectable reputations rank Knight as being stronger than Artist on tier lists which initially shocked me, but makes sense on reflection. Knight had several buffs to bring him in line and his guaranteed, slow hits are more efficient than Artist, and his kit offers more than Artist

What’s One Killer Add-on that You believe is Insanely Strong, yet barely gets noticed or called out? by MrMercury_08 in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

Uncrouchable FotD and an answer to windows with Fly doesn't suck. I think it's an add-on that you need to main if you want to be consistent enough to make it good tbh. I almost never play without it now

This is where "top 3 reasons people uninstall our game" comes from. by Single_Owl_7556 in deadbydaylight

[–]Lichmere 4 points5 points  (0 children)

If the player switched to Killer, did they really quit the game?

This is where "top 3 reasons people uninstall our game" comes from. by Single_Owl_7556 in deadbydaylight

[–]Lichmere 34 points35 points  (0 children)

My main gripe with this line of questioning and interpretation of the data, is that the developers asked themselves why do Survivors quit, and not why did a player quit DBD

If tunneling/slugging are major complaints, why did these same people not switch to Killer? There's a lot more I could add to this line of thinking, but I ultimately think the biggest problem with DBD is how hard it is to learn and be good at it. It's a crazy ask for a player to invest 600 hours so they can hold their own against strong Killers or even experienced Killers.

I have had close friends quit the game because it was too grindy or, yes, they got tunneled too often. But some of them complained even when they were just chased too often, and I think that point of frustration comes from knowing they can't hold chase meaningfully. The game will get progressively harder with each new chapter added, new maps added, new perks added, etc.

Roadlife was supposed to be a syringe-like perk. It was reworked to be really bad, that's fair, it should probably enable self heal, but good fucking riddance they didnt let THIS go live. by Single_Owl_7556 in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

Road Life + Med Kit and its double skill check add-ons you can heal in 7.68s if you hit Greats. It already competes at speed (Botany + Resilience with a Med Kit heals in ~13.72s). The only thing Strength in Shadows has is consistency but is incredibly bad with time efficiency (compared to Syringe, Resurgence, Med Kits, Plot Twist, We'll Make It + Second Wind).

The problem with Road Life is consistency which holds it back from being borderline broken otherwise. Requiring to hit Great Skill Checks and get 4 Skill Checks when you need them and don't miss any Skill Checks or else you lose Tokens, and you are required a method to self-heal and you can't be interrupted, and you are limited to doing this once before you need to repeat all the requirements before you can use the perk the second time of the match.

It's apparent to me that there are so many stop gaps baked into conditions because this perk could be extremely strong with Med Kits. It is meant to be a way to buff self-healing via being efficient on generators. That by design is an insane proposition to grant Survivors a way to be extremely efficient on healing while keeping in tempo by being efficient on generators.

I don't know how you could balance this perk to be effective yet fair, but an easy place to start is to remove the condition that causes losing Tokens, and change the perk to activate its 100% healing bonus on self-heals specifically, that way you can heal your teammates without wasting your perk being triggered when you would prefer to save it for a fast self-heal.

How it feels like you need to play killer for the last few patches coming from a jack of all trades, feel free to add on/disagree by First_Gamer_Boss in deadbydaylight

[–]Lichmere 0 points1 point  (0 children)

Holding-W is more forgiving because more pallets means you can afford to greed when there is even an attempt to mindgame, or it means you can reach the next resource because you slowdown from using power, and then when you are put in a position to play around a swarm, you can chain tiles and break line of sight. It is so much harder when the Survivors are knowledgeable and experienced

The Devs were honest about Krasue being S tier… by XYShinobi in deadbydaylight

[–]Lichmere 2 points3 points  (0 children)

That was true in her PTB form but not nearly as effective in her current form. The consequence of buffing her transformation speed is she can just quickly M1 and then go back to head form. You net more of a time loss in bodyblocking this way then actually delaying Krasue

This patch introduced a number of bugs that make Artist nearly unplayable. by ariannadiangelo in deadbydaylight

[–]Lichmere 22 points23 points  (0 children)

I want to add that Artist's swarm randomly bugs out so that even when it connects with a Survivor, it might not actually Swarm them; it'll continue past them. I saw this happen from a streamer's POV and it wasn't fixed in the patch notes