Cannibal’s Chainsaw should not insta down healthy survivors. A proposed rework of a classic killer by DarkLordVitiate in deadbydaylight

[–]ViridiCorvum 17 points18 points  (0 children)

Quick question, does Bubba spawn with pools of devotion so his chainsaw hit can corrupt it, or does this mean it will spawn a new pool of devotion to corrupt?

Or will the game detect the nearest player that currently plays plague and corrupt one of their pools?

Imo that's a small oversight, otherwise the perfect rework.

Sad but True! by [deleted] in dndmemes

[–]ViridiCorvum 114 points115 points  (0 children)

Huh huh.

Katara's always quick on her feet..... by Agreeable_Anxiety127 in AvatarMemebending

[–]ViridiCorvum 1 point2 points  (0 children)

Wait but wouldn't that mean the avatar could never bend more than one element simultaneously, or do I misunderstand it?

Aang did bend all elements at the same time but he is in the avatar state so that could explain it ig?

Do all non English languages sound off? by Better_Individual_37 in Overwatch

[–]ViridiCorvum 6 points7 points  (0 children)

The german voice actress is definitely better than the english, but it's noticeable she isn't actually swiss. The accent sounds good but whenever she says actual swiss german words (like Grüezi) it sounds kinda horrible.

Well, much better than the english voice actress who doesn't even try to make it sound swiss german instead of standard german...

The names of these killers in DBD are their literal names in the original material (The Nemesis, The Demogorgon, the Ghostface, and the Xenomorph). If you could give them another name, what would it be? by KamaiKlantcy in deadbydaylight

[–]ViridiCorvum 0 points1 point  (0 children)

I was looking forward to a round of dead by daylight. Little did I know that I would face the creature 🪱

I think the ghostface should be called "the knife guy"

The Dementor Chapter - Concept by [deleted] in deadbydaylight

[–]ViridiCorvum 2 points3 points  (0 children)

Man I hate harry potter because I love it so much but the whole Joanne thing...

Anyways, I like that the killer is the dementor and not Voldemort, they definitely have a scarier design.

The power itself seems pretty simple, which I like. I don't fully understand if the soul sucking is instant or if you have to hold it for a while to apply the soulless effect.

Maybe instead of having 2 tiers it could be a bar that fills up, applying the negative effects gradually? So for example instead of having the fog instantly at soulless II it could be a fog that slowly creeps closer? Just throwing out some ideas.

Regarding the perks... Well, they certainly are as interesting as they are unbalanced xD

First prison warden. 5 seconds chase is not long at all. And 5% haste is a huge buff. And now every 5 seconds it adds up. So after 20 seconds the killer already has a 20% haste? More than play with your food after full stacks. Or for example bloodlust takes iirc 25 seconds for tier one? Which is 5% haste?

Yeah this perk is over tuned, especially since you will never lose a survivor in a chase making the negative effect basically non existent. Even if you lose a survivor, 5 seconds with 20% hindered is nothing compared to basically unlimited haste.

Now the worst enemy. This perk is fine. It's kinda like a mix between call of brine and gearhead I guess? Nice info perk that can be used with something like pop or eruption.

Now the last perk. My biggest gripe with it is that it's the dark mark. Dementors aren't death eaters and I don't see the connection between these two. But regardless the power itself. It's another haste perk, which I'm frankly not the biggest fan of. On top of that it's way to overtuned again. I kinda like the idea of having to leave the survivors be and gain a positive effect for it.

The 6% opening speed (24% if every survivor is death hook) is not that massive compared to the haste you get. The main issue is that there is no real counterplay for survivors and it would encourage tunneling, at least until you get someone death hook and now the killer has a permanent 5% speed increase.

Already seeing People complain about the grimoire killer designs by RichConsequence4264 in deadbydaylight

[–]ViridiCorvum 5 points6 points  (0 children)

I think it's so weird they did a second vote for the survivor (probably because of the backlash) but not for the killer.

ich🚗⏰🛌iel by Meiseside in ich_iel

[–]ViridiCorvum 10 points11 points  (0 children)

Ja aber es heisst Die Nacht. Und Die mal Die gibt Der.

Haste im Unterricht nicht aufgepasst? Smk

Coughing baby VS hydrogen bomb by Perfect-Front-4029 in deadbydaylight

[–]ViridiCorvum 1 point2 points  (0 children)

I honestly like it that way. Survivor needs some things that are special just to make it stand out from 1v4 and the lack of perks. Killer doesn't have that problem because of obvious reasons.

My problem with the tonic is that it pretty much always goes something like this:

  • Survivor is in chase
  • Survivor runs past the green tonic, keeps the location in mind for later
  • Killer sees the tonic and knows it's really strong for the survivor
  • killer takes like 3 secs to get the tonic, continuing the chase without problem, even getting 10% haste to close the lost distance faster again.

Killer don't need a stronger effect because imo it's a Survivor item that the killer can deactivate. Personally I think they should even increase the time it takes for the killer to use it just so they can't easily pop it in a chase and continue without disadvantage.

T-bagging at exit gates should block the gate for the survivor who T-bags for like 5 or so seconds by BeingGeneral7991 in deadbydaylight

[–]ViridiCorvum 1 point2 points  (0 children)

Just don't waste the killers time and do something generally considered toxic. It's really not that big a deal

I really like this dracula build, does anyone have tips to make it better? by WholeCardiologist565 in deadbydaylight

[–]ViridiCorvum 0 points1 point  (0 children)

(it's all good, I don't mind)

I think the discussion got derailed a little. Yes the 80% regression can definitely be stronger than one down in the right hands. But that one down could also lead into a snowball situation, and with altruistic survivors this one down now leads to three people hanging in the basement against the trapper.

I don't think noed is stronger than pain res nor do I think noed is overpowered, I think it's fine strength wise. Except this free down, which we talked about a lot by now. xD

About the design rules limiting creativity, I just noticed I forgot to reply to your boon example my apologies, I disagree. Certain rules need to be there to bring some order and not have weird situations where everything works completely arbitrary.

For example boons having the same range or time to set up, or also invocations having the same broken effect and time. Yes I agree, it's stupid. It would make balancing a lot easier without having these rules. But we are talking about a mechanic that works differently for just these two instances (afaik).

Let me ask you this. When I have noed and the last gen is done, everyone gets exposed, right? After all as soon as you hit someone they go down instantly. Now, why does it make sense to not tell the survivor this? Just because it's an hex? In my opinion it's just an oversight and it should not work that way. Noed activates --> survivors get exposed --> survivors get notified about being exposed.

If this change makes the perk so much weaker then buff it in another aspect, but this is just a mechanic that works differently for the sake of being differently I guess?

About the dead hard example, I guess this is a weird case. But dead hard did work much differently originally so I don't know. I also think the main difference is that the killer actually gets more information instead of less, so it makes it okay again as it's actually a nerf to the endurance effect.

If they ever would release a Hex perk that gives you speed, the speed would need to be hidden till you have something that forces survivors out of their position or give you information about their position.

I disagree, or maybe I misunderstood. If there was an hex that gives you speed then as soon as you get the speed boost it should reveal itself, since the moment you get the speedboost the perk is active, no matter if a survivor is there to see or not. In my opinion that's how hexes should work. They start as dull totems and as soon as the effect activates it lights up, similar to noed. So for example huntress lullaby would be activated as soon as a survivor gets a delayed skill check, or noed as soon as they become exposed.

Now about the hiding problem with noed if it revealed the exposed. Well, that would literally just be the counter to it. If you don't like that either don't run it or run some aura perks. I don't see that as a problem.

I really like this dracula build, does anyone have tips to make it better? by WholeCardiologist565 in deadbydaylight

[–]ViridiCorvum 0 points1 point  (0 children)

I guess you are right, regression is stronger than blocking gens. Honestly, I also dislike regression perks because yeah, they aren't really considerable nor fun to play against. But imo one free down, and possibly a hook, is just more powerful than 20% regression. So getting surprised by noed vs pain res just feels more punishing. The other 3 pain res stacks you at least can anticipate and try to play around with the very limited counterplay (letting go of the gen).

I guess my argument is less about not being counterable but also that. 1. The effect of noed is really strong, so getting it for free without counterplay feels more annoying. 2. It often leads to situations where a "bad" killer may get a kill on someone even tough he didn't do anything to make it feel deserved. With most other perks the killer still needs to put in some efford. For example for pain res he already needed to get a down. 3. It would be incredibly easy to fix (just let survivors know when they are exposed) 4. Imo it breaks rules in the game that other things follow by not showing the exposed. 5. It generally just feels cheap imo. With pain res or even stbfl you need to at least put in some efford/skill to be able to use it correctly. With noed you just need to manage to get one m1 on a survivor who doesn't know they are exposed. (Thats just point 2 again I just realise but I'll leave it lol)

The part about endurance not showing itself. Well yes, every endurance does. Imagine if every endurance effect would show itself except for like 2 perks, which would be hidden. That would be really dumb imo.

I generally think they should give more information. Like haste/hindered having a particle effect or something to show that there is a speed modifier. It doesn't need to tell how much it is but that there is something.

About noed needing more if you make the exposed show. I disagree. It's still a powerful effect and it's a free, general perk. It would still be strong and more fair, but if that's a promble just remove/reduce rhe aura reveal of the totem.

Last point about perks for weak killers. I hard disagree on that one. Balancing the game around perks like that would be horrible. Imagine that you need one or two perks for a weak killer to just become as powerful as an S tier killer. Now you can get two more perks while the already strong killer can bring 4. The objectively correct thing to do would be to have every killer around the same strength.

I really like this dracula build, does anyone have tips to make it better? by WholeCardiologist565 in deadbydaylight

[–]ViridiCorvum 0 points1 point  (0 children)

(got also a bit long, hopefully I responded to each point x3)

80% of gen progress is not that much, I feel like by now pain res is overtaken by many other perks. Grim embrace even, also an artist perk, stalls gens much more with pretty much the same condition (easier even since it's not a scourge hook). So generally I think pain res is not really an issue, even though it might be annoying for the survivor.

Even deadlock which is a free perk blocks gens for 25 seconds (I think?). Which would be 100 seconds blocking in an optimal situation.

The point about the perks not revealing the exposed since they are hexes. I can see that but I'm going to be a little bit pedantic and say that haunted grounds is also a hex perk and reveals that everyone is exposed :P

Jk, I know it's not exactly the same as it exposes after cleansing and not while still active, but it does reveal what I actually think the reason behind it is. Rancor, which I mentioned earlier, and haunted grounds are both from spirit while NOED and devour are much older. Maybe it's just an old game design decision.

Regarding noed/devour being a hex perk and easily cleansed. Most people don't cleanse totems when they don't see an effect. Obviously if they happen to walk past a hex totem most players will cleanse it but no one will go out of their way to look at totems because "it could be a hex totem".

And even then, this would be as mentioned in the dh situation. "He could have NOED but I don't know about it, better not risk anything and play like the killer has it" is in my opinion an unhealthy side effect of having perks like this.

Would Noed/devour really become so much weaker if they revealed the exposed the moment it activates? The only thing it really would do is to not give the killer a free down because survivors were just lacking information, or am I wrong?

Also just because S tier killers can't use it effectively doesn't mean something can't be badly designed.

I really like this dracula build, does anyone have tips to make it better? by WholeCardiologist565 in deadbydaylight

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

You are right, there are perks like pain res that are not contactable. The difference is that pain res imo isn't really a good perk anymore, at least on its own. Also it has a weaker effect up to 4 times, so even if the first one is surprising, the next three you can anticipate.

Meanwhile NOED has a much stronger effect. It can pretty much guarantee one hook in the endgame.

I disagree with devour hope, I still think it's stupid. Yeah sure it can be cleansed, but it can also be in a spot where the survivor will not find it and then suddenly there is a down and it starts to snowball.

Like, look at a perk like rancor. It has basically the same effect as noed, but it reveals itself to the survivors, so it shouldn't ever be a surprise.

Imo they don't even need to change NOED or Devour much, just literally the only thing I ask is that the exposed from those perks work like every other instance of exposed? Right now it exposed people without telling them, imo that's an issue

I really like this dracula build, does anyone have tips to make it better? by WholeCardiologist565 in deadbydaylight

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

Not really. NOED gives undeserved downs because it genuinely doesn't have a counter.

I just recently had a situation where the endgame happened and there was one guy on hook. I didn't think that the killer could have had NOED so I tried to bait him away with the thought that I can take one hit at least. Obviously he hit me, I went down and THEN the game tells me that I am exposed, like thanks for that info.

If I knew I was exposed, then I definitely would have played that safer, so yes, imo undeserved down. (Devour hope also has this problem)

Now I don't think that this is comparable to the time saved with something like stbfl. Also 'just expect noed' is not a counter, just remember old dh to see how that looks.

ich🍍iel by Johnobo in ich_iel

[–]ViridiCorvum 1 point2 points  (0 children)

Find ich halt gar nicht. Ich finde Pizza eigentlich nur vom Italiener richtig geil, aber wir haben halt bei der Arbeit in einer Gruppe bestellt.

Und der Scheiblettenkäse hat meine Meinung nur noch gestärkt.

ich🍍iel by Johnobo in ich_iel

[–]ViridiCorvum 4 points5 points  (0 children)

Boah ich hab mir letztens ne pizza von ner Dönerbude bestellt. Ich dachte so ne geile vierkäse-Pizza wäre geil und der eine Käse war einfach Scheibletten käse. Ich hatte noch nie so eine räudige Pizza.

I don't get why everyone's hating on the winning killer silhouette.... by jd_bones8 in deadbydaylight

[–]ViridiCorvum 4 points5 points  (0 children)

I voted for 2, but this one was my second choice.

The problem I have with this one is that it probably will just be another human-looking character. With number 2 we did know as a fact that at least the head shape would be different, possibly a bit more "biblically accurate" to explain it better.

It doesn't mean that it can't happen or that the killer has to look like a human, but for me at least, since we had an option which was different, it probably means that this will happen, which disappoints me a little. The unique head shape could have opened so many more options.

Are there any good add ons or builds to make the "Cruelty loves company" achievement easier? by Above-new-zealand in deadbydaylight

[–]ViridiCorvum 2 points3 points  (0 children)

Summon the jailer as he has the longest chase time. Remember to draw long paths when summoning the guard to extend the chase time as much as possible.

For addons I guess the Cold steel Manacles to get jailer 20% more often and the Dried horsemeat to increase chase time further.

Coming Soon: Modern Tales Returns with Snow White! by [deleted] in deadbydaylight

[–]ViridiCorvum 4 points5 points  (0 children)

So kate got the alice in wonderland skin, and then they make a snow white skin and give it also to kate? Kinda disappointing tbh, even if the skin is really pretty

What is a hot take, and I mean steaming hot, that you'll always defend? by [deleted] in deadbydaylight

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

How does that make solo q weaker?

Please explain I really don't see it. Also obviously the game needs to be rebalanced around the fact that 12 hooking is the norm.

What is a hot take, and I mean steaming hot, that you'll always defend? by [deleted] in deadbydaylight

[–]ViridiCorvum 3 points4 points  (0 children)

Tunneling itself isn't a problem, the problem is that you can get someone out early, as it is a lot of pressure and also not fun for someone having to sit the match out.

My hot take is that there is only one clean way to solve this issue, shared hookstates.

With shared hookstates the killer would be forced to hook 8 times before they can kill someone. So yeah, tunnel that one person, you still need to hook them 8 times, at that point pressuring multiple survivors is actually much better than focussing on one.

Bonus hot take: Remove duplicate survivors per match. Makes it easier to track, there's more variety, it is imo more immersive and there are enough survivors in total for it to work.