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Kumakx

Kumakx

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Kumakx
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  • Or you could just walk into gate and claim free hits with free points ¯\_(ツ)_/¯

    If killer is around gate i usually stay (without teabagging tho) to give him a hit or two and maybe earn a protection / distraction hit

    It's just the game, if such simple things get you so mad, you have to make forum post about it, maybe you should take a break.

  • So you are new to the game, yet you want to do balance changes? Excuse me? I agree that Myers does need some sort of changes, but perhaps you should play a bit (as both sides, to get a full picture) and only then suggest some changes, once you unlock more perks that balance out killer powers a lot, you learn proper looping, etc.

  • @BeanLag said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602947#Comment_2602947

    Then if it was designed to be a casual party game why are we forced to play in a competitive way?

    How are you forced? Just stop looking at your grades (rank)

    Sometimes you will run into sweaty opponents, sometimes you dont, thats a sheer luck that cannot be controlled with other queue type

  • what does adding casual mode achieve? The SWEATIEST killers will go there to get easy 4k. The SWEATIEST survivors will go there, to loop killer for 20 gens. Seriously. Just because its called casual mode, doesnt mean players there will play casually.

  • swf will never find match or get longer queues -> players are getting punished for playing with friends. and BHVR said they will never do that. Case closed.


    This is a great option for new killers, casual killers, and people are trying out a newly bought killer.

    But lets be real, would be used the most by sweatiest killers all the time. Casual killers play for fun and dont care about getting 4k every game. So no, it would not solve anything.

  • PETTHEBUBBA

    He wants to gain no pips, no BPs, thats on him. Rush motors and leave. BHVR said that camping is viable strat, even if its really unfun for basically all 5 players involved.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2602119#Comment_2602119

    I don’t play in tournaments, so no I haven’t. Should tournament players be the standard for DbD balance?

    Just because its "SO CALLED" tournament nurse, does not mean i was referencing to tournament players, gosh...


    so called - used to show that something or someone is commonly designated by the name or term specified.

  • @GoshJosh said:

    I seriously doubt any complainers against Nurse have even tried to play her once. Nurse is fine (minus her continual bugs), leave her alone.

    I seriously doubt any Nurse defenders have played against really good Nurse (so called tournament Nurse) even once.

  • @OnryosTapeRentals said:

    flop era

    Edit: Fun fact! The Nurse has the lowest kill rate of all killers :)

    because most of the players cant play her and since she is unlocked by default, a lots of newbies try her and fail miserably.

    Now show me kill rate on nurse among players with 400+ hours in the game.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592290#Comment_2592290

    Slugging is what allows survivors to recover from the dying state, or save other survivors from the dying state. It's an entire mechanic, with perks and everything, that survivors only see if the killer allows it.

    This is like saying no killer should be able to injure survivors because it forces you to heal and healing is boring. The answer to that is of course instadown killers and the Plague.

    Basically, you prefer "instant hook" killers over killers tgat give a window of opportunity between a down and a hook.

    you are going into extreme case, as if i said slugging should get removed, which i never did. I just said it shouldn't be buffed, ffs, I know it may be a late hour in some places now, but just read what i wrote and take a second to process that before respodning.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592290#Comment_2592290

    Slugging is a core mechanic in Dead by Daylight, and always has been. This is not about survivor's fun. If you have fair and good suggestions to buff anti-slugging measures for survivors, I'm welcome to hearing them!

    Fixing gens is core mechanic in Dead by Daylight. Does that mean we should increase fix time to 10mins per gen? What's your point exactly? Im not saying we should remove slugging, im saying buffing it will just make game more boring for average player.

  • @vacaman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592290#Comment_2592290

    I'll never get why survivors hate slugging builds when it's the playstyle that forces you to be the most active instead of just m1ing gens all the game and go for an occasional unhook. Yeah games get longer but you get more chases and you have to be more active, i think that if you don't like slugging you either love repairing gens or just don't enjoy the core game.

    really active, while being on the ground, holding M1 to recover for half of the game... yeah, sure.

  • I would love to see other gang members hidden across the map in the lockers - like objects, so you could hop in locker as one member and jump out of other locker in different location as other member. To compensate for teleporting power bringing in more map control, they would have to weaken a bit his feral frenzy, but i think it would be fair trade off 

  • yee man, lets buff slug builds, it is SO FUN to play against them. Survivors gonna love it for sure. Good and healthy change for the game.

  • @Viamont said:

    https://forum.deadbydaylight.com/en/discussion/comment/2589492#Comment_2589492

    Thats the definition of high risk high reward. Shes one of the most complicated killers to learn and play with, and if you have seen ANY high level streamers they NEED to be very aware of what they are doing or they can easily F themselves up.

    Nurse its perfectly fine as she is, not any average joe can take her an win free games, in fact ANY person whos not a genious player will lose a LOT of games before it can even beging to get some value out of her

    High risk - high reward? What? Whats the risk, once you have learned how to play nurse?

  • @Dumpstick said:

    Nurse is fine. She has the lowest killrate among all killers, and in most games she is a pushover. Every now and then you'll run across a God Nurse who will mop the floor with you. But that is very rare. More power to nurse players who have mastered her mechanics.

    Nurse ignores many mechanics but is vulnerable to many others. She can be countered and in fact is one of the easiest killers to counter.

    because most of nurse players can't even play her properly. Once player learns how to play nurse, they can do whatever they want. And that's the problem - not skilled enough, you can't do **** as nurse, skilled enough? Survivors can't do ****. Because of her design, it's almost impossible to balance her.

  • you can violate memory by hand with enough knowledge, making the game think it legit crashed.

  • *Killers need buffs to their powers, so they can be fully capable of doing more then 2k; if played right; but not broken OP (like they just did to new Trickster or Depipster)

    If you want to power killer up to the point, where they get 3/4k every game (ofc when played "right", and playing "right" is not hard if you main given killer that is strong and "meta"), do you think anyone would want to play survivor? BHVR goal is the average of 2 kills per game. And it makes sense, otherwise no one would want to play survivor and we would just have endless 1h long killer queues.

    Stop seeing less than 3/4 K as "lost game" and you will be much happier of a player.

  • Ah yes, because specific 3-gens are not hard enough already. with some killers you could just pick 2 gens that are extremely close to one another (which does happen somewhat often) and protect them all game. With perks like surge, overcharge, etc. you could take game hostage or force at least 3K for hatch spawn. 

    Also remember that game is not linear. The less gens there are left, the less patrolling you have to do as killer, the easier it gets to defend gens. Just play it smart and let survivors do gens far away, while pressuring gens easy to defend. Ignore shack gen, let them do it first. Defend those gens, where survivors have nothing to work with. 

    Maybe if base amount of gens were risen to 8 i could go with your idea, just maybe, otherwise its a big no from me.

    1. Its mostly anticamping perk and you want to reward camping by making unhooker slower. Why?
    2. I dont mind. Tapping gens to stop regression is kinda unfair compared to killers kick animation.
    3. So my item can be stolen if someone gets to my chest faster? How about killer gets his addon on the map in game and has to find them, but survivors can sabotage them? Kinda similar idea. A big no from me.
  • And getting back to the perk idea:

    Maybe if it was like blocking window by survivor, separate for every survivor. To avoid situations like that: survivor getting chased into the gate, but cant escape, because someone decided to sit in gate. Seems like a way stronger bloodwarden, that would reward killer for nothing if survivors didnt play around

    And if they did play around it, by sitting 8m outside the gate, its literally useless perk. With bloodwarden its at least up to your skill, to hang someone, with this idea, you have no way to activate it if survivors dont want to do it (haunted grounds at least seems like a rewarding thing to cleanse, risk of DV, Ruin, etc.). So, unfortunately, i believe its not too great of perk design

  • Yo, if they are standing in gates like that, tea bagging and stuff, stand up, get off your PC, go grab a glass of water, strech a little, use the restroom. Waste their time in return.


    Also, from survivor POV, i noticed that they tend to wait to see if randoms are safe, if not (randoms getting hooked) they go back in the game. So if 2 survivors wait in one gate to see if other 2 are safe and other 2 do the same thing in other gate, there is nothing toxic about it. Just pure altruism combined with a bit of cowardness.


    And least but not least, survivors tend to stay there to:

    • Get some distraction points, protection hits, etc.
    • give killer some brutality points.

    They are not always there with villainous intends.

  • Kindred as basekit and global chat wheel, after that buff most of the killers around SWF instead of balancing them around solo survivors

  • Just tunnel the key wielder down. It's a viable strat.

  • I imagine its server/local game desync. Asked friends, some of them had same issue. Fix could be quite easy, if game detects kobe, it could hard set hook states at 1/3.

  • It would affect sales, so no, it wont go trough.

  • @SwampDaddy said:

    I personally find it very insulting and quite obnoxious when survivors hang out in the gate area taunting the killer. Killers get provoked to attack and even put them in the dying state even though they get to escape anyway. That's not particularly fair for the killer. The taunting is very poor sportsmanship and if survivors are going to let themselves be attacked, they shouldn't be allowed to escape in the dying state.

    Please fix this. It would make it more fair for the killer and it would deter survivors from taunting the killer in the exit gate area when there is no benefit to the killer at all if they just get to escape regardless of any action the killer takes.

    If they let you hit them, you are getting free points. Are you really that mad about it? I usually stay, without teabagging, so killer can gets his free points and i may get points for distraction / protection hit.

  • @miketheratguy said:

    What I don't understand is that to deliberately disconnect, a player has to enter a menu and confirm the process. Why can't the game detect the difference between that and an unexpected disconnect?

    You can unplug and replug your ethernet cable. Or restart router. Or enable firewall on dbd ports. So many ways to make game think it was genuine connection lose, while it was not, penalty has to stay in DC cases.

  • DS should be changed from having a timer to purely to conditional deactivation. Conditions would be the exact same as current with 2 minor changes

    Survivor will just hop in locker and stay there for 15 mins or untill another hook. Timer is needed, but since so many actions deactivate DS now, it could be maybe extended.

    Other than that i dont mind other changes tbh.

  • I would rather reduce perk tiers, so you need less bloodwebs to p3 50, rather than making it cheaper, so you get more bloodwebs. or put even more perks per bloodweb. How come? Because more bloodwebs = more iri addons, instaheals, keys, moris, etc. to pick, so stuff that usually swings game in one side greatly. Who enjoys playing against silent bell wraith. instadown huntress. Iri king and queen doc. 4 keys on survivors, wall licking, waiting for hatch to spawn? 4 BNPs?

    But on the other hand, i will take ANYTHING that reduces grind tbh. its unreal, even after 4 perks in single web update.

  • There are programs that can stress your network, to make it look like you have connection problems. So any time a player is salty about the game and wants to DC, he could just pull out that program to avoid penalty. Game CANNOT tell if your problems are genuine, unless you give it full access to your system, even then, you could have additional device in network jamming your router whenever you want to DC, so unfortunately, the penalty has to stay. 

    I know its annoying, i had game crash on me 2 times in short period of time, so penalty stacked to 15 mins iirc, yet i knew I couldn't do anything with it - there are ways to crash game on your will, so again, penalties have to be there.

    Only solution would be taking penalties off all together, but i don't think that's even considerable. 

  • @ Antares2332 said:

    Nah, you're asking for a rework of a perk that's already fine.

    Selfcare is best game slowing perk for killers

  • To be honest, they could implement mori animations to buy in shop for BP / IS / AC and use your ideas as just new animations to buy.

  • Imagine it on wraith. You find someone, uncloak, cloak, uncloak, cloak, uncloak, cloak ... 3 stacks, you run at them with 130% movement speed at almost no cost. I think it would be just too strong on certain killers.

  • There were great idea for remanining totems counter as a basement shrine with 5 candles, one lit for every totem remaining in game. Would it be free information? Not really, every time survivor wants to know how many totems there are, he would have to waste time to get to the basement.

  • While such holes are problem for pig, they are beneficial for killers like huntress or deathslinger, who can shoot trough it.

    Imo they could put models variations on the map depending on killer in play, so same map would look a little bit different for pig and a bit different for Trickster.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2233611#Comment_2233611

    so you just want to nerf a killer because you find them annoying?

    I still don't think it would be nerf, but sure. I dont want to rework it because its ANNOYING, I believe, that even tho camping is viable strategy, it should come at cost of losing map pressure. That's what I don't like, twin player can soft-camp AND pressure any part of map at the same time. So point of my idea is to change that, while not making them necessarily weaker and I believe, with my post above, I explained why in my opinion they wouldn't actually get weaker. If this change was implemented, we could ever roll back some of the earlier nerfs. You know, this change could be just the beginning of, so-called, twins rework. 

    Is it shocking to you, that people in this part of the forum suggest ideas for such changes? Isn't that what this forum is about? Find what's annoying / unbalanced in game, think about idea on how to change it, post the idea and discuss it with other members. I'm providing my point on the change, yet all i hear from you is "they will be too weak". No further explanation. Can you please elaborate, why they would be weaker necessary?

    You know, after all it's just a game. IT SHOULD be enjoyable and not annoying. But maybe i just have wrong take on that.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/2232585#Comment_2232585

    You know that they have to be a huge distance from the hook right?

    You know you can leave Charlotte on top of basement stairs when survivor is hooked in the basement? That's huge distance?

    Also if Charlotte follows Victor, it gives them advantage:

    1. If you attacked healthy survivor with Victor, Charlotte can initiate chase almost RIGHT AWAY.
    2. If you downed injured survivor, Charlotte can pick them up almost RIGHT AWAY, giving survivors less time to heal downed survivor.

    I really don't think it makes them weaker, it just removes camping potential. We could even make Charlotte break pallets if they are in her way and swing on survivors in the way.

    Now, what happens if player switches to Victor AND brings Charlotte (following Victor) back to hook? It's no different from bubba facecamping. Costs map pressure.

  • @Starshadw said:

    They've already made it clear reports can only be done by those IN THE MATCH. No one will be able to enlist all of their friends to inundate the system with a pile of reports in order to get someone banned. People need to calm the heck down.

    Yes and our fear is whenever you bring NOED or mori as killer you get 4 reports. Whenever you use key, you get a report. Whenever you loop as survivor too well, you get a report. We are afraid, that people will start reporting out of spite, because they will know you will get banned after X amount of reports.

    You think this community wouldn't? I feel like lots of the players have fun in annoying killers by tea-bagging all time, or camping / tunneling as killer. You think those players would not start reporting everything left and right? When they would know, it HAS an effect, even if it's fake report?

  • Right now im watching streamer who just started playing and is brand new to the game. From his perspective, game is really hostile grind-wise.

    How about implementing a starter-kits? Whenever you buy a killer or survivor, you get few (just a few and not too strong) power addons / items with addons and few random perks? So at very least game is a bit more beginner friendly.

    Also we could remove one of perk tiers and go to low tier / high tier perk differentiation OR remove tiers all together. With that change we could maybe, just maybe, decrease a little bit the spawn of very rare and ultra rare addons and items in bloodwebs, so with reduced grind people wont just spam them every game.

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2227955#Comment_2227955

    You're already removing their camping potential which is arguably one of the stronger parts of their kit so honestly, just make either of them attack survivors they encounter

    Yup, I would love to see the part of them that is annoying to play against get reworked. Could be paired with some buffs, because why not. If you all say they would be too weak after such a change.

    How come? Is it fun to get tunneled right off the hook, while other survivors can't work on gens too well, because victor is applying pressure to them?

  • @eveee12 said:

    Seems like a simple thing to implement, allow us to browse the store and purchase cosmetics during queue.

    Also, allowing us to select rift challenges while in queue.

    Also let us choose one challenge for killer AND for survivor AT THE SAME TIME.

    For that, group challenges in 3 categories: Killer, Survivor and Universal. Allow us to pick one universal OR one Killer AND one Survivor.

  • Well, maybe i lack experience as Twins player. But have played against multiple rank 1 twins and they would always go with same strategy, leaving Charlotte next to the hook or on top of basement, while hunting survivors with Victor. And they got their 4k most of the time, making it pain to play against. The simultaneous hook camping and applying map pressure was just too oppressive in every of this games. 

    If they happen to be too weak after such change as i proposed, we could sure think about buffing them in other field. My idea is to shift them away from camping game style, into more interactive style, and recently added AI in RE chapter could make it possible.

  • @Maperson said:

    They are already way to punishing, no thanks

    Could you please elaborate your point a bit? You think Charlotte going after victor, leaving the hook, so making unhook safer, would be too strong? Or her attacking on her way? As I said, she doesn't have to attack, she can just go after victor. I don't want to make them needlessly stronger, I only want to remove ability to simultaneously camping AND applying map pressure. 

    While I understand that her walking after Victor would make it easier for Twins player to pick up survivor after downing them with Victor, I still believe that it's better to be that way rather than allowing them to camp objectives like it happens now. 

    The thing that i hate specially now is leaving Charlotte on top of the basement. If you don't have DS or other player does not have BT, you are gone. Never leaving basement. And it's fine, camping in viable strategy, thats what devs said, but Twins player gets to apply pressure far away at same time, which in my honest idea is not that fine. Camping should come at cost of no map pressure.

  • Well, she could and she could not. Both would make sense, depending on if we want to make twins stronger or not.

    On one hand, it's a killer, so she could obviously hit nearby survivor, when going after victor, but on the other hand, lore-wise, she could hard tunnel on getting back to victor, ignoring everything in sight.

    What i want to deal with, is ability to camp the hooked survivor AND apply map pressure at the same time. If bubba decides to facecamp someone or low proximity camp, he gives up map pressure and other survivors can work on gens. If hags does it, same thing, even if she traps the hook, she has to stay somewhat low proximity to be able to teleport. Twins on the other hand, can leave Charlotte as close as it's possible to the hook, while still applying tons of pressure with really mobile Victor. And when unhook happens, they can swap right back, unlike for example demodoggo, who has to place portal / traverse his dimension. 

  • No. Mori was awful and it REALLY needed change. And changes are not yet done. There will be more changes to it.

    The mori will be revised, which will no longer be an offer but will be integrated into the gameplay, so that the killer will have to earn it within the match. The rework of the keys will be linked to it.

    They announced above in anniversary stream.

  • Well, both answers sums up what's wrong with your idea:

    • Queue times are already somewhat bad. More modes = even worse times,
    • Nothing stops people from sweating up in so called "casual mode". I will even go a bit further, those sweaty people, who love to get 4k every game or crap on the killer as survivor, would join casual mode to achieve what they want, but easier. Who cares about rank anyway?

    So no, I do not agree that such mode should be implemented.

  • This was already suggested and I disagree with this change, already explained it there, so you can check it up. In short, I believe that game should not encourage tunneling (even if it's viable, not bannable strat)

    https://forum.deadbydaylight.com/en/discussion/comment/2219404

  • TBH not a big of a deal, if killer ate first DS, he will know you have it 2nd time and can play around it by sluging you. I would be up for this change.

  • Nurse is the most powerful killer in the game if played optimally. Problem is, she is so hard, not many players can play her optimally. But since she can literally ignore pallets and windows, I don't think she needs to be buffed. Rather reworked in some way, but dont ask me how, I have no clue.

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