Pokino
Pokino
About
- Username
- Pokino
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Comments
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75% kill rate playing killers like piggy and trapper, whitout camping or tunneling… luck?, the MMR is broken for me?… Killer state is not perfect, but it's not "worse than ever" neither.
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@100PercentBPMain said:
then there's times you spawn in seeing the killer or the entire team gets a free heal. that's neat
There are things I can assume, teleport survs to the hook, speed up, its not a bad idea to have minor powers that enrich the experience, but break pallets destroy the gameplay completely, it's insanely abusable, I cannot conceive someone who doesn't see the difference.
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The most awfull, anti-fun, excessive strong design in years… well done devs…….
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/428048/new-gameplay-feature-idea-heavy-pallets
already exists. the heavy pallet idea is a survivor perk called chemical trap. you put a trap on the pallet and that pallet takes longer break. it doesn't stun increase stun however. they do not increase vaulting speed, that is another perk called Finesses that Lara Croft has.
For some reason, knight's guard and vecna's add-on ignores the heavy pallet but it mostly works.
Perks can live with that idea. Remember my idea is only for a couple of unsafe and useless pallets, not for the rest of the map.
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@n000b51 said:
Not convinced at all.
During a previous old event, survivors had trash pallet a new tested feature. These changes aren't very good during loops.
I don't think your suggestion is really the best kind of feature that DbD actually needs…This is not a Revolution for the game, or what the game really needs. It's a suggestion for enrich the gameplay a little bit. Of course the game needs changes in other areas more urgently.
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@UndeddJester said:
Alright, so it's an interesting idea, but thus far this appears to be a straight up nerf to killers and a flat buff across the board to survivors… Any trade offs for survivors? Maybe dropping one causes exhaustion? Can't be picked up by AMN?
Also seems the likes of Nemesis, Alien, Pyramid Head, Nurse, Dracula don't care anywhere near as much since they can hit over pallets, but this hits Bubba, Hillbilly and Blight far more.
Also seems to hurt m1 killers more than m2 killers, since m1 killers tend to have to swing for hits to force pallets to be thrown, and now they are punished even harder by a stronger stun for doing so.
Do you have any thoughts on how m1 killers level the playing other than running Enduring and Spirit Fury constantly?
Obviously in the actual state of the game, some killers could be afected more than others, but there are others way to balance those killers. Besides, that feature shouldn't be something that change the outcome of the match most of times.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788152#Comment_3788152
The issue is lobby dodging from both survivors and killers, its not just one side.
It's why the decision was taken after we ran A/B tests and received very positive feedback, to remove the Prestige icons from the lobbies totally. I am aware that it's not going to please everyone, but as I said, unfortunately making this an option is just not possible as it would not resolve the issue. Players would dodge some that are hidden or then some that are shown - creating even more of a lobby dodging issue than we have right now.
At least create some badge or skin or whatever for P100, so if people want to show prestige, they would have a way to do it on lobby.
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The people doesn't understand WoO breaks the game dynamics. Not knowing if there's a pallet or not is part of the game, and knowing where could be a pallet, or the shape of a structure is part of the player skill.
And now, some will say "but im solo, not premade", but that's the problem, premades. instead solving the true problem, it seems that it's correct to create another problem to compensate. No. Never.
If you're wondering, i'm main surv.
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522134#Comment_3522134
How is survivors disconnecting or suiciding on first hook a dev issue, instead of a playerbase issue?
If a suicide because 5 wesker in a row... is it attitude?
I understand what you say, but we must face a fact, the game is not fun at this point, mostly at least.
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It's the most used perk on this game, this means a lot... It's a surprise there are people who thinks it's fine, but with that rate of use I should've expect it.
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I won't play a single game vs SM, never... Tell me whatever.
Nuff said.
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Another one here... absolutely boring matches with skull merchant, impossible to play... I hope devs fix the problem before 2047...
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All prestiges and all perks on all survs and all killers... ez
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3038226#Comment_3038226
Yeah I know, so effectively when you kick a gen it starts at 200% then overcharge goes from 100%-400$ so its basically 200% to 500% regression.
If both effects are stackeable, so it would be 300% to 600%, that makes impossible that a gen regresses on 83 seconds as shown on the video... something is happening here.
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I'm not saying hillbilly wouldn't need some adjustments, but please... please... not again with "I don't know how to play a killer so please buff it".
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If we consider overcharge takes 1 charge/second to 4 charges/second over 30 seconds (100% to 400%), it's impossible gen takes 1:38 seconds to regress... So description is wrong, or there is a bug. Or am I wrong?...
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All prestiges and all perks in all characters... My reward? An icon... Are you kidding?
Not asking for "legacy 2.0", but something else wouldn't be bad
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Self care was absolutely OK, and this thinking comes from most of main killers, not only survs... kill the meta should never mean remove perfectly balanced and healthy perks from the game.
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Normal regressión speed is 25%, not 100%, so something or someone is wrong here...
Ok perk understood, grow up from 100% to 400% over the time. Ooooook
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Not much time if you want to complete anniversary challenges as well, if you have a life I mean XD
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I like the last path, I think it's the wisest way to save points... 3 challenges can be done after killers launch
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ok, didnt see the path, :)
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I think this method saves one challenge more...
I hope you can understand my adjustments :)
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Blight doesn't need a power rework, he needs an addon rework, because he has very powerful ones, even broken. When a killer is strong without addons, devs please, be carefull designing addons for him.
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15 minutes waiting as killer... :(
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/236385/self-care-is-it-anti-teamwork
It's faster if a team mate heals you and you can both get on a gen or something. Self care is ideally used when your mates can't help you so they pull the killer away from you to give you time but it is a waste of time to heal yourself if someone is free to help you.
False.
Anyone seems to think when a teammate heals you, he is investing his time on you... let me explain, if you selfcare, you "waste" 32 seconds, but if anyone else heals you, you are "wasting" 16 seconds of your time, PLUS, 16 seconds of time of someone else = 32 seconds again. A video for better understanding (sorry, spanish)
https://youtu.be/q4bM_02ZIYk?t=63If you say "it's more efficient not to healing than selfcare", ok, we can talk, but if you want to heal in a match, don't say "it's more efficient someone heals you"
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I know trapper needs some adjustments but sincerely I think most people don't realize certains ideas would destroy the sense behind the killer, and would make the killer unfun to play against.
If trapper had all traps in hands, or all traps in a pool in the middle of the map for example, this would destroy the strategic sense of this killer, and would promote to trap one single area of the map with 7 traps, and becoming the game unplayable. Is it worth to walk to pick up that trap? or not? That is the game sense behinf trapper, the strategic style that this killer have, and i'm very agree with that.
BUT, this doesn't mean trapper is in a good state, in fact, it needs some buffs... but some bufs that provides TIME to elaborate an strategy, without destroying the game itself... 2 traps without addons is ok, deep wounds if survs escape by themselves is ok... but please, think ways not only to improve the killer, but also to improve the game itself.
Sorry for my language, not native speaker.
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I don't know, I was going to play, but the game crashed... I finished verifying files, crossing fingers...
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1917180#Comment_1917180
No. That would lead to the same abuse we see with Resilience or Dead Hard. Survivors 99% healing to still use those perks, and only finish healing when they believe they’re about to take a hit.
I think you don't realize... Why do I stay 99% healed for a resilience that I CAN'T use?... No, DS deactivates when fully healed is precisely for encouraging healing instead gens, a better and healthy game in my opinión than the usual "DS means I repair injured"
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because there's an error with this new DS... DS shouldn't be deactivate if you're healing or being healed, DS should deactivate when you are FULL healed. This minor change and everything will be fine.
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in the current game, there are only 2 situations where killers are in disadvange vs survs... a full premade with lot of hours, or running a weak killer trying to play "fair"... rest of cases, killers have very good chances to make great games and get 4K relatively easy.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/1819224#Comment_1819224
Wait, is there a bug that prevents overheating? I thought there was a bug that randomly overheats...
theres a bug that causes chainsaw overheat after break a pallet as well... hillbilly is somehow broken... again XD
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this is not DBD anymore, this is Pokemon! Catch'em all bugs!
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Devs will NEVER fix the tunnel/camp issue, because they want it into the game, as a part of that kind of feeling of "every match is different"... and its quite cool on streaming to watch that borrowed that allows you to escape in the last moment.
A different thing would be a better punishment to campers and tunnelers. The game is in a state where killers have enough options to do good matches without those... "strategies", I think.
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Im main surv and I never use DS, but DS needs a rework, making it less abusable, but more powerfull vs tunnelers.
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As main surv with 4700 hours, I agree with this change. Actually, I don't think survs need items and addons in the same way as killers, and you can always spend some BP and get some, it's not the end of the world.
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Probably i didnt read well because I'm not native english speaker but... Some people thinks if I see one surv hiding behind a tree for minutes doing nothing, I can't suicide because "i'm ruining his game experience"?
Please someone tell me I'm wrong...
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1647354#Comment_1647354
With all due respect, I started this thread to talk about potential ideas on how adjustments to the game that might make it more likely Killer would camp less. I would consider it a personal favor if you didn't try to turn this thread into another (one of endless) discussion of "camping bad" and "not fun". There are plenty of those already, and you can even create one of your own. I'm not trying to be snarky, just pragmatic. If people truly want to see adjustments, then discussions have to be more substantive than that. Fair enough?
Mother of god. So i can't share my ideas an opinion about how to mitigate camping because I said "camping bad"??? ein?? Did I understand well? this still being a forum????
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Camping tunneling and others ######### "strategies" are valid, but absolutely anti-fun. In an ideal game, and game is about fun, remember that, these behaviours shouldn't exist.
That said, if devs don't have tools to create a funnier game (or they don't want to), at least punish more who decide to make this game unfun. My idea, negative score events... for killers and survs, don't misunderstand me. For example, hit a surv just after unhook, -800 points, leave a surv on the ground more than 10 seconds, -X points based on how much time is on the ground, let a surv die on the ground, -1000 points, stay 24 meters from hook while not in chase, -X points based on how much time is near the hook... and more.
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Blight is one of most understimated killers of the game. I good hands is TOP tier, trust me. His ability denies most of windows of the map, and denies also reaching next pallet/structure after break a pallet... this buff is insane, maybe you dont see it yet... but you'll see.
I have 4300 hours by the way, i know im talking about, trust me.
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the undying + ruin combo are enlarging the tremendous gap between solo and SWF and between "normal" killers and mobility killers even more...
Sorry, but killers must understand is neccesary to find another ways to balance the game
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I'll just say a balance game as killer doesn't mean "I get 4K easy in every game" as most of killers think... This game isn't competitive, sometimes it's about luck, about RNG, about a wrong decision, about your hex totems dissapear in 30 seconds, about a map that doesn't fit your killer... and more. Play killer is easiest than ever, complainings are out of discussion.
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@6yXJI0 said:
I have better solution.
Red Mori - You can kill single survivor whos been on the hook
Green Mori- You can kill a single survivor after you hooked 4 survivors
Yellow Mori - Same as now
The idea is discouraging killer to camp and tunnel if he wants to use the mori, no matter what mori you run.
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As I said, a perfect balance for this issue is simple. Spirit reduces her ability to hear by 50% on phase. If you use stridor you have normal hearing, but iron will still works.
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My case.
Yesterday, I looped a Ghostface for 3 minutes, rank 1, only popped 2 gens because survs werent repairing like demons (idk why), and my reward for being far better than killer is being campered first hook. Don't say "fair" so easily, because "guarantee" a kill to turn the game back on killer's favour, get 4 undeserved kills and reach an undeserved rank when you are a bad killer is everything except "fair".
I heard many times "survs entitled to survive", but also exist "killers entitled to kill", and this is not fair either.
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They arer building too strong killers because they know the problem about gen rush. Killers can't afford a long chase, thats the reason they have tools (powers) that well played are almost unavoidable, like Deathslinger and Piramid head, no matter if you have 4000 hours (like me)...
I've said so many times, but I'll say again. This game needs 2 things (to begin), rework the survs objectives to create long games without the boring repair-gen mechanic, and nerf/rework most of killers to make them fun and fair to play against.
