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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3121084#Comment_3121084
Killers don't camp because of hook grabs; they camp because it's an effective strategy. Hook grabs make camping easier, which is why it would be better to make it so only an injured survivor can be grabbed. This would make it consistent with vault grabs, while also making camping a little bit weaker since the killer will have to opt for a trade instead of having hook standoffs.
correction, it wont make them opt but "force" to go fot the other person, wich pretty much sounds like survivor rule book of "you cant atack an unhooked its the survivor law!". I always find amusing how people try to justify every single nerf and impose as much rules againts the killers because "it kils my survivor fun" but rarely they come with any counter balance againts the many things survivors can, do and encourage others to do regardless of how scummy, anoying or plain out unfun for the killer side is.
Now on regards of the topic, fine, lets take out hook grabs, in exchange i expect that:
1.- survivors are punished with +10 seconds more acumilative generator time if they stay on the same generator more than 20 seconds, because clearly thats generator campiing
2.- survivors will have to spend at least 5 seconds on a new generator that has been recently kicked just to be allowed to start gaining any benefit on said generator, after all just being allowed to literally tap the generator wich presents no risk, no punishment and virtually only benefits its "unfun" for the killers who have to manage many generators all at once.
3,. if 2 or more survivors are working on the same generator the moment they finish all of them are blocked from working on a new generator for for 60 seconds, this time dissapears if they are hit by the killer. Its just fair after all, there should be some kind of trade for rushing a generator, if not its clearly rushing and unfun for the killer
i could go on and on, but seriously, survivors need to stop tinking they are the only ones playing the game, they need to stop tinking killers need to adere to a ridiculous survivor rule book and understand that both sides have plenty of anoying/unfun things to the other side, either deal with it or also start balancing things out for both sides and not only the survivor side
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in all honesty the positive of having multiple playesr with the same outfith is that they cant complain about tunneling, have happened to me a couple of times and hits kind of hilarious to just guess go you got this time
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@Cyber_Atlas said:
https://forum.deadbydaylight.com/en/discussion/comment/3252869#Comment_3252869
They are both fine to me. Literally playstyles. Tunneling is not discouraged by the game, differently from extreme slugging and camping where you actually loose points for it. It should be common sense to tunnel in a "sane" way. People doing unsafe unhooks are more dangerous than the killer sometimes.
i meen it more as in that survivors are always complaining about tunneling and all that but always ingnore that gen rushing its the same thing, as i mentioned, one its labeled anti fun and yada yada yada and the other its perfectly fine. And i agree honestly, both are game styles, but the mayority of the survivor side seems to tink that the only people who have to follow specific rules are the killers, wich in all honesty its kind of dumb
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i have said it a good few times, but when gen 3 people are penalized for gen rushing a generator by 3 people in the same way that killers are penalized then survivors should start complaining about it...at the end of the day gen rushing and tunneling are the exact same thing, eficiently doing your task....the hipocritical thing here is that one its ocnsidered horrible, disgusting and anti fun, and the other its totally ok, ill leave you to wonder wich one is wich
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@Aztreonam78 said:
Survivors are given the option to remove up to 3 Killers from their matchmaking.
If a Survivor removes, Trickster, Huntress and Blight for instance, these Killers will never show up in the Survivor's matchmaking until changed.
This will reduce disconnections and hook suicides when Survivors go against Killers they find unfun to go against.
a bad, and quite honestly very idiotic idea. Not only this will surely begin a trend to "ban" certain killers and abuse the system (like survivors always do with anything they can abuse), but will also make match making hell. Wtih this system the survivors could potentially band 12 killers wich would already be ridiculous as it would cut out a lot of people from playing, it that wasnt dumb enought the system would have to check out person by person what killer they are using thus increasing the timer it takes to find a match, but if that wasnt bad enought if for watever reason any player disconects it reestarts the whole thing all over again. If that wasnt dumb enought imagine this also its added on the killer side, meaning that certain perks are banned...i tink you get the picture...if match making its already slow imagine it with this "thing"...just no, this us dumb beyond belief
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3115707#Comment_3115707
As I've said before, if the top 3 killers were nerfed (the ones with the most broken mechanics and addons in the game) down to A-tier, then broad changes could be made to the game on the whole to buff all killers. Then there could be a top 5 or more killers who could possibly be made viable at the highest levels of play.
I also want to see Nurse nerfed because it would be good for map design. Midwich is one of the better maps in DbD, especially compared to all the maps that have been made or reworked since. Just because the Nurse exists in her current form we continue to see huge awful maps being brought to DbD. If the Nurse didn't completely ignore height we could see more multi-floor maps that are not just a massive 1 floor sprawl like 90% of maps are.
I don't expect BHVR to ever make all the killers balanced. There's always going to be S-A-B-C-D killers. That's just the way it is.
I've asked you twice where you'd start if BHVR were to buff all killers up to Nurse's level and you have no idea.
So we're done.
I dont get your fixation with nerf the top 3 killers and that somehow its going to bring out a better balance of the game, theres absolute no need to do that to bring out all the killers bellow to a more comfortable balance point (IE all below S,A ranks), unlike your idea of just nerf then perhaps do something, mine still holds more value as it keeps a treshold of strenght to measure all the killers bellow. By having S and A ranks you can easily measure those bellow how strong they are by having a VERY strong (S rank) and strong (a rank) set of killers wich you can compare ALL the others.
Sorry but the awfull maps its something thats been there from the begining, if anything nurse puts out how bad those maps are in comparison to any other killers wich most of the time have a terrible time on a variety of maps, sure, some are better than others, but in general the map design on all the game isnt exactly good. God pallets, jungle structures, windows and so on. Most high mobility killers put in perspective that without it the game can be very unbalanced in many areas, thats not something exclusive to the nurse, but its something she particularly highlights as a big overal flaw. Whe could, but boons demostrated that that would be a horrible idea, structures with more than one floor proved that it made things far to easy for survivors and far to anoying for killers, in a perfect wourld sure, it would be interesting to have multi level structures to give variety, but given the state of the game its not exactly something that should be encouraged till more balance its put on thigns like boons and their obnoxious way of being spheres? who can work on multiple levels.
True, but the gap can be reduced with work, there surely will always be said tiers, the diference is that with your idea basically you are disapearing the S rank, merg it with the A then just by proxy a new S rank will apear, wich basically will just be a suckier S rank than the previous one, basically lowering the overal state of the tiers instead of improving it in a meaningfull way.
For starters i wouldnt shy out to give killers actual strenghts, stealth killers? actually make them fearsome and hard to find out, not give out as much info as survivors are given at the moment, something i find ridiculous, survivors are spoonfeed information like candies, reason they are so pissed about spinechild as it was an all around pony, now that they arent feed so much info its obvious they are pissed. I would make 1v1 killers actually strong on that department, case in point old slinger wich was very strong in 1v1 but scucked royally on global presence, but then again, survivors outcry he was "to" strong. Those are some examples, basically boil down to stop fearing making killers actually a treat and not care as much to piss off the survivors.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3113536#Comment_3113536
When I said "underperforming" I was just using your terminology, I don't think they are actually underperforming. Compared to the top 3, yes they are underperforming, but in your average game they do all right. I enjoy playing as Bubba, Clown, Wraith, Legion and Slinger and I rarely play the top 3. I have a decent amount of experience playing as and against all killers, with the exceptions of Pinhead and Sadako who I don't yet own.
Whenever balance is the goal you have to choose a baseline to aim for. It is much easier and more realistic to aim for the middle with the baseline, I imagine A to B tier would be an acceptable and attainable goal. Aiming to get everyone to S tier where Nurse is is not realistic in my opinion, especially for BHVR. You're asking too much from them. Seriously, how do you buff Pig, Clown and Trapper hard enough to be on par with Nurse? How hard would it be and how much work would it take? How much would they resemble their original powers?
I already stated the adjustments I'd make to Nurse earlier. I'd like to see Blight's hug tech/exploit removed and his addons nerfed and I want to see Spirit's addons nerfed. I don't even want these killers reworked. Then we could see how the tier lists shake out and go from there. That's how I would start to tackle the problem of balancing the killers. You can call that mental gymnastics if you like.
Where would you start if you were to try to elevate all killers to Nurse's level?
What you tink and what is real are two diferent things. You "might" tink they are all perfectly balanced nice and dandy, but the reallity is that theres a big gap betwen ALL the killers, specially when you compare the S tier to the C/D ones. But lets take out of the equation the S ranked ones, theres a considerable diference betwen a pyramid head and a slinger, heres quite a bit diference betwen the artist and a clown.
Average on what, low rank players? mid rank players or high rank players? because each one functions very diferently of each other based on player skill, perks and killer, so even that its not a reliable measure for your argument. Sorry but if you want to talk about middle grounds you are bringing your own argument down. The tier list goes from S,A,B,C,D, by your own words all the C and D would have to be brought up in the tier list via improvements and buffs (great thing), but also bring down the other above the "middle" ground from S and A to B, wich again, its the middle ground, so you actually have to point out exactly wich one it is...true middle ground or improvement above average. But lets pretend you meent every killer up to rank A (wich its good) that would still leave up to 18+ killers going from rank B,C and D to be upgreaded, so even if all said killers arent brought up to competitive levels (S tier) they will still be far FAR more viable than before, and jsut a note that by your own logic you first said it was mental gimnastics to even consider uping up 20+ killers to competitive levels...so thats how its diferent from you still wanting to bring the same 20+ killers close to A rank?, you yourself said thats its implausible to make said changes...so what is it, its plausible or not?.
No one said that it would be an easy task making all the previously mentioned bellow A rank killers better, but unless BVHR isnt lazy as hell its a far better option that just bring down S/A rank killers to a B rank middle ground.
Or...again...you make ALL the bellow rank A killers better, put them up to a comfortable similar power to A killers wich by the comunity are among the most interesting and well balanced instead of just bring down 3 killers wich actually serve the purpouse to se when you have gone to far as they serve as a measure to know exactly when you went TO far. Then when all the previously mentioned underperforming killers are worked THEN you take off that measure point and check it out to bring it out in a similar position to all the others. What i call mental gimnastics its to belive the low rank killers are balanced and in equal foting than those on rank A or above.
Im not going to go on a killer by killer basis in all honesty, but its far better than just to bring down (again) the S rank ones as that would make ALL the other killers more willing to play with their favorite killer, wich in turn would make it so you wouldnt se the same killers over and over wich in turn would make for more diverse games wich in turn would make things more enjoyable thanks tho the variety you would se on a game to game basis
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sorry but given how hard nurse and blight are to use...i question you have seen that many of both and more so that each one its a full fledged great player, both are hard to use and master....so yea...again, im questioning this numbers super hard
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As much as i love the idea of him having a horse and go bonkers on the field, i tink that just by reversing his nerf it would be allright, slinger its meent to be a strong 1v1 killer, he has 0 global presence and preasure, survivors complaining he has no counter honestly are the in my eyes the same ones that are complaining on the forum about leaving the game because of the nerf to DH, they just want easy games and hump the exit like maniacs
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3113423#Comment_3113423
I am trying to solve the problem using common sense. Most of the killers are already balanced with each other fairly well. I call for nerfs to the top 3 because then the killers would all be better balanced with each other on the whole and then large changes could be made to the game as a whole to elevate all killers. It would also require a lot less labor to pull off.
It's mental gymnastics to think that it's plausible to make changes to 20+ underperforming killers to bring them to a competitive level.
I lost brain cells just trying to read that drivel you call a post.
Again..you seem to be to stuborn, unable to understand and simply refuse to se you are not making any sense at all.
Most of the killers are already balanced with each other fairly well
Wrong, not sure where you got this idea but many, MANY of the other killers arent balanced at all in comparison to the rest. Want to bring out the tier list where C and B ranked killers are the butt of the joke of survivors and the guilty pleasure of killers because they have extremely hard times being decent and/or killers have to play extremely eficient/sweaty to get somewhere?.
I call for nerfs to the top 3 because then the killers would all be better balanced with each other on the whole and then large changes could be made to the game as a whole to elevate all killers. It would also require a lot less labor to pull off.
Nerfing the top 3 wont magically make the game balanced at all, i seriously dont understand what kind of "logic" if it can be called that you are coming from from this mentallity, then again given you "belive" all the other killers are balanced says a lot about this. Also the problem with this mentallity of you its the same that has plagued the game for years, instead of taking the long road to fix problems you are just adding a bandaid that in the long run wont acomplish anything.
It's mental gymnastics to think that it's plausible to make changes to 20+ underperforming killers to bring them to a competitive level.
Thanks for giving me the reason, specially when you yourself its calling them "underperforming" with meens they are performing bellow expectations, wich in turn meens theres a problem in the balance in the game, or in this case the killers bellow the top 3, in other words im right.
So, mental gimnastic its to actually tackle the big problem, try to find individual solutions that will make every piece of the game more rewarding and entertaining for all the parts than going with the bandaid mentallity? sorry but you are making a joke of yourself with this statement. It takes more resources and time, ill give you that, but its far better than to take a "just nerf the good ones" mentallity.
Call it drivel all you want, at the very least i try to se the wider picture instead of mindlessly lock miself in believing nerfin the top 3 killers magically will turn the game better, specially when all the other ones are NOT balanced in relation to each other, but keep telling yourself that, clearly thats not mental gimnastics
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3113155#Comment_3113155
Killers should have similar levels of power. Then they could much more easily make broad balancing changes to the game without being adversely affected by stuff being overpowered on high tier killers.
The fact that there are only maybe 2 or 3 viable killers at high level competitive play is proof enough that Nurse is overpowered.
She needs adjustments. Why does she get to be the only killer to ignore pallets? Here let me trot out my Nurse wishlist again:
- Make any attack where she uses 2 or more blinks count as a special attack.
- Make her maximum teleport speed constant regardless of addons.
- Make it so if she blinks through a falling pallet she gets pallet stunned.
- Make it so that if she gets hit with a pallet during her fatigue she gets pallet stunned.
Come on @PapiFelixPSN, tell me what wrong with these changes? I think they're way better than adding a naked Felix skin to the game.
The mental gimnastics you are going here its stagering...if only 3 killers are capable of going toe to toe in a competitive level where ALL players are considered equal, that meaning that the killer and all 4 survivors are on the same level with equal chance to win then by pure logic that meens ALL THE OTHER KILLERS ARE UNDERPERFORMING significantly.
Seriously, i feel i lose brain cells every time this is brought up and instead of trying to bring all the other killers to a more balanced and competitive level the answer from almost all survivors its "nerf the killer to OP".
And just for the record for all the other people screaming nerf the nurse to OP no counter play...i will remind you that from each 10 nurse players easily 6 quite literally and uterly SUCK, most of those games are easy 4 survivors escapes, the next 2 players might get a few hits more or less concistently and 1 or 2 hooks, the next one might be more consisten but still prone to mistakes , most likely geting a comfortable 2 kills per game while actually having to put effort on it, the las 1 player its that nightmarish Nurse you all hate and use as a "stagering" number to prove how OP the nurse is...regardless that to get there the player actually has to be seriously good and comited to one of the MOST complicated and hard to use killers in the ENTIRE game
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Genrushing = tunneling.
Simple as that, and i know a lot of survivors ate going to come out of the Woods trying to defend genrush, but st it's core it's exactly the same thing as tunneling, efectively push your objective yo complete it on the smallest amount of time needed. With that said survivors have no right to complain about tunneling until genrushing it's adreased AND punished. It's funny survivors are perfectly fine with being allowed to rush 2/3 gens in less than 5 minutes, but hell forbide the killer to be just as eficient on the game.
Tunneling spoils ma fun You horrible killer.
Just as much as it ruins a killers fun to get genrushed like crazy, now being forced to be as efective and posible and play perfecto games or be completly abuses on end chat because lol "gg baby killer, uninstall, You suck etc etc".
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@TheycallmeLix said:
The meta change is really unnecessary, why did they do it like 6 years later and not something in the beginning of the years of DBD? Many of my friends are gonna uninstall/stop playing after the update, and it really makes me feel sad about them leaving the game when we used to play a lot! They completely nerfed all perks to garbage and they want us to get used to new perks.. like after using the same perks for 1-2 years, they are forcing us to new perks which we all don’t like. Many camping and tunneling after the update which is gonna be really annoying.
What are your thoughts about it?
Ohhh the humanity...the horror, how cruel for You to have to adapt to new things, to endure being nerfes because You where unfun to play againts, to have to underdtand the neta, tactics and perla Made the other side miserable...ohhh the pain!.
Welcome to the world of killers where they had to adapt to nerfs after nerfs, meta changes constantly and just get used to things changing for them all the time, in all honesty i'm glad about the changes, hopefully that will make it do playing killer becomes more fun and less of a este/frustratuon fest, and for survivors to both respect killers and be reminded they are playeras to and not their dancing monkeys
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@mrgrimes said:
Hey, I was thinking of a new Scourge Hook Perk that would descourage Camping, counter CoH / other Healing Perks.
To be honest, I don't know what value would be fair, but you get the concept of the Perk. My idea was: you hook a Survivor on a SH, another Survivor will scream and become Broken, so you know exactly who to go to.
Perk Description:
Each time a Survivor is hooked on a Scourge Hook, the following effects apply:
The Survivor with less Hook States will scream and will be affected by the Broken Status Effect for 120 seconds.
P.S.: If you haven't hooked any Survivor and you're about to hook the first one on a Scourge Hook, the Perk would randomly choose a Survivor.
P.S. 2: Yes, even if a Survivor is healthy, they will become Broken. No, if you injure a Broken Survivor, the Status Effect's timer won't reset.
I like the idea...but might be a tad strong...IT do incentivices killers to not tunnel as they are given a new target wich also happens to be broken and also know their position for X amount of time...but at the same time on killers like the nurse or other rushers it might be to strong as they would be able to chase people around a bit to easily...still i do like the concept, might need more refinment but i feel you are on to something good
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Rather than moris i would absolutly LOVE that the game had enviromental kills like in any monster movie, basically as a practical example:
Survivor its killed by smashing its head on a car door
Survivor its killed by impalling it in random stake/spike/ something dangerously pointy
Survivor its thrown at a wall with spikes
Survivor its smashed againts a generator
I tink you guys get the idea, that would make for seriously interesting things to have on each map
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2728270#Comment_2728270
Theres no point in having a discussion with you. Killer mains lose their freaking minds every time survivor mains suggest something here they think will just break the game for them. We can't suggest anything new without being talked down and made to think it was a bad idea if it involves allowing survivors do new things they couldn't do before usually it seems. Killers can play an offering that literally lets them murder survivors. What do survivors get in their offerings that is anywhere near that kind of offering? Nothing. Moris are an offering that lets killer perform unique actions on the survivors. Survivors do not have any offerings that let us do anything unique to the killer. Survivors should have a mori type offering as well. But I'm not going to keep arguing with that you here since its not even what this thread is about. Face camping is wrong and toxic. It needs to end now. My desire to suggest or hope for anything new and unique for survivors in this game just dies every time I come here. I've gotten to the point where I don't really care anymore. Its like a freaking sin for survivors to come here and suggest anything new it seems.
I could say the exact same thing about survivor mains, every time killers try to come up with a decent buff to low rank perks, to change a mechanic that its unfair to them or to add quality of life changes they lose their mind calling them unneded buffs to killers, want to take a look at wrait, deathslingers, pig or other low rank killers and how people still demand nerfs for them?. On that part you are seriously wrong, i have seen plenty of survivor sided sugestions that are not only fair but actually interesting, ideas that add something new but in return give something so things arent one sided like your ideas wich most of the time are one sided, you need to check out the forum quite a lot more. Thats because killers one single job its to "kill" the survivors, thats the whole point, they arent meent to rescue people, or fix things, to hide or do any of those things, they are meent to chase and "kill" people, thats seriously self explanatory...i dont se why you bring this as if was something completly alien to an offering that allows them to "kill" survivors. Face camping its a symphtom of a bigger problem, but sure, keep tinking that its the only problem around the game and just ignore all the other problems that create it. No its not a sin to sugest something new, but as i been telling you over and over its about being fair about what you sugest. IF i said something akin to "killers should gain inmunity to flashlights and pallet stuns trought the trial" i can asure you, survivor mains will lose their colective mind, specially if i dont give something in return for such a change in the game (like your ideas), i know you will ignore this as you been doing al lthe time, but next time you sugest something "try" to sugest something that its both a new thing but also gives something in return, not just a straight out buff with no downsides of any kind, that will work better than going hunter_main and demand buffs across the board.
@SmolFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2728270#Comment_2728270
My man, follow one of the oldest rule in the internet: Don't feed the troll. As you said, his ideas are laughable, and he "acts like a victim". Just ignore him and move on. No-one takes his suggestions seriously anyway if this thread is anything to go by.
As for the topic at hand, most of the suggestions seem to err on the side of making the game more forgiving for the survivor. While some of the ideas seem cool if you think of them only in terms of camping, but what about normal gameplay? As a preamble I play far more survivor than killer, so that people don't come at me with the now famous "ah killer main bias!". Now let's begin.
As an example "grab the rescuer when healthy (this should straight up be removed, it's such a simple and nice change)". It essentially stops punishment for mistakes made by the survivors in many situations. For example, let's assume i'm chasing and the survivor runs towards a hooked teammate. Then either that survivor I'm chasing or one of the other teammates try to unhook with me right there. Both are pretty big mistakes, but the second one is pretty egregious, what with the killer literally a meter away from you. With your suggestion I wouldn't be able to punish the survivor that made these mistakes, they get a "free" unhook. At most I can get a hit in, but most survivors of sufficient level try and bait the hit anyway to avid the grab, so it's a straight up nerf to the capabilities of a killer punishing survivors. So what would you give in return for such a nerf? Or how would you change the suggestion so that it only affects facecamping?
Seems you got your post edited so for a moment tought you didnt quoted me but you might be right on what you said at first.
The problem is that many people just straight out want survivors to have eben easier times around, betwen buffs to pallets stuns or other tings just seem completly unfair while looking for nerfs to killers, the game needs a serious overhawl on the core concepts to make a more balanced and fun experience for both sides, in my personal opinion the root of the problem comes from the generators, if the speed at wich they are repaired can be fixed and at the same time, made for something actually fun to interact with (no more gen repair simulator) that would solve a lot of base problems on the game.
I would say that grabs actually need a huge look at, for the most part they arent reliable, i have seen a ton of times how the serves go for the grab but ultimately denny it to the killer leaving them locked on the animation. Killers need a lot of QoL changes in order to make them more fun to play not to mention more reliable (server sided DS with wrong feedback, aka killers hearing atack conect screams and blood just to be denied), but the problem here is that BHVR seems more interesed on pushing out more contend rather than fixing the courent one in the game.
@Leonardo1ita said:
This has just gone down to a train of hate and actually few understood the big problem I was evidencing in the thread.
Dbd will always remain like this if people don't play both sides, killer mains (usually correct, but some expect every match to be always a competitive super strong swf team, and dislike every quality of life buff to survivors even when it fixes an unfun part of the game) vs survivor mains (don't understand why killers camp, tunnel and slug, and some are even toxic and tbag and flashlight macro the killer), both blindly not understanding the other side.
I would say you are mostly right on your words. Yes theres killer mains who go completly bananas about survivor changes, but people also need to understand that theres been a lot of uncalled for nerfs across the board (freedy, pig, wraith, deathslinger just to name a few that where ridiculously nerfed with no reason), so you do have to understand many are on the defense about anything that its percieved as an uneeded buff (people demanding borrowed time to be a pasive skill given on any unhook as an example, a quite honestly very ridiculous idea just to name one), on the other hand you do are right, survivors need to understand just how unfun being a killer in the courent meta is, specially with things like CoH just to name one (wich guts most M1 killers to the ground as it completly denies them of preasure), both sides have a lot of things to work on, the big problem is the one sided people, those who simply cant se beyond their chocen roll and try to make a compromise to make both sides enjoyable.
Both sides need to come to an "even" ground, so certain things can be buffed and changed, but at the same time be willing to give something in retun, if X buff its going to be given to survivors they should also recieve Y nerf to complensate, same for the killer side.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724932#Comment_2724932
Wall of text much?
I don't try to make myself out as a victim here or think that I am the only one with a valid point. I am simply giving my suggestions and opinions on things but yet when I do there are always those who come here and say things like "entitlement" when that is not how I feel at all. You misrepresented what I said when you mentioned my "make survivors as fast as killer" suggestion by not providing the entire context of that suggestion I made when I said it. I literally said when I made that suggestion that the LAST survivor when the hatch has spawned should be able to move around the map as fast as the killer so both the survivor and killer have a fair chance at finding it. Now when someone reads your reply and sees you say that they are going to get the wrong idea about me if they don't know what I really said. That alone is reason enough for me to ignore you from now on. If you're going to quote me, then quote what I actually said. And by the way, all of those things you mentioned that I said are just suggestions... in a feedback and suggestion forum. They are simply things I'd like to see in the game one day. I'm sorry but being able to kill the killer under the right circumstance makes total sense. I've watched a thousand horror movies in my life and the bad guys usually die in them. I never said make it an easy thing to do either. Of course it would be difficult to do. That would be the point. It would be a super risky thing to do but rewarding if its done. Killers can mori us so whats the problem with survivors being able to do the same to them? I don't feel like going over everything I've said in this forum just to appease you. If you don't like my feedback and suggestions, then don't read them. If you think mocking me all the time is a good way to respond to me then go for it, but you're wasting your time. If you care about mocking me rather than having a conversation on my suggestions then I don't care to hear from you.
Killers aren't the only ones creating a toxic environment in this game, but they are doing most of it in my opinion. Like I said, face camping and hitting survivors on a hook, as well as tunneling and unnecessary slugging is far more toxic than anything a survivor can do to the killer.
For the way you speak and answer to other people, specially the ones that dont agree with you actually yes, you come out as tinking you are the only one with a valid point. The way you feel and the way you are percieved are two diferent ones, you "might" tink you are being fair with what you say, but most people percieve you as entitled to what you say and im not the only one that has seen and mentioned that to you, plenty of people have quoted you on that regard. No i didnt, its quite clear how unfair and one sided that sugestion is, theres no sliver of fairness on it. Just answer me this one question about your "as fast as the killer sugestion", whats the compensation to the killer with that, what makes its as fair to the killer to implement such a buff to survivors. Quite honestly i dont need to dive to much on that regard, plenty of people when reading your post know the kind of person you are, its not hard, if you havent noticed most people who quote you are almost always againts your ideas, correct you on why they are wrong or straight out wonder if you are being serious, go back to your own post and the many people who have quoted you. Ignore me if you want, that wont stop many people on the forum to call you out and quote you as much, in fact i can asure you, i wont be the last person to correct you on the way you tink, so you might as well start doing a long list of ignore people, altought that will surely let you with little people in the long run to have a discusion with. You do are right, those are sugestion, i never told you not to post them at all, but that wont stop them from being criticised by me and everyone else who feel like doing so. I a game that has had such things implemented from day one? sure it makes total sense to kill the killer (aka VHS), in a game where the core concept its to kill or run no, it doesnt make sense at all. Its not me the one going on the complete defense each time im quoted, thats on you, every time someone tells you why your ideas might be wrong or they are actually wrong you imediatly go "NO you are wrong and im right", you want to have an actual conversation? start being more open minded to the fact you might be wrong, you might be seying things on the wrong light or might be straight out biased about things, until you actually acept this things im going to tell it you straight out, you arent going to have a decent conversation around here.
You are right, killers arent the only ones creating toxicity on the game, but heres where you are wrong, survivors are just as toxic, but with this you are proving my point that you are biased towards the survivors, specially with your last words, if you cant se that survivors can be just as toxic in creating a horrible experience on the game, more so to one side that its just as important to the game (aka the killer) then you are showing your one sided mentallity on the mater, survivors can be just as toxic, survivors can be extremely entitled, survivors can, will and continiously haras killers into DC just for the literal sake of doing that, or are you going to tell me they dont do those things? sorry but if you say they dont you are just being absurdly blind to the mater.
You want to have an actual discusion? lets have, but seriously, leave your one sided minded opinions on the door and be more open to "concieve" the idea you can be wrong on your ideas, THEN whe might be able to go somewhere.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2724266#Comment_2724266
You're mocking me to harass me in my opinion. You think my suggestions and opinions are too much, but they aren't. If you think face camping and hitting on the hook is in any way Ok in this game then you are completely wrong. I have met so many people who have said that face camping and other toxic actions by killers make the game unfun and unplayable for them. This is a problem. Me pointing that out is not saying anything new and it is not dumb. I'm not demanding anything. Stop putting words in my mouth. I am stating my opinion on what I think would make this game and its community a better experience. Look at how you responded to me. You're more interested in mocking me and insulting my opinions than you are in working together to come up with a good solution to this. Certain things in this game have to stop NOW. Camping has to stop NOW. Tunneling has to stop NOW. Unnecessary slugging has to stop NOW. It could all stop today if the people who do these things would simply stop doing it which would make this community better and the overall experience of the game for everyone better. That is what matters here. The toxic bull crap in this game has to stop and it has to stop now.
Am i mocking you? actually i am, am i harasing you? not really, if thats what you feel its on you, then again i have seen a patern on you to make yourself a victim quite a lot, specially when people dont agree with you in any shape or form, you imediatly disregard what you are told and stick to your square shaped opinions, tinking you are the only one with a valid point, and the funny thing is im not the only person that has pointed out this, but then again, you always ignore this and just keep pretending your ideas are the only valid ones, you have some serious mental gimnastic going on in that side. Your sugestions arent "to much" they are for the most part straight out ridiculous or overly survivor sided, and just to point out the very few i remember at the top of my head:
Make survivors as fast as killers (ridiculous and quite dumb)
Give survivors BT to both on ANY kind of unhook (rewards survivors for dumb plays and just straight out prevents them from learning to do smart safes)
Report camping proxy camping or even patrolling (something that will create a super abusive system where entitled survivors will report killers for ANY dumb reason, and its a fact survivors will abuse this system, just as they abused the old proximity "anti camping" mechanics and devs straight out took it out of the game for that)
Survivors killing the killer (self explanatory, dumb beyond belief and completly againts the core concet of the game)
Demanding double the pallets on every map (wich is just as laguable as it sounds)
I could go on and on, but so far in all the time i been around the forum and seen your post, 99% of them are viased towards survivors buffs while at the same time nerf anything killer related, and im going to repeat it because you seem to always ignore it, plenty of people have pointed it out to you, and yet you keep ignoring it.
On the next point sorry but its laguable you tink your opinions and ideas are for the better of the game and the comunity, that unless whe go back to the main point of your viasness towards survivors, you lack a fundamental understanding of what its true balance, you varely ever give something in return to most of your ideas, going for both sides, demanding ridiculous buffs to survivors perks and mechanics, while at the same time demanding nerfs to killres powers and perks, and this isnt something new, again as it needs to be hammered down, PLENTY of people have pointed it out yet you always ignore it.
Mocking your ideas quite honestly its just a side thing when im around, but unlike you i have shared plenty of ideas that unlike yours, are tought with balance in mind, considering both sides and what could potentially be good and bad, but in all honesty i doubt you are ready for that conversation as its blatantly obvious to most people you (as i have repeated plenty already) always just look out for survivors buffs and killer nerfs.
The only thing whe might agree upon is that certain things hav eto change on the game, But unlike you i dont only se what i percieve as "bad" from the killer side, you want actual problems that need to be adressed aboce your petty needs to nerf killers?, heres a list:
Map layaout needs to be heavily adressed
Pallet distribution
Structures safetiness wich mixes with pallets, creating ridiculously safe areas for survivors to abuse quite easily
Match making
Survivor perks (like boons as one of the biggest problems in the courent game)
Game objectives (mostly the generators speed repair and the problem generators in themselves create as survivors are forced on gen repair simulator most of the game, creating a rift on the concept of killers chasing survivors and survivors running away from killers in a more organic and fun way)
Survivors items (mostly healing kits wich are a problem in the courent meta, specially convined with CoH wich just creates a tremendously unhealty enviroment for M1 killers wich are completly gutted and striped out of lasting preasure trought the game)
Killer balance to make the bottom of the barrel more engaging and up to par to A and above killers in order to create a more diverse experience
And theres plenty more problems wich are FAR more relevant, and why do i say this? simple. Unlike you i se the core problems of the game, and its NOT tunneling or camping, those are bioproducts of much more relevant problems wich IF where adressed would reduce said problems significantly.
If gen speeds are adressed killers wont be as preasured to rush the game, wich in turn meens they will not tunnel as much or even face camp (then again, there will ALWAYS be people doing this just for the lols, just like theres PLENTY of survivors going to games for the sole and ONLY purpouse to bully killers until they force them to DC something you rarely ever awknollege at all).
Another thing whe might agree upon is that the game has quite a lot of toxic things on it, but until you also aknowllege the heavy part survivors play on it, how they are just as toxic if not worse than killers, how they also push killers on DC constantly theres not much to talk about, you seriously need to take a few steps back and look at what you say and what you missed while being so stubornly fixated on tinking killers are the only ones creating a toxic enviroment for the game, not to mention you seriously need to take a long look at the MANY overpowered mechanics survivors have on their side and THEN whe might be able to start talking about proper balance for the game.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723201#Comment_2723201
If you're trying to compare those things to being even half as toxic as face camping then you're completely wrong. Sorry but all the things you listed as "ruins the game for you" first and foremost do not prevent you from playing the match. Being face camped on a hook however does. There is no comparison in toxicity here. Also exploding generators to create noise? What? Did you mean locker because you know survivors can't actually make skill checks happen when they want just to miss them over and over to create noise. DS can be avoided. Its your fault if you pick up a survivor before the timer runs out. Flash lights are limited. They eventually and often very fast run out of charge. Bouncing up and down after a pallet drop actually gives the killer an advantage in catching that survivor... because they're not running from the killer when they do it. None of these things prevent you from playing the match. You know what usually prevents a survivor from playing though? Face camping. It takes a super coordinated effort to stop a face camp and even still its very risky.
You tried to mock me in your reply, and failed miserably. Face camping is a big problem. The things you mentioned are not. You can keep playing and do something about every thing you mentioned survivors doing. A face camped survivor relies solely on their team to try to get them out of that situation. It doesn't usually end well in my experience.
Quite honestly i mock you often as your mentallity its very similar to that of hunter main, both are agresively viased towards demanding VERY ridiculous nerfs towards killers while at the same time demanding VERY idiotic buffs to survivors. For the most part i just copy paste your post with little teaks and change them to killer situations to show how ridiculous your post look, most people can se that as the hands up say something in comparison to you always geting quoted and heavily corrected on just how wrong you are most of the time. So you "might" tink i failed miserable, the peopel here on this topic clearly tink diferently.
That said going back to your "sugestion" its quite honestly a very dumb one, you arent creating a healty state for the game, you are just demanding an opresing "behave like i demand or screw you" type of place where everything its made in favor of survivors and screws over killers, i have seen you plenty of times demand very ridiculous nerfs to the game with no compensantion of any kind, while at the same time just demand survivors be handheld much more they already are, you just want an easy to win game for survivors, if you cant se that its not everyone else problem. You need to take not a step back but a good walk and se just how poorly structured your ideas are, how lacking of balance they are made and MAYBE you will be able to have a decent conversation with someone and not be bashed and rtidiculed as much as you are constantly.
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@KateMain86 said:
Face camping is something that simply ruins the game for me and from my experience a lot of other survivor players too. It happened to me again today and that fine thread that still has me attached to this game gets a little thinner every time it happens. A killer standing in front of you to face camp and even worse when they decide to hit you over and over on the hook is simply unsportsmanlike and it needs to be recognized as disrupting normal game play. Its toxic and something needs to be done to greatly discourage it from happening. Proximity camping is toxic too and I don't care what anyone says about that. If it happens in the end game collapse that is one thing but before that is just toxic.
In my opinion the simple solution to this is just to make it reportable with levels of punishment for doing it. The first can be a warning so they know not to do it again. The next can be a 1 day suspension, then 3 day, then a week and then if they still keep doing it then just keep adding time to it. It doesn't have to be a ban so there can always be that chance that they get it and stop doing it. If there is any concern that it would deter people from playing killer or the game then wouldn't that be a good thing to have less killer players doing this? If steps are being taken to address it then isn't it something that is seen as problematic in the game? I do hope something can finally be done soon to put an end to face camping and hopefully other things as well such as tunneling and slugging in hopeless situations for the survivors.
Ground humping after every pallet drop, vault jump, at the exit gate, after a DS, overabusing the stunt mechanic of a locker, exploding generators continiously just to create noise, abuse of flashlights to bully killers and many many more things is something that simply ruins the game for me and many more in my experience. It happens in a daily basis and thats a fine thread that has a lot of killers on the verge of of leaving the game. A group of survivors doing the forementioned list of things over and over is simply unsportsmanlike and it needs to be recognizes as disrupting normal game play. Its toxic and something needs to be done to greatly discourage it from happening. Bullying the killer trought the game just for the sake of it and i dont care what anyone says about it. At any point it happens on the game its toxic.
In my opinion the simple solution to this is just to make it reportable with levels of punishment for doing it. The first time can be a warning so they know not to do it again. The next can be a 1 day suspension, then 3 days, then a week and then if they still keep doing it then just keep adding time to it. It doesnt have to be a ban so there can always be that chance that they get in and stop doing it. If there is any concern that it would deter people from playing survivors or the game then wouldnt that be a good thing to have less survivors players doing this? If steps are being taken to address it then isnt it something that is seen as problematic in the game? I do hope something can be finally be done soon to put and end the the continious abuse killers are subject to in a daily basis in this hopeless situation for the bullyed killers.
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As a dorito head main i have to say this gives me fuzzy feelings...its always nice to be apreciated by players. If you ever find a dorito head that draws smiling faces on the ground you will know its me XD, that and sometimes i draw circles around downed survivors just because i feel like it
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Thats an interesting idea to be honest...would definitly look cool to have the survivors hanging on the hook dead, i dont se why it couldnt happen
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2715165#Comment_2715165
I do acknowledge the issues raised for killers who are in close proximity to a hook (I thought of this myself when I play killer) and would not want to see that punished but I’m specifically and only talking about killers who stand at the foot of the hook and don’t move away.
Anyway, like toxic survivors, maybe it’s in the too hard basket and nothing can be done.
its not that theres nothing that cant be done, but the problem is that most of this kind of sugestions just work on the surface level, they fail to se the core of the problems for a proper balance.
The greatest problem in the game that creates this other "problems" are the generators.
If the generators fly by and go super fast, killers go in to panic mode to get "any" kind of hooks/kills, this in turn creates the tunneling situation as lets face the elephant in the room, NOBODY likes to lose a game. IF the gens mechanics where revised and made more forgiving for killers to engage in chases they wouldnt feel as preasured to "secure" kills as they do right now, its no surprise most killer builds are made in order to slowdown generators to give them some wiggle room to play. If the gens are adressed and properly worked on, killers wont be a preasured, that in turn will make it less likely they will tunnel out people (of course there will aLWAYS be people who will do that) but lets be honest, it would significantly reduce this situations, from there you can adress other big problems, like map layaouts (for the most part they are terrible and anti killer, specially with certain structures that are 100% safe and allow survivors to loop killers all day with little effort), oversafe pallets, then you can tackle perks on both sides.
Its not imposible to balance the game, but in all honesty BHVR needs to take the first step and accept they have messed up a lot (something they dont seem willing to accept), and instead of creating bandaid fixes instead tackle the real problems
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@Kyochi said:
This solution can disincentivise hard camping.
If the killer is within 24m of a hooked survivor for more than 10 seconds while not in a chase the hook timer will decrease by 75%. This effect will immediately disappear the moment a chase begins with another survivor.
Hear me out,
Normally the timer for a full hooked state is 120 seconds when a killer is hard camping the timer will keep going normally and normally that doesn't make the game fun for anyone.
My solution is since DBD formula is based on additive if we were to decrease the hooked state timer by 75% after the 10-second mark. Survivors will gain an extra 90 seconds on a hooked state due to the idea of even trying to hard camp. so by formulating this the hooked survivor will gain a total of an extra 80 seconds on the hooked state which allows survivors to pretty much fully punish a killer just because of their hard camp and completely disincentivize the killer to even attempt camping without completely losing everything.
So in conclusion, if killers hard camp the whole game hooked survivor survival for a total of 200 seconds instead of 120 seconds but if played normally the timer will stay 120 seconds
So you want survivors to have a tool to abuse and make sure killers are completly screwed over and forced to move away from a potential hook and/or protect a generator that its close to the hooked person?...talk about entitlement.
Sorry but this kind of ideas have been proven to be absolutly abused by survivors, one stays close to the hook continiously draging the killer back to make sure the timer its stoped over and over, the range you propose makes it stupidly easy to abuse so pretty much the killer with systems like this is forced to be out of ANY kind of potential chase range and give survivors free hooks with 0 danger of ANY kind.
This isnt a solution, this is a handheld idea that i hope its NEVER implemented on the game, you might not like camping/proxy camping/ patrolling, but its a genuine strategy for killers, just as much as gen rushing and abuse the crap out of structures its for survivors.
@KateMain86 said:
I would rather see camping as a reportable offense and people start getting banned for it. That would stop it from happening in a heart beat. It should be considered as disrupting normal game play. Its not enough to just have in game mechanics to discourage it. This is the most toxic and unfair thing a killer can do to a survivor and it needs to stop yesterday.
I would rather se gen rush, pallet and structure abuse, post pallet humping, exit gate humping, flashlight clicing be considered a reportable offense and survivors start getting banned for it. That would stop it from happening in a heart beat. It should be considered as disrupting normal game play. Theres no ingame mechanic to discourage it. This is one of the most toxic and unfair behaviour survivors can do to a killer and it needs to stop yesterday.
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2715042#Comment_2715042
Maybe I’m not thinking it through and not seeing the big picture but I don’t see how this will be abused be SWFs. My idea would be the time is paused if the killer is standing at the feet of the hooked survivor and not leaving it. If the killer is just close to the hook, the timer shouldn’t be paused.
Read again if you dont se the problem, ideas like this would be abused to hell and back by survivors in a heart beat, survivors arent inocent lambs in any shape or form, they abuse ANY mechanic they have specially if allows them to troll the killers even more than they already do
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Give me a praetorian alien...i would go absolutly bonkers if it came to the game, i would main the crap out of it no matter how good or bad it was
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Post like this always baffle me...hes one of the weakes killers, huntress outperforms him in every way. This as many other treats, sound more like a person vias with little to no real info about the killer. Trickster its a decent 1v1 killer with 0 world preassure, easily countered by structures, i rarely say this, but really...
git gud.
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In all honesty the game definitly needs more game modes. Personally tough i would prefer things like:
- Free Game: basically no MMR, no sweet no rank up or down, only simple fun
- Hardcore mode: survivors AND killers play ONLY with their original perks
- Nightmare mode: for those who have played URF from league of legends something similar, cooldowns are reduced by 75% for ALL skills powers and abilities, basically a turbo dumb mode just to se what absurdity can be made mid game
- Team battle: two killers VS 8 survivors, biggest map of all the game, 10 generators to repair. This also sounds like straight out plain madness, either killers rolf stomp for some crazy dual combo or survivors go nuts in some way
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@K3tbalk3z said:
Trickster was the worst character back ago but now he is stronger than nurse and his gameplay has 0 effort. He counters pallets, windows same as nurse but with nurse if you fail, you het punished. Another reason is his baseperks. Starstruck comperes very well with basement buildings or tunneling, crowd controll is op but it’s a hex and no way out is just noskill with this killer. Otherwise his addons has the same power like spirit’s. With out addons he is well playable but with good addons, he is undefeatedable. Wich is the other big problem that on console trickster is bad tonplybwith because he has a recoil system wich only encourage able with spamming 4 knives than wait a bit and I never experianced it on pc.
This...has to be a really really bad joke because im not lauging at all...cant say more than that.
@glitchboi said:
They should Just give him only 12 blades so that Only the good TricKsters are rewarded for accuratE aiming. 12 blades is enough for one down in order to reward good Trickster players.
i cant say if this is serious or straight out bait post...
@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2709690#Comment_2709690
I smell an ambush.
I have to agree definitly...
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@ThatOneDemoPlayer said:
He was a wee bit op tho, stop capping
Tell me you are a survivor main without saying you are one.
Here whe have a clear example of someone who knows nothing about whatOP means.
@kaskader said:
ehh devs what are you guys doing!
Why did you guys nerfed a killer that wasn't even remotely overpowered
I was happy to see wraith able to somehow compete at mid mmr.
Devs please stop ruining this game for killers
Killer players are humans and we cant take more nerfs anymore.
Agree, wraiths nerf was as dumb and ridiculous as slinger nerf, unedded and uncalled for, both when to the bottom of the barrel with those changes, and the slight strenghts they had went down the drain, mostly dew to complains on survivor mains who if cant loop someone as every other killer star screaming OP everywhere
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@ThatGirlKatrina1113 said:
Could something be created that penalizes killers that tunnel survivors and camp/proxy camp hooks and the basement? Maybe the entity comes and stuns them for a certain amount of time as a penalty for not playing the game correctly?
Can you define what it meens "playing the game correctly?" , what does that entitle. Does it meen killers should ALWAYS chase the unhooker and leave the hooked alone no matter the situation? does it meen they should completly and uterly ignore potential downs when someone its roaming around a hook and instead look for a new target to let the people unhook safetly? does it meen killers shouldnt not by any mean of the word patrol a hook and the area because they might know theres someone around?. If thats the case im sorry but you are just asking for the so called "survivors rulebook", killers should be ruthless, they should be absolutly terrile againts the survivors, the killers role its to literally be the "bad guy" of the game, killers are the villians.
And quite seriously, if thats the case, i hope survivors from now on in acordance to the "killers rulebook" will imediatly present themselves to the killer for a free hook each time they finish a generator, i will also expect them to stay in visual proximity each time they pallet, flashlight, flashbomb and any form of stun so i can chase them around, i will also expect them to give out their location each time they find my hex so i have a chance to prevent them to destroy it.
I could add some more but i tink you get the idea
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@FlailingBranch said:
Before SBMM got introduced in the game, killer was quite fun for me. Sure, there were 1 or 2 sweats, but I always had the motivation to kill at least 1. After SBMM got introduced, I always get matched with survivors that have like 2000 hours playtime and sweat like their lives depend on it. I want to become a better killer, but these matchmaking right now are just preventing me from improving and having fun. The past 5 matches, I haven't got 1 kill. Shouldn't SBMM be here to prevent players from getting absolutely trashed by pro players? If yes, well, it doesn't work. The same goes for survivor. It's not as bad as the killer, but still even there I get trashed by a tunnelling godlike 3000 hours playtime player. Please get rid of SBMM and get back the old Rank system, it was much more fun back then.
the problem right now is that because of the absurd power survivors have right now, and how easily they can abuse and bully the killers, the killer players are leaving the game or switching to survivors themselves, this basically meens the queque time for survivors increase to find a game, while in the other hand killer times decreases a lot, what this brings is that basically high skilled survivors cant find people on their rank, so the system starts to widen the skill ceiling until it finds a killer outside of the rank, in other words the system its throwing low rank killers to the meat grinder so the survivors have someone to play with...get used to that, right now its common for killers to get pitched with teams completly outside of their game level
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@Jejune said:
After 5 years there is way too many perks. Majority of perks were implemented as a bandaid for certain problems at the time.
A big chunk of them should be added to base game (and nerfed/adjusted so that the game feels fair).
There is a reason why you always see exhaustion perks, BT/DS, UB/Deliverance or some sort of healing perks on survivors.
On killer side you have slowdown perks, information perks and prior to boons anti healing perks.
Gens speed / Game progression
- You could set a timer on how long the game can be. Then you can adjust gen time based on how much of the objectives both sides have done.
- You could reduce total amount of gens, every gen spawns broken. You have to find all required parts before you can start fixing it. All survivors gain an extra inventory slot to exclusively carry parts to generators. (Alternatively: Gens spawned broken, you have to find parts in bad condition in workbenches then simply insert them into the gen. After all parts are inserted gen is finished.)
I feel like if you changed survivors objective like this or similar way, perks that change repairing gens would be pointless.
Healing
Self care should be implemented into the base game (but medkits can only heal others, with exception or the 2 best addons)
Alternatively make 2 CoH spots on the map that allows you to heal 1 health state (per spot not per person) could work as UB or normal heal.
- Survivors should see the spots
- Spots respawn once used right away or after x seconds
- Spots are waaay smaller than boon radius, idk how big tho
Unhooking
- Make BT base maybe reduce duration to 6/8s if it feels like it's too strong.
- Make it so that killer can't use power in small radius around the hook while someone is hooked and x seconds after they are unhooked. (To discourage camping with certain killers)
Exhaustion/Running
Make it so that survivors have built in stamina bar. You can choose to run at accelerated speed. Fast actions such as vaults and entering the locker also uses Stamina.
You lose less Stamina while you are not in chase/killer doesn't know where you are. (Sort of like revealing ghost face for killers if you survivor is in the middle of the screen of killer they have normal Stamina depletion)
Stamina bar doesn't recharge until x second after You lose chase. It starts recharging at slower rate when you get downed/being carried.
Perks
There should be at the very least every month / every chapter perk adjustments whether its a buff or nerf. Sometimes adjustments could be merging and splitting of the perks. Example: merging solidarity and autodidact.
Merging and splitting shouldnt happen until x amount of time after release.
Blessings
Entity feeds off hope and therefore should give survivors when there is none. Adding an in game mechanic that would give survivor False Hope in dire situations. This shouldnt necessary happen every game. Could be a way to integrate perks into the game.For example:
- You have been crawling on the ground for solid minute and nobody picks you up. Entity can reach out to you and heal you to healthy state at the cost of one hook state. Its up to you to decide if its worth it. (This would also work if you have been hooked twice. Possibly permanent broken status in that scenario)
- When there are 2 survivors remaining and amount of gens remaining is higher than 2. Entity will reduce amount of remaining generators to 2. This will cost survivors all their remaining hook states, if survivor doesnt have any hook states left at the time they will be permanently broken/exposed for the rest of the match.
- If you are the last survivor remaining you can get the key, but your aura is revealed to the killer until they are x meters away. (Alternative: You get the key, but you are rancored.)
Removing useless addons/offerings/items
Speaks for itself there is no reason to run any offerings that are not giving you 100% bloodpoints. Too many items variations and addons on survivor side.
Gen speed / Game progression
- Not sure if giving a limited time might be a good idea, it would be very tricky to pull out correctly, this one maybe not.
- The broken gens idea i kinda like, could make it so survivors interact more with the killer (running around doing scavanges) while at the same time spending less time on "gen repair simulator" this idea i tink could be interesting.
Healing
- I would say yes but ONLY if it also has a limited uses per trial so it cant be abused. I do however agree with making medic kits usefull ONLY with your teammaes, that would make them relevant and far less OP as they are right now (specially with CoH)
- I honestly would say no to this, the problem with boons right now is that they are completly out of control, they instead need a cooldown after being snuffed, 60/50/40 seconds its more than enought to keep them in check and less OP as they are right now
Hooking
- Im againts this, survivors will simply stack second chance perks (now that one its baseline) and just make killers life more miserable that it already is, the problem of tunneling its a bioproduct of the gen speed, if gens speed its adressed tunneling will become less normal (except from douchy killers, but again, ALL games have their fare share of aszhats), i would say no for this one, it should stay a perk survivors have to choce themselves.
- Absolutly no, this is an arbitrary concept that only a very few killers have specifically to prevent them from abusing the hook state with "very" specific powers, this would completly rob away killers the potential to punish bad plays. If a survivor its dumb enought to go for an unsafe hook it shouldnt be protected againts, it, this would just start to create a "rulebook" of what you can and cant do, im completly againts this type of "negate power" mechanics, it would be akin to survivors being shutdown from repairing generators if they repaired them to fast until the killer its given an X amount of hooks, its arbitrary and unneeded. Absolutly againts this in an shape or form.
Exsaustition/running
- supousedly there was a mechanic of stamina but aparently was never implemented, but in all honesty i tink it would be interesting, it would make so survivors cant loop killers forever and chases become somewhat more dinamic, i would agree to this one completly.
Perks
- Maybe not montly, but i definitly agree that perks need to be revised every X months to keep them on check, specially when new ones come out as plenty of times they just create absolutly busted combos (CoH+medickits+ other healing sources are idiotically OP).
Blessings
- I wouldnt say they should be named blessing to begin with, perhaps pacts or gambles could work more, the entity i doubt would "bless" survivors as its whole purpouse its to have them for breakfast, still i definitly like the concept of giving them "second chances" in exchange of permanent debuffs or hooks, thats definitly something that would make the game very dinamic and interesting to se
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So...an unstopable juggernaut of pure violence and rage....i like the idea, specially the no door pallet or watever can stop me to power trought them...that sounds like something ridiculously scary to se, again i like the whole concept, sounds like a nice mix betwen ghost face (stealth) and myers (takedowns up close) with a sprinkle of spirit.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2694413#Comment_2694413
I am absolutely 100% serious when I say survivors should be able to kill the killers. It makes sense and it doesn't have to be easy. Its not about being able to "bully the killers." Its about giving survivors another means to win. Killers can hook, mori or win by the entity when time runs out. Survivors get the exit gate and hatch as a means to escape, which often means only 1 survives anyway.
Might make sense for you, but in all honesty doesnt make sense to most people who arent survivor mains and want more easier games that they already have. Sorry but doesnt make sense, the whole point of the game its to survive againts an unstopable murder machine, its eather run or die, simple as that. Sorry but it IS another potential way to bully killers, that you cant se that doesnt meen it isnt. Again, something you seem to ignore a lot, killers are meent to be unstopable, they ARE the power role (regardless that the game works diferently), they HAVE to fumble 4 players, its obvious they should have more ways to deal with the survivors. Hatch its a "last ditch efort" to give the last survivor one single chance, the game could easily screw the hatch and give the killer the last kill, but even so survivors are given one more way to get out, they dont need a "kill the killer" mechanic, thats quite honestly ridiculous and VERY out of place on this game, im going to repeat it, this isnt VHS
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@KateMain86 said:
Before they do anything new with killer moris they should first allow survivors to kill the killer as well. The fact this isn't already a thing in the game is a bit ridiculous. If the killer can win the match by killing all of us then we should be able to escape for killing the killer. Its also usually how horror stories end anyway where the survivors end up killing the bad guy except if it was a thing in DBD then conditions would need to be met of course before this could happen. I've always been of the opinion that moris are just a toxic thing killers can use to further troll and harass survivors and would prefer they weren't in the game to begin with. I know why it makes sense they are there but to me it just seems like a very bully thing to do. Since they are in the game, make it fair for both sides. Allow survivors to kill the killer. That would make the game a lot more interesting for me.
Are you serious?....you cant be serious...thats one very dumb idea. DbD its about survivors "trying" to escape the killer or be killed, this isnt VHS...you want to kill the killer go there. Its not ridiculous, it was never meent to be a thing, the whole core of the game its to escape the killer or be killed... thats it. No you shouldnt be allowed to, again core of the game, doesnt make a lick of sense. How moris are toxic mind me asking? the survivor has to be on a second stage hook meaning the killer has to work to get to that point, tis not given for free out of nowhere, how do moris allow to troll and harass? sorry but you make 0 sense with those coments about moris, old ones? maybe, new ones? not at all. Sorry but survivors have quite a lot more things to bully the killers with, and thats an actual fact, go to youtube, you can find a disgusting amount of videos of survivors squads all about bullyng the killer out of the games. For you perhaps, for the mayority of the player base not really, and given your track record of wanting to overly buff survivors and overly nerff killers...i would be weary of your ideas
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@KateMain86 said:
When it comes down to a last survivor match the killer usually wins in my experience. If they find you, its over most of the time especially if they closed the hatch. The fact that the killer can move faster than the survivor in this situation is completely unfair. They have the advantage of being able to move across the map faster than you to find the hatch. This leaves survivors with very few options and even less if you don't have a key. The biggest problem with this is the killer finding you before you find the hatch. What do you do? You can try to hide before that happens but most of the time the killer is just looking for the hatch anyway. You then have to attempt to make a door play, but good luck with that. Its so rare that I see the last survivor escape. The killer being able to move faster than you in this situation is unfair and I think both the killer and survivor should move at the same speed after 3 survivors die. Survivors really do need more options in this situation and no playing a key every match and running left behind is not a fix to this.
How it is unfair? from the start the killer its always faster, thats the whole point of the game. The killer its meen to be stronger and faster, its a horror movie monster, you arent supoused to fight it back, just to run away and at best outsmart it, but eventually it will catch up to you.
Its not unfair in the slightest, i quite honestly dont se what makes you tink that.
The hatch its still another fail safe given to the survivors, they already have the gate as a team effort, hatch still gives them a second chance if things dont go their way, i dont se why survivors should be handheld more than they already are with yet "another" way to make the match lenghtier it already can be.
The hatch its completly fair as its now, no side knows where it will spawn, as it can apear near a survivor it can apear near the killer or the middle point, thats the quite literal definition of fair, both have equall chances of finding it.
You do understand that IF this ridiculous idea its implemented nothing but rush killers would be able to catch up to the survivors right? all survivors move at the same speed, and even altought killers are faster in the best case scenario, including bloodlust, a killer can take from 15 seconds up to 30 or more JUST to catch up to a survivor, both being exactly the same speed would make this a completly miserable experience for the killer, specially with fast vaulting, loops and deadhard wich would put even more distance betwen both. This isnt fair in the slightest, its just another power creep concept that shouldnt make it to the game in any shape or form.
Survivors dont need another crutch
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Emotes would be fun for both sides honestly, but dances seem out of place EXCEPT for trickster
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I rather se coup as a flat out bonus that increases with each hook instead of tokens, lunge atacks arent that particularly strong to demand tokens, the perk in general its just absurdly weak and poorly designed as it is right now
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2683663#Comment_2683663
If i understand correctly, you propose to make a survivor permanently exposed after taking off their bear trap "until they get downed". That could also work... it could even make that purple add-on (that reveals survivors auras when they take their traps off) actually useful. Yeah, that could be interesting.
Didnt tought about a timer, but given it would be ah one time thing per trap , and the kilelr first has to chase and down someone doesnt sound as far fetched in my opinion, also considering its an iridicent addon doesnt sound terrible, its not like people will have 100 of those things all the time on their items
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2683597#Comment_2683597
Giving her an insta-down would lead to more toxicity i agree. I like your idea of giving her an insta-down as an iridescent add-on, because i think that amanda's letter should sacrifice traps (all) for an insta-down ability rather than an aura-reading ability.
Edit: with video tape, an add-on that would inflict exposed to trapped survivors might be overwhelming. On another note, your idea of making survivors exposed for a duration after removing a trap seems really fun.
perhaps with the add on, the moment they take off any kind of trap they are exposed until they are down one time, this would also give an interesting interaction as the pig would be given the option to use the other one to pu all survivors on a trap and get an early easy chase, or use them herself and decide who she wants to take out, it would be a bit tunnely at times, but would be a tactical choice from her part, and at best she could take people out quickly or spread the hooks to get more people damaged
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@rafaelbisol said:
This came to me as I was playing a match and got facecamped by the killer (the other survivors weren't close to me and it was the first generator). A killer camping is NOT a valid strategy for many reasons and ruins the game for the survivor being camped, which only gives people reason to not play again. If the survivors don't want to play, this has a HUGE impact on the revenue of the store, reviews, etc. The only thing keeping me playing is that I know there are killers that don't camp. The idea is as follows:
There would be a radius in which the killer could not be in if the survivor is hooked. If he was, then the progress of the killing would be slower as the killer approaches the hooked survivor. A killer facecamping would stop the counter and, to avoid pontual things, this would activate only if the killer spent more than 10 seconds on that area.
------
if (suvivorHooked == 1)
killingProgress(distance);
void killingProgress(int distance) {
if (timeSpent >10{
//code for the killing being slower as the killer approaches the hooked survivor
}
else {
//code for normal sacrifice
}
}
------
I think many people won't like this, but it's only my suggestion. I'm tired of being camped and many other survivors also are. The killer doesn't need to camp to get to achieve a good amount of points, in fact, camping is not encouraged by the game itself, as it's lost the possibilty of earning a certain badge. What I'm trying to say here is that we need a more absolute way of stoping camping and it is only going to happen if you, developers of the game, do something. CAMPING IS NOT A VALID STRATEGY.
If this isn't the best solution, you must think how to solve the problem. The problem is: there are many killers camping and it's not a valid strategy. How do we solve this?
Best regards,
Rafael Bisol
The problem with this kind of sugestions is that have been done in the past, and everytime its tried out survivors abuse the hell out of this, they will purpousely stay close to the hooks just to mess with the killer wich just creates more problems. It sucks to be camped, ill give you that, but puting arbitrary things like this isnt a fix, its the exactly same IF survivors where to recieve a penalty to generators speed repair for being to far away from the killer, makes no sense
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An instadown as fun as it sound it might be a bit OP, myers has to work out for those with the stalking, unless pig was given a mechanic to work up to that point might be a bit to much.
Buffing the crouch and moving speed sound better to me, not sure how much but would make her a bit more movile and agresive wich might be good for her, perhaps she could get a few seconds of stealth while crouching giving her some wiggle room to play like a ninja pig.
The instadown toug could be made for an iridicent addon, sounds like it could be a really interesting mechanic, maybe tied out to her traps, eather that she can instadown people who have the trap on OR people that took it off succesfully
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@OneT said:
Yesterday Otzdarva made a stream when he tried to prove this point.
So he took every killer, he used really good perks and god tier addons and played.
He obliterated every lobby (most of the time, it was with 4 gens left). Of course sometimes survivors were'nt that strong, but still they at least played DS/DH.
As a killer main (95%/5% killer/survivor). I do not know what to think about ? Am I delusional to think that survivors have advantages over the killer ? But my POV is biaised by the fact I only played killer since I started plyaing (around 200h)
I would like to know what do you think about this ? Does it prove that the game is not survivor sided ? What is your POV on that ? Please also let know other people which role you main !
Sorry but hes not an average player like most of us, hes a very skilled person who its highly functional with every killer and survivor, with a big amount of knowllege of perk sinergy and map awareness.
It doesnt prove the game isnt sided to one or the other, the same could be said about high level survivor players, they could loop and destroy every killer if they wanted, does that meen the game its survivor sided by that logic?
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681802#Comment_2681802
I don't care about it either but a lot of killers do. If totems were broke when a boon totem was kicked, some people would complain it's a noed nerf.
https://forum.deadbydaylight.com/en/discussion/comment/2681824#Comment_2681824
Mirror Myers is one. It's a meme but an extremely annoying one to face as survivor, especially in solo q.
A few more are:
- Oni - Bloody Glove indoor maps
- Wraith - Silent Bell + indoor maps
- Old Pig - Jigsaw Sketch + Tampered Timer + Big multi-storey map
- Doctor - Giant heartbeat + The Game + skill check build (only irritates lower level players)
There's plenty more I can't think of. I think bringing map offerings is the problem rather than the builds. I also think all those survivor meme builds you can win with if you don't commit to the build fully. Thing is in those games your not trying to win, your just trying to annoy the killer.
https://forum.deadbydaylight.com/en/discussion/comment/2681877#Comment_2681877
You didn't read the perk description properly lol if someone recovers exhaustion at half the normal recovery speed then it takes twice as long. This means it'll take 80 seconds at tier 3 instead of 40.
A cooldown I think just isn't good. A long cooldown is 2 minutes. So even though that's a long cooldown it still will allow you to bless totems probably 3/4 times a game. Even if you made it 5 minutes, that's still 2 boon totems a game, same as my tokens.
Ill give you that i didnt got what you meent, still this both a terrible idea and a dangerous one, certain areas have extremely safe pallets and structures, making them easy to loop a killer on, specially if its not a rush type one, this would just create a lose lose situation for the killer, be looped for a long time and give time to the survivor to recover its exaustition perk, lose a lot of time in said chase and lose preasure on the rest of the map or leave the area and try somewhere else leaving said survivor to do watever it wants.
I cant get behind this ideas, the game should stay away as far as posible from any kind of perks that make exaustition easier in any way for the survivors, they dont need more crutches to abuse those perks
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2682170#Comment_2682170
I understand where you're coming from, but i'm afraid that making gen speed more difficult (gen speed longer or add another objective) might backfire. Maybe you slowdown on the tunneling and camping if you have the upper hand against weaker survivors (thats what i do when it happens)... but i can assure you that's not the case for the majority of killers. I feel killers need built-in early game slowdown to prevent one or two gens to be completed after the first chase (if i had the choice, i'd buff corrupt to 4 gens corrupted on 7 and make it base kit).
The problem with generators is that the way the are designed allow survivors to rush them easily from the start, theres topics of people lossing 2 or even 3 generators on the first chase (around i minute of gameplay), and i can belive that. Betwen toolboxes, skillchecks and perks its not imposible to imagine a decent group can make that happen, i have seen people spawn togheter and get done with the first generator in about 20 something seconds. Gens in my opinion need to be changed so there cant be more than 2 people or even 1 per gen, this for starters slows down the speed a little bit. From there whe go on a very complicated point...generator speed related perks (both survivor and killer) are completly removed and made it so gens have a sort of static expected life time OR whe simply rework all to be a bit stronger (killer side) and slightly less strong (survivor side) in order to give killers more wiggle room to play around and feel less preasured to go around.
Belive me im very aware that a good chunk of killers just go ham on tunneling and camping, i still belive its a simpthom of the gen rush problem (if whe can find a way to make gens less opresive that could potentially help reduce the preasure). One of the best sugestions i have heard around wich leaves the meta somewhat the same with the gen speed, is that ALL gens at the start of the game are blocked for a set amount of time, from an early game perspective this sound like a good choice. Having gens blocked lets say for 1 minute (random number just for example purpouses) would give time to the killer to wander around and "maybe" get its first chase, survivors at this point can use the time to identify generators and tottems, basically a sort of "prep" time for both sides, killer might get a headstart, thats true, but survivors already had free time to set up boons, find generators and get a general idea of the map area and use it to their advantage
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678648#Comment_2678648
Yea you can prevent it while half or more of your team dies while you spend all that time looking for and cleansing totems. Almost every match I spend looking for totems half my team is either dead hook or dead by the time I get them all cleansed. All to shut down 1 perk? Not fair in my opinion. Killers should not get that much power especially in the end game.
heres the problem with that...killers has always meent to the power role, survivors should be reacting to what the killer does, not the way around (wich is the courent situation). Totems where always meent to be a survivors secondary objective, something extra to do while inside the trial, be for extra BP or to prevent situations to happen (IE hexes). This just on the other hand just proves my point i have said plenty of times, survivors have grown up complacient and lazy, they have varely any objectives to do (repair gens and evade killer) and yes, they should also worry about a potential strong perk, you guys are 4 people vs a single 1, that single 1 cant be everywhere, thats the point of having other things to do.
@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2682535#Comment_2682535
I think the idea of totems altogether needs to change. The killer is still doing killer things while those generators aren't being worked on and were busy trying to find totems. Even if we cleanse all 5 guess what? We still have to do 5 generators. Do you know how hard it is to find them on maps like Midwich? Even with the perks and maps we have for totems, it still takes time to find and cleanse them and those generators sure don't repair any faster afterwards.
How about this. Give survivors more incentives to do them other than removing a killer perk. How about for each totem cleansed survivors repair generators 5% faster that stacks? The blood points aren't enough to really motivate more survivors to do them. I've seen so many survivors just run right past totems not even caring noed could be a thing.
Sorry but "do you know how hard its to find them" its a silly excuse, you people have 3rd person vew unlike the killer, your field of vew its superior in every way, its not hard to find them, and this comes from a killer main that constantly sees them in the corner of his eye, but given i dont play hexes i dont care that much unless theres boons on play. Also its funny you say you dont have time to destroy the totems, yet players bless totems like crazy, both blessing and destroying take exactly the same amount of time so no, its not an excuse or a decent argument againts that.
The game doesnt need anymore speed generators bonuses, they are already crazy fast, if you want an incentive BP should be increased from 1K BP to perhaps 1.5BP, when the last totem its destroyed it could give a 2000BP bonus to all the team, meaning people will get a very chunkly bonus for doing that. Another alternative could be that each time survivors destroy a totem they get a +5% gen speed repair for 10 seconds NON stackable with other totem breaking, this would be a good incentive not only to destroy but also cordinate some more, something survivors need to do, to be fair toug, when a totem its destroyed all survivors are notified with a sound so they know they should get on a gen to use the speed bonus
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2682076#Comment_2682076
At least we can agree on the fact that gen speed definitely aren't fine. Yes, killers needs tool to deal with it. I think you see NOED as one of them if i understood correctly. I do have a bias, since i play a lot of solo q... there is things i hate going against: gen slowdowns doesn't bother me but NOED is a real pain. This is why i'm never using it when i play killer (bias on my part)... and why i'm not considering it as a tool to deal with gen speed. I think this is why we couldn't understand each other; and i do apologise for being a bit stubborn.
Not exactly, NOED its from my perspective an endgame high risk high reward perk, the fact it can be dennied early on the game confirms this, without totems its a wasted perk, more so that it only comes in efect at the end game IF theres totems around.
NOED isnt a must in any shape or form, from a personal perspective i havent run it a single time in all my games, im more of a direct type of player, i want my perks to afect me in the moment. I can understand why many people run them, but given im dorito head main i dont feel the need as much as other killers, but i can understand why they run it.
On the other hand i can se where are you coming from with the "need" to have it changed/nerfed, but tackling this particular perk at this particular time of the game wont fix that much as if instead whe tackled problems that are much more worrisome. From my perspective its more important to tackle things like generator speed fix and regresion and healing speed.
If generator speed its tackled, worked and rebalanced this will imediatly take away preassure from killers, taking away preassure from killers will in return make it so most (not all) will feel less preasured to tunnel and camp, less tunneling and camping will meen survivors will have (potentially) more chances to interact with the killer (something that needs heavily to be adressed, plenty of survivors have mentioned they want meanigfull secondary objectives to have something else to do aside from repair gen simulator, wich its a completly valid need from them), if the chain of needs of the game its adressed then you can adress perks and wich ones need to be tunned up and reworked.
Perks like NOED (just a single example) are a sympthom of the core problem, instead of fixing the root of it BHVR just add bandaids, this is aking to having an exposed wound with a broken bone, and instead of fixing the bone and go up to the upper layer (IE the skin) you just cover it but dont fix the problem.
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2681909#Comment_2681909
I play killer, and what they need is good slowdown perks/ viable power without add-ons... and add-ons that improve your lethality. Not a crutch perk that only allow you to put in the ground what you've already done anyway; and is useless when you need it.
Edit: also, thank you for not denying not playing solo q on a regular basis. It puts perspective on your approach of the situation.
the thing is perks shouldnt be bandaids for the basic things the game should let you do, by definition an "add" its meent to be something added to, addition of you will. Additions should be things that change the way you play, if you have ever player heroes of the storm you will se what i meen, on that game the powers you choce change the way you play, change the way power work etc. Perks on DBD should be akin to that, as an example plague its a great one, from infecting players directly, she can use an addon wich allows her to infect generators and pallets changing the dinamic of her gameplay, thats what the game needs. From a basic stand point generators shouldnt not fly the way they do, they should be designed to make it so both killer and survivors have a more engaging experience, but courently because of toolboxes, perks and so on this just breaks the flow of the game and creates a need for counter measure perks (IE generator slowdown perks).
Thats what i meent that the core of the problem isnt NOED but the mechanics behind it, if survivors are just lazy and dont want to deal with totems its their fault to be aflicted with NOED wich just becomes an extra layer of lethality for the killer, hes now faster and deadlier, but it was preventable from the get go, reason i have said mutiple times that killers should have the ability to destroy blessed totems as it adds an extra layer of tactical gameplay, killer has to measure if it wants to reduce the amount of totems to use something like NOED or stop stressing about boons.
It would be hipocritical of my side to say i play constantly as a survivor, that still doesnt prevent me from watching things from a diferent perspective, it also helps i enjoy watching stremears from time to time so i can se how things develop on the game without the need of constantly be playing the role
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@Faulds said:
https://forum.deadbydaylight.com/en/discussion/comment/2681779#Comment_2681779
I'm theoritical when i say what i see? What everyone can see when playing that role? Play a bit solo q before denying everything that i say. Stop being rude and high on your horse. Try to understand why solo q people say things, and experience them before criticizing.
Everyone can se that survivors are busted and overcatered for the most part of the game, everyone playing the role can se that. Play a bit of killer before you denny everything i say. Se? i could use the exact same argument againts your logic and its perfectly valid, the key point is that, and "everyone" knows it, the game its more survivor sided than killer sided. The fanbase its divided in two sides, one has 4/5 of it and the rest its the other part, its obvious wich one they will give more antention as it has more money sinking potential. Now back to the topic i have played a bit but i honestly dont like survivor that much, for me its boring for the most part, but i understand the situation in general. Clamoring that NOED its unhealty for the game its quite honestly laguable. Boons are unhealty,specially CoH, safe pallets and jungle structures are unhealty, the heavy hand holding of survivors its unhealty, and this shows by the complete resistance of survivors to learn new tactics, the moment any killer that isnt loopable comes out the outcry its shown imediatly, yet most of the time you se adjustments made for survivors that are positive rather than ones made for killers, slinger and wraith are just two of this things happening. Im not being rude honestly, but im not going to sugar coat things when they need to be said bluntly, and im not in a high horse, but unless you actually have a good argument for the topic im not going to sweet it down, if you want to convince me of your ideas give me a good argument or get ready to have it critisiced and disected of why its good or bad, i have agreed with you on some topics, but like it or not many of your ideas simply arent good or to one sided or even not objectivive and just driven about what "you" belive things are. The problem you refuse to se is that at the core, the game has a lot of problems that create this situations, problems i have pointed out plenty of times and you just avoid as im guessing you have no arguments againts them, some are as an example the extreme hand holding survivors are subject to, the amount of information they are given its quite honestly ridiculous wich in turn makes survivors entitled to everything. Solo Q i will give you needs some improvements, but the answer isnt to strip down every tool and killer down to make them more "friendly" for low level players that "should" instead strive to become better and not just be allowed to cry nerf and give given watever they want to have easy games all the time
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@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/2681716#Comment_2681716
Nah the times were pretty normal. 60s chase + time you needed to get into the chase is enough for a normal gen speed with some great skillchecks. 44s is also pretty nomal if two were on one gen. Nothing with genrush. it was normal gen speed if you dont interrupt them once. And yeah thats not an issue for skilled players.
yea....its not like thats why a lot of killers run almost always at the very least 1 gen slowdown perk right?....surely most people are crazy to run them more by force than choice...sorry but i cant take seriously someone who tinks gen rushing isnt a thing, and more so that people are able to rush generators in about 40 seconds as if it wasnt a problem because spoiler alert...it is a serious problem but seems you cant se that or dont particularly care about it, im smelling a survivor main
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681732#Comment_2681732
I think you can say this about every build run by swfs. Plus those games are too and far between.
- Bring a map offering
- Bring a build that is extremely good on that map
- Play the build and annoy the killer
I think this more a problem with map offerings than the build. Killers can do a similar thing on certain maps.
Personally I think the perk is fine outside of those scenarios.
https://forum.deadbydaylight.com/en/discussion/comment/2681758#Comment_2681758
It would decrease it blessing time by 2.66 seconds in exchange for one less perk slot. So you will only have 2 slots to use the normal meta perks, rather than 3.
Basically the thing as I said above. Open handed is normally 16m but I thought that was too much.
Yes this means blessing faster. Just doesn't make sense that they don't work together. Same way they fixed DS to now deactivate while blessing. There's a word I can't think of that explains this better.
Both ideas I think are fine. Last chance will be extremely rare when it will work. I think it would only be run in meme builds since it's not good enough to be meta. All Options would take 80 seconds at best to recover exhaustion which means you won't be getting Dead Hard twice in 1 chase and extremely unlikely you'd get Sprint Burst twice. It sounds as bad as Exponential but in theory it isn't.
Personally think a cooldown isn't a great idea since I think it really won't effect the perk. I think a limited use or not blessing the same totem twice is better.
No...almost all exaustition perks timer its 60/50/40 seconds, with yoru idea the high levels would take 20 seconds to recover...seriously, NO. This idea was brought by someone else and its just ridiculously busted, you could easily get 2 or even 3 deadhards midchase with that totem. The other one i give you that might be meme, but still doesnt take away the fact its another crutch perk that survivors dont need.
It would actually afect them a lot, consider many people use boons mindlessly, any killer finding a survivor a few moments after they blessed the totem would put them on a lenghty cooldown wich would prevent them to just run away and put another one imediatly, on the other hand toug, i agree that toten/limited uses would be much better, if they survivor isnt smart it will blow away all its charges wich honestly would be a good thing, i might lean more towards limited uses than cooldown, but i tink whe can agree boons need a serious nerf
