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Vibe_plant

Vibe_plant

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Vibe_plant
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  • Ah, must have messed up the date in my head. Point still stands though. Some might call it outdated but... An old fox loses its pelt but not it tricks.

  • In the words of Mat about a year ago. "Have you tried playing survivor? Or maybe play another game."

    This was said when asked when they were going to make killers threatening or fun again. If the dev rather has you play another game instead of adressing how the community feels about one of the two sides then it isn't hard to imagine why people have left one side.

  • As a Shaman build main, i suggest Legion and Wraith, two offf the more faster killers who do not most of their chases anyway.

    And i'll be a little blunt, that hex build is not gonna pay of, you got 2 punishment perks [haunted, retri] both require cleansing which is a nono, you want them to waste as much time on the totems instead of just gritting their teeth for 10-60 seconds. I suggest taking Thrill over Retri to keep them alive longer.

    Ruin is good but doesn't help to snowball as much and send survivors off to do totems, which you might assume is good based on what i saod before but it actually isn't, all 4 can know from the get-go and you'll find multiple people on totems at the same time making you sacrifice at least 1, if you guessed right, free down on one with haunted, if you didn't well goodbye devour. I personally would suggest third seal, it allows for some great snowballing while applying more pressure than most can deal with, even swf can get frustrated depening on where you slug/hook them "Yea he slugged me in the open room" 'bro... We're on the ######### game.' Etc.

    Overall though, high mobility killers are great for them, it is a snowball and slowdown build, forcing survivors to go cleanse if they wanna lose a weaker effect only to give their position away and allow you to acquire devour

  • Killers are overpowered? Compared to? They are a role balanced to the other role, they aren't overpowered or else you'd see nothing but 3/4ks


    As for your add-on suggestions... How about no? Give me one unusable item without add-ons [other than broken key.].

    Addons for killer are there to change gameplay, add an aditional effect or increase/decrease numbers, none of them are too strong on their own and only work well in combination of others. Hell as others have pointed out, some killers need their add-ons or they are complete dog. Wraith and Trapper being the main two to such a degree that for tierlist [something i hate but other discussion] the windstorm add-ons are included for Wraith to keep him relevant to the lists.


    And lets say we decrease the, what now? "Oh hey i got an addon. "Surprise hits give blindness" oh... Well maybe the next? "Your cloak doesn't conceal your terror radius anymore but get 100% more for surprise hits. You know what? Let me just play Bubba, Billy and huntress, they don't need add-ons."

    You're essentially gonna punish add-on reliant killers and making them be thrown to the side by killers who only improve but don't require them. The solution would be to just buff these killers (and they should be) but i genuinely don't see what nerfing rates for add-ons would accomplish other than making moris more common as they are what will show up more by proxy.

    in g Comment by Vibe_plant
  • To make your surge of dopamine turn into sorrow when you see a key when you open a chest.

  • Personally, any killer that can tunnel through bt in the same usage of his power without any addons and across half the map with, is not a good rework but a busted one.

    Call me a lowlife but i don't play against a bubba anymore, i gen jockey, run him for a little bit, get hooked and off myself.

    I don't feel like Bubba leaves much open to enjoy, a closed looping spot? He'll just m1 or if you're on a pallet force you to drop it. An open space? Chainsaw all the way.

    It Honestly feels like the Legion nerf but reversed as a buff.

  • One thing about the cutscene. The ######### had it coming

    hat-are-ya-winning-s-son-always-have-been-dad.jpeg
  • 90332854_512758016313788_933236117849767936_n.png

    As someone who plays both sides, camping is boring on both sides. I do not wish to spend 2 minutes staring into someone's eyes, knowing i am keeping them from playing the game by restricting myself.

  • @anarchy753 said:

    What? Saboutage was completely out of the meta for like 3 years straight, it was insanely rare that you'd get a squad of sabs. I think I got like 2 in that entire time. It's only recently come back with reworks and it's sitting in a pretty ok spot for both sides.

    I never said that sabo remained meta for these 4 years. I was saying that their attempt to fix the counter-meta that came from it [The full on slug games, in my opinion again] is something that they have being trying to fix by giving survivors the bandaids without ever adressing the wound itself and years after it all happened they returned and changed it.

    And as i said, i think the reworks were great for it.

  • @T2K said:

    https://forum.deadbydaylight.com/en/discussion/174032/on-break-thought-about-the-game-realised-that-he-past-proves-balancing-bias-towards-survivors

    Hm, I thought quite different about it. I dont think slugging got popular because the sabotage meta. When they saboed hooks which didnt respawn everyone was running iron grasp and hooked them in the basement. So I experienced an iron grasp/agiation thing going on because of saboing. But that was quite back then. Later on sabo got a hype again, but didnt make it to meta imo. You needed a full 4 man with certain perks to attempt it. It was more like a fun/meme thing. But that was the time when no mither and unbreakable was already a thing. The best option was always playing for basement in these games.

    Keep also in mind the game was a totally different experience in the old days. Playstyles, skill, killers, hook spawns, survs, maps etc advanced up to now.

    I dont think slugging was rooted because of sabo. I think it got so popular because of realizing the strength in it. Also now slugging is really strong even though there are all the anti slug perks. I think the hatch mechanic promoted slugging even more.

    I dont really understand your point about biased balance towards survs. You explained yourself that there were things implemented on both sides changing things up. Mby you can clarify to me

    As i stated, it is just how i saw it happen when i played in the early days, slugging wasn't too common unless you did all the sabo strat. Maybe i was unlucky but i would always face the 4 jakes and like i said, i'm not saying it has gotten popular and stayed just because of this sabo meta, it had died out long before they 'fixed' it however i do believe the strenght of slugging was discovered as a response to it.


    As for what i meant for why it balancing seems to favor survivors because of it, they gave survivors allot of their get up yourselves as the response to it. I know there was the agitation/iron grasp combo that was also popular but in my own experience from back in the day, slugging was more popular until the release of Bill and eventually David.

    They never touched the sabo meta until it was completely dead and nothing more than a fun/meme build as you said yourself, while slugging was constantly being discouraged with new perks every other survivor. I understand why and i assume they were trying to find a middle ground however they then also promoted slugging with other perks or redesigns of perks [although og ds was more bullshit] over the longer time. As i said, maybe i was just being nostalgic and am seeing things from a different window in an attempt to pin point where my frustrations with the game lie and where they started but i do believe their bias isn't because they prefer survivor over killer but because all survivors are the same, so if they just fix it from the survivor side they only need to look at it once however by doing so many changes on one side they've left behind the other who's internal issues only grew until they were too urgent to ignore.

    I just think the reason everyone feels like survivors have so many 'second chance' perks and killers are being 'punished' [two ideas i'm not agreeing with although i personally think survivors hold too much control over the killer. Mainly fault of matchmaking so i'll hold my tongue until the MMR system is out.] is because they go into survivors to fix killer and survivor problems.

    And again, this is just how i feel about it, i'm probably wrong but mhe, i didn't come here to be the know all and bastion of fact.

  • I see, good to know that you care enough to be tired by it but not enough to read :)

  • @MeltingPenguins said:

    some people are musing about a Casual Mode (would honestly be nice) or more quests/dailies. think that'd help?

    I don't want a casual mode necessarily [not that i'm against it] but i just don't see why i feel like i'm being stomped every time i go for fun instead of 'winning' a concept i hate in this game.