Yuhg
Yuhg
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@baconbitzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/3160484#Comment_3160484
I totally agree, hey im even willing to try 25 and see if that works, hopefully they will take a look at the feedback and see what they can do.
Honestly i would try 30 and if it's too much, maybe 28 then 25. Just to find the perfect spot
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It needs an increase, it went down from 40 to 20, so maybe as an idea, get him to 30 so he's not as abusive as he was in ptb but not as bad as now?. Also, cooldowns on everything he does feel kinda meh to me. I'm gonna main him probably but this needs to be fixed. It isn't normal that survivors can literally run in circles In front of wesker at melee range for wesker to fail the power because he slips through them.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2554735#Comment_2554735
This is essentially making Overcharge basekit. While it's a solution, I don't think it's one BHVR would go for.
oh ofc they would not go for this. But anyway, let's be honest, who runs overcharge these days? The perk is not that good to be a problem. It would be a problem to new people in the game that are not used to skillchecks. But as i said, instead of making it a hard one, make it a normal one.
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The Moris were nerfed because, in the developers words, it was unfair that you could just end the game that quick. Now if you want to mori someone they have to be on the death hook stage, wich is ok, i mean, they would die anyway but you don't have to waste time getting them on your shoulder and looking for a hook. But how was it fair that the game is not even finished whatsoever and then 2-3 guys escape the hatch and end the game? Keys are the moris of the survivors. If you want to escape with the hatch, it has to be when your objective is done and you can use that alternative escape route. If i have to get my objective done in order to Mori, then the survivors need to get their objective done in order to use the hatch. For me this change is fair, and i play both roles.
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it would be just as easy to everytime a gen is kicked and the survivors try to repair it, a skillcheck is required. If they just tap it and continue the chase, the gen explodes and regresses the normal failed skillcheck regression. It's like overcharge, but without it being a "hard" skillcheck. I would also rework overcharge if this is done tho.
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@Dino7281 said:
I have over 1k hours and I have met 2 cheaters. If you want to see serious cheater problem, then play Warzone.
If you see cheater, you can just leave. At least now, when there is no DC penalty.
The fact that you did encounter less than me doesn't invalidate my point. Because it's not just me, my friends also are finding tons. Right now i'm talking to a friend in discord. He's getting guys with insta-heals (and not talking about the medkit with the addon). The speedhackers are not stupid. They just do some subtle increments to not let it be that obvious, but when with bloodlust 3 you can't catch up with a guy in a small loop, something is wrong. Not to mention the ones that literally touch a gen that was at 0% and then it is done. Or the people that teleport outside of the gates when they're not open so they can escape.
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The fact that you need to waste a perk slot as a killer to increase something that is in every FPS game (considering when you're a killer you're in first person) is stupid. We need a slider like every other game...
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what i still find kinda funny is how survivors are rated in difficulties like killers when they all do the same thing, not gonna lie.
I think survivors should have their own skills, (not talking about perks) it would give them some roles to fill. But in the other hand, having to face all that kind of stuff with the already boring meta perks would be a pain in the neck, so i don't know how this would work well honestly.
The worst problem right now is that every single game you're facing as a killer against 4 survivors with 4 second chance perks (wich make it 16 second chance perks) while as a killer you have totems that have a high probability (at least in my experience) to spawn in front of a survivor at the beginning of a match.
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Who cares about what community says anyways, who cares about what killers think, we're not the power role anymore (if we ever were). most of the playerbase is a survivor playerbase so you gotta make'em happy. Not buying GF whatsoever or any DLCs anymore. I'm just tired. I have every DLC except for Ash, and if this is the treatment the killers are gonna keep getting so we have to spam nurses and billys at high ranks, not gonna bother wasting money
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@Steve0333 said:
https://forum.deadbydaylight.com/en/discussion/comment/471585#Comment_471585
That's a solution for the other survivors, not for the one being camped. So the other survivors get to rush gens and stack up a bunch of blood points and escape but what about you, the one being camped? What do you get? Nothing. 6000 points if you're lucky and everybody else, including the killer, gets more blood points than you. Meanwhile it took you 10 minutes to find a game only to receive pennies.
The problem is as a survivor you are rewarded based on your individual performance, not on the team performance. So as a survivor if you get camped it sucks big time regardless if everyone else on the team wins.
So you're basically saying that you failed in your attempt to not get caught and still want to get rewarded. xd
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@supertrampHotel let me quote you in this: " It's almost exactly the same as before, whoever finds the hatch first wins, only difference now is that you can no longer have a hatch standoff."
Before, whoever found the hatch first didn't matter because survivor would mostly jump on it in the attack CD of the killer. You could find the hatch and the survivor could be hiding anywhere, if you're fully healed (wich normally you are) you can escape through the hatch with no issues, now is 100% to who finds the hatch first, and it should be like this, being given that the other person is in a 1v1 situation being a number role vs a power role. The power role will always have the advantage there.
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@Detective_Tapp said:
This is not a question of "deserve" it is a question of did EGC do what it set out to do? In my opinion, it is a strained yes. Yes it's prevented hour long hatch standoffs and survivors holding the game hostage. However it hasn't done that as it was intended. It's only thrown the power onto the killers. As if to say, "Here's the chance for revenge." I agree that a majority is probably people that just want to see the animation, but they've still left that room for inane boasting and spastic head nods while all you want to do is move on to the next game. I can't really complain due to the fact that the development team are trying to come up with patches and ideas to help fix a game with a whole litany of issues and glitches while also coming out with new content to keep it fresh and people wanting to play, old fans and new, but I also can't help but wonder what flaws actually can be fixed by new mechanics and perks, and which ones are doomed to stay because they have nothing to do with the game mechanics and everything to do with the attitude and outlook of the people that play. I will continue this investigation off the record. Detective Tapp signing off.
I disagree here. The EGC right now can have almost no impact for a survivor when they complete the gens, because i already had like 5 games (didn't play much this week), where most of them what they did was 99% the gates and then when i'm close complete them and put themselves in the gate to teabag and escape afterwards. If the gates had a penalty for intentionally stopping (not saying when a killer hits you or a doc shocks you and things like that) like reducing the progress X percent, this would not be an issue. I agree that in this situation where the survivors already made their objectives they've won and all that, but if the EGC activated after the gens have been completed you actually give the survivors the urge to GTFO quickly or get caught. Hell, even if one gets caught the timer gets doubled because of the slowdown. The only thing that would need some adjustments would be perks like for example Blood warden. But right now i can't figure out myself how i would balance that.
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the worse thing is that i remember them saying (before PTB release) that missing a stab would just make you fatigued, but not lose all of your bar. Then the PTB came, and i was like: Ok, what is this sht....
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@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/464494#Comment_464494
We'll going by peanuts he said they listen to both sides:) so I find it kinda funny that you say this even though peanuts said they listen to both sides lol. And he's a dev too
honestly if you believe everything the devs say, they can say tons of things and be the total opposite just to do some damage controls. This patch shows that they don't listen to feedback even a little bit. How much have they been asked to start the EGC when all gens are done instead of when a gate is open? Because it has been a lot. But survivors find this pretty unfair because hurr durr i can't teabag at the door anymore. I've been having like 4 games where they just did the 99% to the gates just for the EGC to have no impact. So whatever.
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@Nicholas said:
Yeah, just The Killer rewarded for failing to kill you in the first place. The fact that they get full kill credit just provides no incentive to actively seek you out. I think some pressure should be applied to the Killer as well.
and you should be rewarded with an escape for not being able to complete your objective either? you didn't complete the gens, all of your teammates die, then fight for the hatch. In that case you're alone against the power role while you're the number role. What else do you want? you guys have been getting free escapes for just hiding and the killer could do nothing. if you find the hatch, you win, if not, you gotta fight for your last chance to escape. Sometimes it happens, sometimes it doesn't
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played the first game with legion yesterday (i'm rank 12 or so because i don't play the game all that much, just a few games a day), and got paired with rank 5-3 survivors. Used CD addons and "meh" perks, here's the result
Was a pretty decent game, but honestly right now the gameplan is like this (at least for me)
Find survivor, hit survivor with FF, if you hear heartbeats, look for the other survivor, if not, follow the last one you hitted with FF, get yourself in his back, deactivate power, chase and M1.
With this you force them to not be doing objectives (if you hit more than one) during the time they have to mend, wich usually is when you already got the other survivor down. Now deep wounds is just for buying time. Also, people tend to keep healing on him to full, so maybe nurses calling is not a bad idea sometimes.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/445232#Comment_445232
What you've essentially just said is that if one side does better than the other, they will likely win. This is generally the case anywhere. If the Survivors completely outclass the Killer, they're going to stand a better chance at winning. If the Killer completely outclasses the Survivors, they are going steamroll right over them and kill all four of them.
Although at no point is it a hard game over for anyone involved. As a Killer, you have an opportunity to kill somebody until they escape. As a Survivor, you have the opportunity to escape until the Killer kills you. When you end up in scenario where you have no chance to kill or escape, you're just waiting out the clock. That's something that's best to avoid for both sides.
The problem here is that we've always been in a way where we need the survivors to make mistakes so we can kill them, no skill involved besides doing a great blink on nurse or a good snipe on billy for example. Most of the time when i down someone is because the guy did something really stupid like falling from a window in front of me in freddy's scenario. And if we make a little mistake, we get even more punished than them. And while they have a lot of perks to allow themselves to act stupidly because they get saved anyway, we just can look. We have almost no second chances, while they have many. They're supposed to be the number role, and we're the power role, but they have numbers and power and we have none of those.
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The problem is that if everytime killers have some kind of advantage the game gets review bombed and then the devs concede to the pressure of that, we're gonna be survivor sided forever. If Killers complain, devs say: "Gotcha guys, don't worry, we'll do some fixes" and the fixes normally tend to be even more nerfs (like legion for example:
+ Hey guys, 4 seconds of fatigue is too much, can you fix this some way?
Devs: Don't worry we're on it (proceeds to nerf the CD addons) There you have it! Hope this enrich your gaming experience!
Seriously, don't hide it devs. It's always been this way. I really like the game a lot, i enjoy it a lot. But EGC didn't fix anything because people have been 99% the gates so EGC has no impact, you nerf Remember Me, make legion a far worse wraith and when you said you were making wraith buffs, it actually wasn't a buff because the speed we get with the default windburst it's actually the distance we could've got before the "buff" because of the slowdown while uncloaking got bigger. I get that if you get review bombed the game gets bad fame and all that, but if you're just gonna be for one side, you better be preparing Killer bots so survivors have something to play
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Guys i've got an idea, if they just make the exact opposite of what we ask for, maybe we should ask for nerfs, and there will be buffs! :D........... nah, nvm they wont listen to us anyway
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@cauthon1041 said:
The only thing about the clown that i think is OP at all are some of his add-ons. The ones that cause exhaustion for 30 seconds+. Taking away perks from survivors is bad balancing, unless you're willing to lengthen the time it takes to reload the bottles by a decent margin.Hello, i would like to talk about Hex Perks. Taking away killer perks for the entire match is bad balancing too.
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@FSB75 said:
@SuperboyPrime said:
I don't mind getting outplayed, half the fun of this game is adapting to your opponents. But the Killer simply cannot compete with the amount of Survivor crutches. Why is it that the Survivors get so many crutches, but the Killers don't? If the Killers are in the power role, shouldn't they have more crutches? The Survivors should be the ones that constantly have to work their butts off to pick up the win, not the Killer.
I truly appreciate your taking the time to respond and in such detail.
There's so many points in your response that I wanted to respond to....but I found your closing comments to be the most striking.
Based on your overall attitude about the game, and when I say attitude, I don't mean in a sense of good or bad...perhaps....perspective is a better word; I don't think you are going to find much satisfaction.
"If the Killers are in the power role, shouldn't they have more crutches? "
I don't believe the killer were ever meant o be in a "power role". I think this is flawed logic wherein the idea of balance comes into play.
It's moments like these that keep me, personally, playing. I do think you have a problem with the game at a fundamental level, which makes enjoyment difficult. I see it, I understand it. The killer will NEVER be in a power role....it's simply contrary to the essence of balance.
Now let me say something.
The game is supposed to be an Assymetrical game, Assymetricals are Power Role vs Number role. That doesn't mean you have to be unstoppable, but you of course shouldn't be bullied like we're getting bullied right now.
You can balance an assymetrical, but you can't make the number role to be the power role too. Because then, you unbalance the game. Sorry but even if i'm quoting just a portion of your post, i did read it, and i 100% dissagree. Look at Deathgarden, damn, even Evolve did the assymetrical thing pretty decently. If you didn't manage to hunt the monster before he evolved, the fight was difficult as hell, it was a real power there.
You can struggle in an assymetrical if you're the power role when the number role does its thing, like working together. but right now the number role has so many tools to make their mistakes like they never happened that its ridiculous. When a survivor can make you run 3 minutes totally safe because of the amount of pallets, crutch perks, etc. And by that time 90% of the gens are done, if you don't find a problem here maybe, (don't think of this comment as a rude one) the one that has a mistaken attitude is you. if 2 freaking college students can manage to bully without punish a 7 ft tall bloodthirsty killer, the game has a real problem of balance.
If the game forces you at certain ranks to only play the 3 tops killers to manage to do decently, the game has a problem of balance. Right now, facing 4 DS, 4 SB, 4 SH and 4 BT is absurd at enormous levels because facing 4 survivors that go with the best perks right now when with the best killer perks you can't even counter 2, is ridiculous
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@Fizz said:
Killers job is to kill. Not to let someone away because they decided to try jumping off the hook. If you chose to do that then fair enough but don't expect me to let you go. Maybe if Survivors stopped being complete asses during games Killers might be a little more willing to be nice..Just sayin.yes but you know, it's like a real life thing, i can insult you, humilliate you, bully you, etc. But if you do it to me you're a jerk and all that.
It's easier for them to be jerks, laugh at the killer, and if the killer retaliates and make them pay, they're not jerks, the killer is.
I just kill everyone i can tbh, i could give less of a sh*t about unspoken rules, xD
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@Runiver said:
@Yuhg said:
@Runiver said:
It's PTB.
Last time I asked devs, they told me that iteration will very likely not go through it.i know it's PTB man, but it's pretty annoying to see every single time that if a survivor is in an scenario where he should be at a disadvantage he's given all the free out of jail cards that are possible. Thinking about it as a survivor: Why should i work hard, if the killer can work for me?
it just doesn't make any sense and it frustrates me so much. And i know these are subject to change and that the iteration may not pass the PTB, but still the idea is just absurd
We told them that that change doesn't make sense, and they seemed to agree, the last time they answered us on discord. Feel free to hop in if you want to discuss it with them, they're very consistently around these last days. (I can send you a link on your wall if desired)
It seems like they do some testing to know what people think about different mecanics, maybe to make a mix in the end of their best feedbacks.
send me an invite to that discord please, i would love to be in it, didn't know it exist
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@Runiver said:
It's PTB.
Last time I asked devs, they told me that iteration will very likely not go through it.i know it's PTB man, but it's pretty annoying to see every single time that if a survivor is in an scenario where he should be at a disadvantage he's given all the free out of jail cards that are possible. Thinking about it as a survivor: Why should i work hard, if the killer can work for me?
it just doesn't make any sense and it frustrates me so much. And i know these are subject to change and that the iteration may not pass the PTB, but still the idea is just absurd
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I don't even know what they're thinking, it just doesn't make sense, i don't even know why are they so afraid of survivor mains that they give them all they ask for. I don't even know if they know what a freaking assymetrical game is, is it really that hard to know that theres a power role and a number role, and that the power role should be more powerful than the number role if the number role is in inferior numbers. Why are they giving them so much free out of jail cards?
Why should I work hard getting to kill them (because it's already pretty much a pain in the arse with all the flashlights, decisives, insta heals, adrenalines, etc) if one is gonna escape even if i find the hatch first? I'm just gonna quit playing killer, if i'm gonna get bullied by survivors and now bullied by devs, i prefer to join the brighter side, or maybe just quit, like M.Cote said "if you don't enjoy playing killer, play somthing else" right?
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@HeyItsSolomon said:
As I think about it some more, maybe a narrow metagame wouldn't really be a problem except at the higher tiers of competition. I'm just one person, and this is anecdotal, but I've pretty much hit my plateau at rank 14 or 13 and feel like I see people running a decent enough variety of perks.yes, i mean, right now the only viable things in high ranks are nurse and billy, using other killers is just a rank loss, so it's not worth for someone who wants to only rank up and be rank 1, it would be kind of the same way for survivors. Right now, the meta as a survivor, having 4 decisives, 4 self heals, etc. It's pretty annoying for the killer and this would solve at least that issue since you would only have to deal with 1 decisive, 1 self heal, etc
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@HeyItsSolomon said:
Yeah, I think your heart is in the right place with this idea, and I like it a lot, but I have a hunch that it wouldn't take long for what ThePloopz described to happen.i know, i'm still thinking on ways to make it so we can see different survivors with this method. But right now saying we see different survivors is kinda nonsensical since they're just reskins, all are played the same way and everyone is using the same meta perks.
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@DarXide said:
@Yuhg said:
Also, the reason why the bottles don't do damage it's because then one of the addons, wich gets the survivor in the exposed effect so you can one shot them would make no sensePossibly the hardest Ultra Rare add-on to get used properly next to the Diamond Stone. I might say even harder than Diamond Stone because the Exposed effect only works for the duration of the effects of being hit with bottle.
yes but think about it, if you hit them directly during a chase, you're probably right in front of him, so you have enough time to catch the survivor and hit it with the knife
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Also, the reason why the bottles don't do damage it's because then one of the addons, wich gets the survivor in the exposed effect so you can one shot them would make no sense
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Balance is something that it's kinda hard in an assimetrical pvp game. But right now it's not done how it should be done. I'm not saying i want killers to be as powerful as F13 jason is, i don't want them to be unstoppable, but if they are the power role and this is meant to be a "survival horror", It should make survivors be afraid of the killer, and not just a "let's go in pairs when he starts chasing someone so we can beat him and run away". The power role should have the advantage vs 1 or 2, have it hard against 3 and have it harder against 4 that work as a team. That's the theory of an assimetrical. Look at deathgarden for example. The hunter is a beast, it's fully armed and kinda unstoppable, unless the runners do their job as the roles they pick up (torment, etc) and they work together. If a runner goes alone, he's done, if 2 runners go together and they find the hunter in front of them, they're done. But against 3 it's harder since when you're aiming to down one, maybe another one is stunning, the other one is trying to heal and the rest are capturing a point. That's what i can call teamwork. Right now the problem is the number role is a power role too, and as they're more than 1, they're more powerful than the supposed power role, and that's why survivors bully killers, because they can, because they can afford to make so many mistakes without having to pay for them that it gets unfair for a killer. But that's just how I see it right now.
