AChaoticKiller
AChaoticKiller
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they use object or all run ds+ub HELL NO.
I'll play against them most of the time and it can be fun if they are not sweats but if im playing as a killer im not the best with i will 100% lobby dodge them if i think its a swf since it will most likely just be a frustrating game.
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tbh if im not feeling like having a hard game i just look at the lobby i got put in. if its all players on the same platform and they were there before i joined i leave. going against swf is just not fun and if your not playing as a killer your good with which i don't often do since i don't like playing the same killer over and over again then you often lose.
like im prestiging my blight and using the perks i get and am currently running an obsession build for fun. it is in no way competitive and against randoms its pretty fun but against gen rushers it doesn't stand a chance. why would i play against a swf with it then when i could wait for another lobby or two for an actual fun game.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1685351#Comment_1685351
Well i find ruin undying tinkerer extremely fun so should we have a threat about removing sweaty builds and killers like this?
The point is that killers can sweat it up just as hard and whats wrong with a team who gets cocky and runs in your face. Far better than vsing people who hide or game and hold the m1 button.
killers can sweat but its obvious that the hex combo with tinkerer isn't as strong as sweaty swf. I've had those players rush through gens with the combo by having 2 or more on 1 gen so you can't stop them in time. they can also decide to just destroy the totems in under 2 minutes at the start of the game.
when i hear someone say sweat builds for killer i cringe because against a sweat swf they are way more powerful than any perk combo you can run besides maybe noed if the swf ignore totems.
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literally played freddy today and this perk ALONE screwed me over against a swf. you can't let them know your location at all times its exploitable as hell so you have to go for them.
this destroys 3 killers which are freddy, hag, and trapper. WHY HAS IT NOT BEEN REWORKED YET? information in this game is powerful especially if it disables the killers power and gives the whole survivor team constant info on your location so they can act on it. 1 perk shouldn't be so powerful and the downside isn't that much of a downside at all.
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@notlonely said:
I think Wraith's invisibilty is decently balanced and all. If he's weak that's because he has barely any ability to end loops fast, he's by far the best killer to detect survivors and his gen defense skills are good as well.
doctor is the best killer to detect survivors and wraiths gen defense is outshined by blight.
he is only good at those two things and is diffidently not the best simply because he lacks a way to quickly end the chase.
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it would be a awesome to buff to him and not too unfair since he takes awhile to uncloak. at the least i'd like this to be an addon.
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yes, i actually know of a group that could do things such as prevent you from hooking them and sending a fake version of their player model one way as they go another way invisible. I only played with one of them but the guy showed me and said the whole group thing. this was post crossplay btw.
edit: no i dont have video evidenced because i didn't want to get booted from them checking my profile and i said i wouldn't record so i kept my word.
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@Saitamfed said:
Well, I'll comment a second time seeing where the thread is going.
"I didn't have many crashes" "In my [insert number] of hours I didn't had a single crash, crashes are rare so if you have so many time it's because you ragequitted so much" so... crashes are rare because you didn't have them? So your personal experience means that every player didn't have crashes. And please don't say "the problem is on your side, get a better internet provider" when someone is having issues with DbD only, crashes are not rare, at least not for everyone.
Now, let me tell you I this example start a match as a survivor, certain survivor changes to toxic Nea when there are 7 secs left, killer DC and I eat a ban. Is it fair? No, and don't tell "it's just 5 min, do something else" because I shouldn't be penalized for something that I haven't done. And now imagine that happens 3 or 4 times in a single day, that means I have a 2 hours ban for a DC that I haven't done. And please, be serious and don't go with "perhaps yu're extremely unlucky because that didn't happen to me" since personal experiences are not really helpful, I am using an example of something that happens, perhaps not to everybody and perhaps not always.
get better software, i never hear about crashes on console being constant so at least across the board with console players their software can handle it. if you on pc and constantly crashing its on you to get better PC equipment that can handle the game. top streamers rarely crash because they have the proper software so if your constantly crashing maybe improve your pc.
edit: also you getting a penalty from the killer dc'ing is something the devs can address and its rare enough that it doesn't justify the system being disabled.
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@offdwight said:
My games crashed two times today loading into games but i still get dc penalty so stupid and people still are dc'n so much it doesn't fix anything it should be removed
improve your software, im assuming your on pc because on console its rare, like MAYBE once a month i might crash. the general health of the game should not be lowered because you don't play on a reliable source.
the crash argument is no longer aa good reason for dc penalties not being in place as they are rare unless you play on bad software which is something you need to take care of. yes we had crashes constantly back in the days but that is simply not the case anymore.
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@Pepsidot said:
As Orion said, this would abusable. I'll add more examples:
- What would happen if a survivor DCed and it was then a 1v1 situation. Normally, the hatch would spawn. However because it is technically a 2v1, what would happen? If the hatch does open in this situation, the DCed survivor could join back after the hatch has opened, be unhooked and they can then escape together. If the hatch doesn't open, wouldn't this create an awkward scenario for the remaining killer/survivor?
- If the killer brings a mori, would this still apply to the survivor that DCes if they reconnect. Maybe they could DC just before being hooked to avoid being moried after the unhook.
- This could be used by SWF to buy more time. 'Hey, you haven't been hooked so just DC and rejoin in a minute when we cleanse NOED, all heal up and are ready at the hook'.
- Going against a slug build and about to bleed out? DC to spawn on a hook and buy time.
It just wouldn't work very well. It might in fact encourage DCing. It would also require such a huge effort to ensure all affected perks still work reasonably.
yeah i can see your point a system like this is to abusable and would be too complex to balance however animations for dc'ing would be nice. I actually said the same thing a few hours ago and made this post to see if i could come up with one that works.
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@Orion said:
Most survivors I see, myself included, don't carry items into trials. Regardless, if a penalty can be avoided by just not taking items, it's pretty much pointless.
The idea of allowing survivors to reconnect is just easily abusable, especially when the first penalty is basically irrelevant. For example, a survivor who's never been hooked DCs mid-trial with Deliverance* ready. They can then rejoin at any point to completely screw with the killer's momentum.
*I'm assuming that by "hook perks" you mean perks like DS, BT, and Kindred, as opposed to perks like Deliverance and Breakdown.
It can also go wrong in a number of different ways. What if a DCer reconnects just as the last survivor is being taken by the Entity? The trial is still going on, technically, so should they be forced to rejoin only to die immediately afterward? If not, at what point is it considered an unwinnable trial, so they're not forced to rejoin, and what's to stop them from DCing at that point and avoid any real penalty altogether?
the current penalty is still in place, also i will go edit and address the matter concerning hook related perks like deliverance and breakdown as i can see that as abusable. As for the items its just an extra so survivors can't rely on items to do whatever after getting unhooked and its so other survivors can still get the items. For your last concern yes they will just die, they won't be given a chance to escape just because they rejoined at a good time for hatch, but they still get the points for coming back so its not all worthless.
This system will still discourage dc'ing since a time out is still in place. for survivors who suicide on hook that's hard to address but another penalty system can be emplace to see if a survivor suicides on first hook by seeing how fast they died and if they struggled to go into the next stage.
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@Menexia said:
https://forum.deadbydaylight.com/en/discussion/comment/1685137#Comment_1685137
I don't know, still not seeing your logic but it's pointless to continue.
the logic is that it reduces both forums of leaving the match combined. dc'ing goes down and suicides go up but combined its still less then how many dc's occurred without the penalty system. it also times out players who dc a lot and players who are too enraged to fully go through another match without leaving.
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@Menexia said:
https://forum.deadbydaylight.com/en/discussion/comment/1685094#Comment_1685094
How is suicide on first hook better than a DC? Except the survivor isn't really penalized because they don't lose points.
let me explain, it wastes the killers time and they can still be saved or even get lucky and unhook themselves. Also a lot of dc'ing happens "in the moment" so if a survivor can't dc without getting a timeout but they would have in that moment then there's a good chance they won't suicide after getting hooked since they had a chance to calm down. Also if a survivor is mad enough to rage quit then in the next match if they encounter something that pisses them off they are likely to dc again. the timeout serves as a way to discourage dc'ing and making players clam down so they don't have rage moments back to back.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1685084#Comment_1685084
Never mind. There's no point. You are never going to care because it doesn't affect you. Well done, congratulations. You actually think that people don't suicide on hook.
good job refuting me bud, enjoy your timeout timer.
also as said it reduces the rate of leaving the match in any forum so it works and its better than a straight up dc.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1685052#Comment_1685052
Dont strawman.
I have fibre internet at 100mb/s. My connection is stable. I don't play SWF, and I don't DC. And I used to think DC penalties were great, til last time they were enabled and I discovered literally all of this. And it's probably going to happen again, because screw anyone that's not near a server.
So take your assumptions and eat them. You're doing nothing but causing problems with false information.
so whats the problem? there is literally no reason to complain about then unless your on a bad system like mobile or are a liar and dc a lot.
crashes are rare nowadays so you don't have an argument here. sure someone can crash but if they don't dc the timer will be short, this is better for the general health of the game and that's not refutable since it reduces the frequency of players leaving the match in any forum.
also the only assumption i have is that you dc a lot, so unless you can prove otherwise and you can't i can have them. the fact that your not really saying why you don't like them kinda supports it.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1685016#Comment_1685016
Til your one of those people getting punished for no reason while almost all the rest just suicide.
Oh, and by the way, it's not a 2 minute ban, it starts at 5 and escalates rapidly. And it takes about 24 hours to reset. So a single crash a day could lead to a day-long ban at the end of the week.
The penalties are stupid and don't actually work. If you split the difference between DC's and suicides, that number won't justify the number of people that get screwed over.
looks like we got a rage quitter and one that possibly does swf often, crashes don't happen daily and for me its not even weekly and i play on console. sure back in the days crashing was common but thats not the case anymore so stop using it as an excuse.
if it is crashing and your on pc than get a better pc, the health of the game shouldn't be lowered because you don't play on a reliable source.
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yeah let me first respond to your last paragraph. A system to allow you to reconnect is stupid in a game like dbd as it can be exploited and in games with that system you usually can respond or there are multiple rounds in the game. that system just can't work in this game so the only way to punish leaving games is to time those players out of matches.
the dc system itself works, yes players can still suicide on hook or dc but players truly frustrated with the game that dc are more likely to dc in their next game so timing them out is a good way to prevent that and discourage dc'ing all together. Even if that player suicides its way more unlikely then them just straight up dc'ing so in all it lowers all forums of leaving the match combined so again it works.
edit: also all players that complain about dc'ing probably, no more than likely dc a lot themselves so yeah the system works against you WOW. there is no reason to hate it because its stopping players from dc'ing in your matches so unless you play on a platform that crashes a lot than you have no reason to complain. Before anyone responds to this i play on console and it barely crashes, in fact the last time the game crashed was over 2 months ago so unless you play on mobile or switch which i assume are the platforms that crash the most you can't use it as a point on why the system sucks.
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- it stops players who are already frustrated at the game that dc'd from going into another match where they might dc from something they didn't like.
- It makes dc'ing from getting a map or killer you don't like to go against way less common.
- It makes swf who dc to give their friend hatch less common and it prevents them from going into a game right away from doing that.
- It decreases the overall frequency of players leaving the match by any means compared to when there are no dc penalties and players could just dc from menu.
- It makes leaving the game as survivor to keep your item not as appealing.
- It frees up the que from players who dc a lot by making them both wait out the dc timer and encouraging them to play a different game since they were frustrated with dbd.
- lastly it discourages players from disconnecting in the heat of the moment, after getting picked up and hooked they are less likely to suicide then dc since they have had a chance to calm down.
doesn't do anything, suuuure. its a deterrent from dc'ing and while players can suicide as said its less likely then them dc'ing without penalty's active.
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@Chrisko said:
Guys. Those same people that DC will just suicide first chance. There is almost no difference. Solo Q is Awful
it will still be less common, people tend to act in the moment, by the time they get picked up and hooked its far less likely they will suicide since they have calmed down. this is especially true for the players who dc from getting downed first.
of course there will still be suicides but the overall rate of dc'ing and suicides compared to dc's without the penalty are less.
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1676744#Comment_1676744
It'd have helped if you had read the whole post, but it is what it is.
I've already briefly gone over that whatever they're doing on PTB isn't working, not in great detail since admittedly I haven't been there myself but based on numerous testimony from other players. You can still cancel in the animation immediately so you can fake out punishment of the damned and get free hits at pallets in a very similar way that you can now.
Clown is a horrible comparison, his power is vastly inferior on a very basic level. PH wouldn't suffer any similar "fate" at all, even in your given hypothetical, since if that survivor drops the pallet he can still use his power to hit across loops. Even if he misses, he can literally just spam punishment of the damned until he hits, something that Pyramid Head's do now and something they'll most certainly do more frequently when the cooldown for missed attacks is eventually reduced like it is on the PTB. PH is in nowhere near any kind of trouble that Clown is, you're literally comparing what is one of the more solid better killers of the game to arguably the worst.
As for "consistency" killer powers are uniquely balanced different from all other killers. For example Deathslinger can't guarantee injury or downs just because he shot someone, he must reel them in and if he doesn't they can't be downed. If the chain doesn't break and instead he lets go by attacking too early he doesn't even injure survivors with the ability, despite clearly shooting a fkn harpoon right through their shoulder survivors are literally none the worse for wear. Though it's important to note that though it might not make actual sense, it does make sense balance-wise, So I'd hardly consider "consistency" a valid argument, killer abilities are balanced individually as necessary, regardless of "consistency". It makes no sense to hold all killers to the same standard when they aren't all capable of the same thing.
I've also already explained away the logic of how this change would be explained. Punishment of the Damned is an attack that erupts from the ground, if you're not on the ground, you aren't hit. Not quite the same thing as your analogy of not hitting a survivor that's standing still, so it does make sense contrary to what you said.
https://forum.deadbydaylight.com/en/discussion/comment/1676674#Comment_1676674
It would only be incredibly frustrating for PH players who rely purely on the crutch of only ever hitting survivors who are stuck in animation rather than making more skilled shots.
the survivor can wait at the dropped pallet and vault it to avoid POTD. the same thing can be done against clown when he trys to use bottles at a dropped pallet, it works against PH including if his missed recovery time gets reduced to the same as PTB because its still over or near 2 seconds long and it takes half that to double vault.
when it comes to consistency it makes sense that DSlinger can't hit a survivor through objects and how they can put them between themselves and him. when i said this i wasn't talking about how a killers power is used to hit survivors if it can i was talking about why its the same across all killers that can. consistency in this sense meant does this interaction(survivors getting injured by POTD during vaulting) fall in line when compared to all killers like how basic attacks and non-basic attacks are considered and the answer is yes. it simply doesn't make sense animation wise or game play wise why this attack wouldn't hit a survivors preforming a vault. this is a big reason why you're nerf idea won't even be considered because the dev's want to stay in line with this kind of consistency and if it also prevents them from having to work on animations for POTD because as it looks currently it diffidently hits survivors when they vault.
You said while vaulting/ being stuck in animation POTD can't damage you. survivors can wait at vaults including pallets and just avoid it as i explained in my post which you didn't address you just brushed off. I feel like you don't understand how easy it is to just wait for POTD and push the vault button while holding run. either address this if you want to continue the debate or your points are invalid because this CAN be done. it takes over 2 seconds to recover from both using POTD and exiting rites and that is plenty of time to double vault and because of the delay of the attack/its wave affect of damage it can be reacted to, speeding up this attack in any way will actually break the character if it becomes impossible to dodge which it barely is now so that kind of buff will just make more people complain about him.
again this change will make him powerless in the face of vaults unless his recovery from exiting rites is buffed to compensate which the devs won't do since this is what they were addressing in the ptb. if you can't offer a compensation for his power that will negate camping vaults or provide reasoning for my 3rd body paragraph is wrong which it isn't then your changes won't work/ be considered.
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the perk is fine and if what you recommended went live it would do literally nothing at tiles, you could do to a jungle gym and let him vault the window and after just one loop the window will be unblocked, hell at cow tree a full loop could probably still last long enough for the window to be unblocked.
here's a comparison, hex blood favor blocks pallets but its considered horrible for 2 reasons. it doesn't last long enough with its range and its cool down is too long. what your recommending is worse than that XD
edit: also at loops with both a vault and pallet you can just switch to looping the pallet. look at how many people disagree with you and the perk itself isn't even meta. you can leave the tile and i'll disagree that you can't make it too another loop by doing that or switch to looping the pallet. if you get hit you get hit there's a reason you can get hooked 3 times before you die and you have 3 other team mates.
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this thread is pretty good for blight tips
Even if you not the best blight as long as you don't over shot your lunge out of lethal rush you barely lose that much distance in fact you still gained distance if you chased after the survivor with the ability. combine his good mobility and the fact that he is 115% and you can't just run him around the map you have basically get to the next loop or the one after or risk getting hit.
im not amazing at blight but i am really good at playing killer in general so after catching up its common for me to follow up with a hit even if i miss as long as they are not in a good position. just having that kind of mobility puts him above most killers imo.
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dude keys are way more common to go against than mori's
sure they might be rarer than mori's when it comes to the blood web but killers don't use mori's every game while keys can both be brought in by 1 or more of the 4 survivors or found in a chest during the trial.
they both need to be reworked at the same time but when it comes to strength and frequency keys win.
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it would be nice if they changed its look, personally after getting close enough to hit the key user i can see it fine.
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old and new thano values are this
1 injured - healing(16.64s) gen time(83.2s) new thano gen time(84s)
2 injured - healing(17.28s) gen time(86.4s) new thano gen time(88s)
3 injured - healing(17.92s) gen time(89.6s) new thano gen time(92s)
4 injured - healing(18.56s) gen time(92.8s) new thano gen time(96s)
these values are barely different in fact i would argue that old thano is better since it wasted more time when people healed. 4 seconds is just not enough extra time and just makes the perk more weak on killers that lack ways to quickly injure all survivors and just slightly if at all stronger on killers like legion and plague.
the way i look at it is old thano wasted 18.5 seconds when survivors healed or 12.8 seconds when they didn't and new thano wastes 16 seconds at most from either healing or doing gens. the devs should increase the percentage by another 1% or 2%.
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@SunderMun said:
https://forum.deadbydaylight.com/en/discussion/comment/1676749#Comment_1676749
Distortion is a pointless perk that doesn't fulfill its function.(Seriously, it needs a hefty buff to even be viable) I've given multiple counters earlier in this thread, only one involving potentially running a perk to counter it.
i included distortion because you can avoid then aura reading with it and imo it is bad but with it you can easily figure out if the killer is running certain aura reading perks or addons.
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hey how about bringing something to counter it like detectives hunch or distortion a perk that literally shows you at least half if not all totem locations from one gen or a perk that will prevent your aura from being read.
you can also just learn the totem spawns. honestly the second killers get something good and not broken just good survivors complain. the meta hasn't shifted since clown released with pop and the only thing that survivors have changed with their meta is inner strength/head on and build to run it
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@Seiko300 said:
https://forum.deadbydaylight.com/en/discussion/comment/1675495#Comment_1675495
The difference is that for the Demo/Huntress comparison, both of these characters have limits on their powers and what they can do with them. I get what you're saying, yes, a Huntress can catch a survivor at a window, sure, a Demogorgon can do the exact same thing. However, a Huntress can not do it an endless amount of times throughout the entire match, eventually she will need to take the time to reload her hatchets. When she does run out of hatchets, you'll find that she moves at base of 110% movement speed, permanently, with no other ability when her hatchets are out Not to mention, there's a vertical aspect to her ability, not only do you have to aim in the correct spot laterally, but also vertically, if you aren't practiced with Huntress it is entirely feasible to completely whiff that shot because you aimed a little too high or a little to low.
And it's worth enough to note that Demogorgon is also limited by his power despite not having the more obvious "ammo limit" Huntress has, it is a physical, melee, attack. If you don't catch a survivor with shred before they reach the window, right at the window, or immediately after, that shred misses and instead you are colliding with that asset which causes a stun on the killer. Unlike Huntress and even more unlike PH, Demogorgon has to deal with his entire killer hitbox potentially colliding with something. The drastic slow Demogorgon and Huntress have that I mentioned earlier where they move more slowly than normal survivor running speeds, force them into "do or die" scenarios, where they have to get this hit, and if they don't or decide they can't make that hit they are pushed back further in the chase now having lost ground.
So what is my point with all this, well it comes down to that simple concept of what Pyramid Head can do, and what they can't. He ignores pallets and windows completely on a level that Huntress and Demogorgon quite simply don't. Which I want to make clear, isn't necessarily a bad thing, Nurse ignores pallets and windows on level all of these killers quite simply don't and I'm not making any assertions about her. The reason being for Nurse, Huntress, and Demogorgon, there is a certain amount of skill or effort on the part of the killer in order to use those abilities properly and effectively. I would argue none of these killers are particularly easy to use especially against knowledgeable survivors, Nurse for obvious reasons, Demogorgon because of a distinct lack of people playing Demogorgon (this being either an indicator of his lack of effectiveness or a high skill floor / difficulty to use [since nobody likes to say Demogorgon isn't an effective killer, I'll opt for the latter]), and Huntress for her own myriad of reasons from resource (hatchet) management, gauging distance, how quickly hatchets move, the arc and trajectory of the throw, etc. so on and so forth.
But Pyramid Head IS. There is almost no skill required for a Pyramid Head much less a practiced one, to quickly take advantage of being able to ignore all forms of collision while a survivor is pinned in place within a range of 8 meters (without addons!). If a Demogorgon attempts to do the same thing, he has to mind whether or not he can make it in time crossing the distance with Shred before a full successful vault or pallet slam, if not he loses that interaction. A Huntress has to mind the wind-up time for her hatchets, the drastic slow to her movement speed, the vertical motion and the height at which she throws her hatchets, etc. A Pyramid Head has no issues with any of this at all, only needing to mind the lateral left and right movement, which is hardly anything, if you are facing a survivor you're hitting a survivor.
The ease and reliability that Pyramid Head can pull this off and still see the same amount of success as other more difficult to use killers is what makes this a problem. So unless we're making it more difficult to aim / use punishment of the damned, we need to do something about how successful the ability actually is during a match. Hence the invincibility frames.
And not that it matters but I will add it as an afterthought that the cooldown he currently has is not as impactful as you think. We can tell exactly how much distance a survivor gains in that time (rather than you're arbitrary "that's a lot of time to gain ground" that means nothing). Since we know survivors move at 4.0m/s. After 2.75 seconds, they'll be 11 meters away, and considering that Punishment of the damned is 8m long, you're looking at a few seconds, five tops, before that survivor is within a lethal range again. And if those changes that are on the PTB go through this will be reduced to 2.25 seconds so cut that distance to 9 METERS that a survivor jut gained they are 1 meter away from being hit immediately after a second time. This is ONLY if a survivor runs perfectly straight, if you're running in a perfectly straight line you are gaining that full 4 meters of distance, and we all know not every survivor moves perfectly straight after getting perfectly hit. Whether because of their own human error or maybe because they didn't have a choice, because the map constricts them in a way that forces them to turn left or right. TL;DR So even in the perfect scenario the cooldown is practically meaningless in the grand scheme of things, even less than meaningless if that reduction in cooldown on the PTB goes live.
https://forum.deadbydaylight.com/en/discussion/comment/1675546#Comment_1675546
https://forum.deadbydaylight.com/en/discussion/comment/1675519#Comment_1675519
I refer you to my last paragraph, the "slow recovery" you're referring to in all reality is not actually that slow. I highly doubt this will seriously weaken him because this really only affects people who purely rely on the playstyle of waiting for survivors to be locked in place. This will have little to no effect on good Pyramid Head players who are well acquainted with the ability, when they can hit it and when they can't outside of a "motionless" (locked in animation) survivor. Just like any other Ranged killer.
In a certain sense you're right though, it'll drastically weaken Pyramid Head players who rely purely on a crutch playstyle which requires minimal effort. News flash: his ability is still good outside of those interactions where survivors are locked in an animation, he can still hit survivors on the other sides of loops without having to run the tile normally as an M1 killer. Trail of Torment still serves as area denial and a deterrent for survivors to take certain pathways, if they run through it anyway then that benefits you as the cage of atonement / final judgement provides more options. He'll most certainly still be a good and viable killer with this change, of that I am absolutely certain. To repeat:
"I can assure you I took the time to consider from both sides, and the conclusion I came to is that it's certainly worth the while"
https://forum.deadbydaylight.com/en/discussion/comment/1675762#Comment_1675762
And what you're asking for is to be getting things easily and for free. Free zoning, free downs, because there is little to no counterplay, and as long as there's no counterplay I can continue to crap all over my opponents and tell them to learn counterplay that in all reality doesn't truly exist. Continue to push forward this idea that the current state of what things is are somehow "fair" and we're all have fun!
In fact, let's not have counterplay for anything! Decisive Strike should be free invincibility for a survivor for 60 seconds, Object of Obsession should be free passive information for survivors to call out to their SWF teammates! Pyramid Head should be getting free downs all the time, and DBD should be a toxic fight to the top to see who can best abuse the most poorly designed aspects of the game. Because, you know, "NO COUNTERPLAY!!1!"
https://forum.deadbydaylight.com/en/discussion/comment/1675737#Comment_1675737
THIS ^
This is exactly what I'm looking for, someone who understands the same wavelength of thought I'm operating on.
I understand entirely that at first glance this seems like one of my most laziest and ludicrous ideas, but when you take the time to actually think it through, it beyond surprisingly, is crazy enough that it just might work.
I absolutely agree it's a risky idea that would take time and testing to get it right, but if they could get it right, then it would be something that would work and would create an experience of playing against Pyramid Head that is so much more enjoyable, less aggravating, and make playing as Pyramid Head all the more rewarding.
im not going to lie i only read the part you responded to me about and i will disagree it will weaken him across the board by a lot unless they change the recovery of leaving rites of judgment. the way they are changing it will make it so he can't just hold the power at loops and leave it if the survivor doesn't throw the pallet and its because he will recover way slower, slow enough that if he leaves rites of judgment he can't hit as easily and in your change he wont be able to hit a survivor waiting for him at a vault.
lets compare this to another killer, clown. At medium to long loops survivors wait at the pallet because clown can't do anything there and he is forced to break the pallet. survivors will do the same but wait until he leaves his power or preforms punishment of the dammed before vaulting. this can also be done at pallets so PH will literally suffer the same fate as clown where the counter is to just throw a pallet and react to whatever he does.
if you want these changes to work you have to give compensations so he can't be easily dealt with in a chase whenever you reach a vault location and it can't be decreasing the recovery time because then they will just hold the power at loops again. while its not that slow its still slow enough to just wait him out and vault without getting hit and im talking about after his changes go live.
lastly in terms of consistency it doesn't make sense that his attack wont hit survivors locked in animation when every other killer who can hurt survivors with their power can hit survivors locked in animation so i doubt the devs would even consider this for consistency sake. look how they treated basic attacks, some killers would do better if their special attack was considered basic like pig but the devs won't budge on it because they want it to be clear what something is or isn't. not letting punishment of the dammed hit survivors standing still from throwing a pallet or vaulting a window will confuse players because logically and animation wise that attack should have hit and injured them.
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I don't this idea at all, it will drastically weaken him because survivors can just react to him by vaulting and if i understand correctly preforming a slow vault will make it impossible to hit the survivor if they reacted to it.
just think about it, with PH's slow recovery and the delay for when the attack actually damages the survivor they can just wait at a window and react to what ever you do.
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that play style is extremely toxic, you're basically playing to waste other players time by making it take at LEAST 5 minutes for them to die. it doesn't matter how well you usually do that play style is just toxic. Even slug focused builds hook survivors because actually slugging everyone isn't their goal their goal is to snow ball with multiple downs and if the opportunity presents itself they slug everyone.
there are times you should slug and times you shouldn't. making it so slug time is all the time is just annoying for anyone. Your also making playing that match WAY less rewarding since unhooking survivors provides a lot of blood points and emblem score.
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@Almo said:
As soon as possible. It's being worked on, and it's a priority.
what about dc penalty's, even if survivors suicide on hook it still reduces players leaving the match by that combined with dc'ing overall.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1673250#Comment_1673250
I understand what you mean. You compare a killer to another survivor. But I'm comparing a killer to another killer. And compared to other killers, freddy is easier and has less skill cap.
https://forum.deadbydaylight.com/en/discussion/comment/1673251#Comment_1673251
Not necessarily increasing passive time. It could be anything. Even reworking how the survivors go into dream world just to make the killer work for it.
I see what you mean but i think there should be a passive way to fall into dream world and no matter what hitting a survivor should make them go into dream world.
something i just thought of is what if survivors instantly fell asleep when they get within a certain distance of you and making it so survivors dont wake up when getting hooked or picked up. that way you don't fall asleep unless the killer gets near you so freddy doesn't get rewarded for having no interaction with survivors not near him. of course this is something i just thought of off the top of my head.
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yeah they should just re-enable them. they improve the games health and reduce dc'ing across the board even with hook suicides it still helps since dc'ing usually happens in the moment so after they get hooked its more likely they will stay in the match after chilling out.
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@Zeus said:
How about instead of nerfing freddy's power, the devs nerf how easy it is for survivors to get into dream world. More often than not I dont feel the pressure of having to put survivors into dream world.
increasing the time it takes to passively go into dream world isn't a bad suggestion but it wont do much. best you can get with that is freddy can't use snares right away and dream pallets will be a little less reliable.
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good at 1v1 but no map pressure/traversal, mediocre at 1v1 but has good map traversal/pressure, or next to nothing provided to help 1v1 with amazing map pressure/and or traversal.
thats the way i like to see it and both killers you set as examples fall into the 1st category. a lot of killers can be put into theses category's but there are always outliners like freddy or hag who are so unique or have a little of everything so they belong in a different category.
I think the strongest killers will always be the ones good at 1v1 because its clear how they are are played and you can see how good they are faster then say a killer like hag or the best recent example blight.
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i have played way too many matches to remember the most stressful one but there have been a few matches were gens were spread and i kept stopping the last gen from being done with pgtw when it was at around 90%.
however i can say that hag is the most stressful killer to play as because she has to manage so much when it comes to her power.
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not every match is the same? its common knowledge that this game isn't balanced and in your third example a key was used which is the most broken thing on the survivor side. Your also not always going to 4k so i see nothing wrong your second example especially if you lack experience with hag since she is harder than nurse when it comes to her play style. As for your 1st example you had no control over that and can barely be called a example since the survivors basically DC'd but used hooks instead and if you had at least a few chases it makes sense that you would get brutal killer with 4 sacrificed.
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1672293#Comment_1672293
So have your camera on him.
Did he break line of sight? Time to predict.
I mean there are more factors than that but yeah pretty much. in some situations there isn't a way to avoid it and i call those shred zones or the demo can just hold it until you go to the spot he's aiming and if you trial off it he m1's you.
a lot of people underestimate shred and when more don't know how to use it to its fullest, even im still learning it but i'll admit that even if you become a pro at shreding it doesn't make him better than viable killers at most it just makes him barely viable.
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with demogorgon if your camera isn't on him or you don't see him charge up his shred its not really reactable since the audio starts after its charged so you have 0.2-0.4ish seconds to react.
just wanted to throw this out there
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but i like using legions frenzy to repeatedly stab survivors on the hook.
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Nancy's perks are fine and i dont think inner strength needs a token system, that would allow you to do healing plays more than once in a chase in the build most people use it in which is inner strength, head on, and quick and quite. better together doesn't need an aura change the perk is fine as it is even if other perks have a similar aura color, and the walking speed should only apply when your healthy since it is used for evasion without leaving scratch marks and it makes since that being injured will slow you down.
steves perks most are fine. When any survivor is broken that effect should be displayed in the health state bar and its another unneeded change that wont effect game play. I like the baby sitter buff since its for anti tunneling and that would help the unhooked get away. lastly Camaraderie just needs a rework its a trash perk that even if the buff you provided was put live wont increase its usage. making so it can somehow help your team save you or provide another effect like stunning the killer by kicking them if they get near you would be better.
Demogorgon's perks are also fine. A better surge buff would be to increase its regression% or getting rid of its cool down and also perks shouldn't have specials effects based on other perks being used. the other two perks after the changes introduced in the mid chapter ptb are fine and mind breaker doesn't have a reason to affect gates. i do agree that cruel limits is still really bad and i think a better buff to it would be to decrease its range slightly but block off the windows until a different gen gets completed.
When you provide idea's to buff something look at two things. Does the perk need a buff or nerf and is it fine as it is? and does this change make sense, isn't overly complex, and actually affect gameplay. All of nancys perks currently dont need changes, steve perks are mostly fine but the baby sitter idea is good but as said camaraderie needs a rework, and Demogorgon's perks either just need value changes or are fine.
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survivors can either memorize the totem spawns or use perks to find the totems. the combo is good but imo not broken and if undying is still up halfway into the game and you have barely interfered with it being cleansed its on the survivors.
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just run detectives hunch bruh
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they won't increase the base generator speed, the best we can hope for and in my opinion the best thing to do is put in a generator speed penalty in the beginning of the match that lasts for 2 minutes and also ends if a survivor gets downed.
this was an idea called "the trail startup" i believe and i truly think its the best thing the devs can add to the game without introducing a secondary objective.
edit: as for pop that perk is still good and i always thought that the 60 seconds you had to use it was way to generous. Even when it was first released i was like "this perk is amazing no way its getting buffed, im sure the community will understand its use soon". then the devs literally doubled its duration XD
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the power role argument is that the killer should have a massive advantage over a single survivor and about equal to all the other survivors combined efforts to escape.
In most situations this is correct however if you introduce perks and use things like coms, DS+UB, and try to win by just focusing on the objective and being optimal it's clear which side has the greater advantage.
The only thing that needs to be addressed right now to make this better is something to slow gens and from what i've seen introducing something like the EGC that slows gen progress in the beginning of the game until someone is downed or its timer expires would be the best way to solve the current issue of survivors efforts to escape being stronger than the killers efforts to stop it by giving the killer more time in the beginning of a match to have pressure.
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their doing there best but they can make some really questionable decisions.
remember when flashlight saves were changed for a bit to basically be skilless since you just had to blind the killer during any point in the pick up animation, that was dumb and somehow made it to the live game.
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get better? sure survivors can play extremely safe but there are plenty of pallets that give you the opportunity to hit them with mind games. if a survivor is REALLY good you should drop the chase and go after someone on a gen. stopping gens from getting completed is often more important than getting a survivor especially later in the game when a gen is close to completion.
edit: nvm i just noticed you talking about this game as a whole. of course as survivor there will be situations where you WILL get downed. your not meant to be able to last too long in a chase against a properly good killer at least without creating a massive dead zone.
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I think a banshee would be pretty cool. it could be a ranged based killer that damages you if you are exposed to her scream for too long. she could even have a AOE ability that can be activated if multiple survivors are in range and it takes 1 health state away from each of them.
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Im not even gunna read this, you can't compare a social deduction game to an asymmetrical horror one. coms have always given the players that use them an advantage you can basically replace among us with literally any competitive team based game.
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it triggered because you were not crouching the whole time or the person you unhooked wasn't holding crouch right away.
you both need to be careful, if one messes up your both in trouble especially if the hag has MYC.