AMOGUS
AMOGUS
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3274508#Comment_3274508
Killswitch is for gamebreaking issues, not for little inconviniences.
Remember that they killswitched Clown because of his permanent Haste bug. And that requires almost throwing in normal matches to use.
Knight easily getting Devour Hope stacks and MYC procs with his power should put killswitch on the table, at least.
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@ShinobuSK said:
What build
There's a Youtube link up top. It's a Coconut video. FoD is broken on Pinhead with the right build.
@Jago said:
Gonna be fixed anyway.
The devs have said this will be nerfed? Or does the community just think it will be nerfed?
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@KidneyStoner said:
While I enjoy the new killer concept, there are 2 major issues. His Ai power is janky and makes anti-loop worse than The Artist. The second issue is the bigger of the 2. I thought we were moving past the age of killers that thrive off of camping hooks but now we have a killer who can still do gen patrol without ever leaving the hook. While I hate camping in general, with other killers at least they have to make a choice. They either confirm a killer through camping and tunneling or they keep gens from getting progressed. Now we have a killer that simply has to down someone and stay at hook while still halting gen progress. Just when I think the game is heading back in a good direction again, they slap us in the face again.
Update: 4 hours later
Nearly every game today has been Knight. I had 1 legion, 1 oni, and 1 wesker match so far. Every Knight game as been the exact same. Someone gets chased, shift w for awhile until downed, then killer camps. Say what you will about tactics this and play better that. The fact still stands that this killer is nothing but a glorified hook magnet. This all boils down to how terrible his power is in chase which forces a boring and uneventful camp-a-thon.
The guards immediately dispel upon initiating a unhook. Devs thought of camping and added a counter measure.
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@SkeletalElite said:
If you aren't aware, with thrill of the hunt it takes 28 seconds to cleanse a totem and with face the darkness survivors other htan the injured one will scream every 25 seconds. Thus, with these 2 perks, totems becomes uncleansable for everyone but the cursed survivor because survivors will scream before they can finish cleansing.
I'm not really sure if you should be able to shut down cleansing like that.
Want to make people DC? Apparently, playing Cenobite with Face the Darkness, Retribution, Thrill, and Sloppy is so broken, people apparently leave due to how tedious it is.
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@Squippit said:
You can’t tell them it’s broken without telling them why
Thrill of the Hunt and Retribution make you oblivious and therefore not in terror radius so you scream and can’t cleanse Face the Darkness or any other hex Totems because they’re 24 (?) seconds with screams every 25 seconds (plus the small interrupt period on the scream)
The person holding the box can never solve it because they’re oblivious so they scream every 25 seconds, and they have to dodge a round of chains, and with addons the box takes 9 seconds to solve.
Sloppy Butcher makes it difficult to heal the person keeping the hex active because survivors will scream and Hemorrhage will undo the heal progress during the scream. Then Cenobite can come to the loud noise notification and stop you from finishing it
Regarding point 2... are you looking at your numbers? At max, box takes 9 seconds... Survivors scream every 25 seconds.
I don't understand, what is the problem with this?
EDIT: Although, with everything else here, I'm pretty sure Face the Darkness will be nerfed tbh. It's pretty obvious what the problem is. But who knows? It's BHVR. They might take a year. :)
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@sizzlingmario4 said:
That’s just asking to be tunneled.
I mean, No Mither already exists...
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@Spinostafrikawick said:
what
OP is suggesting that Lightborn be buffed so that flashlights will flash and give "Killer Blind" score events (but not actually blind the Killer) to trick Survivors into thinking the Killer doesn't have Lightborn.
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@Steel_Eyed said:
Interesting chat. My instinct is that the players in this discussion are sleeping on the buffs the Knight received on Friday notes.
I mean, even with the buffs, the guards are literally supposed to struggle to get hits unless Knight double teams them. The most optimal thing is still to place down a guard instantly.
The guards are seemingly supposed to be good for wasting some Survivors time AFTER they notice someone, you HAVE to chase as Knight to get actual value. The guards don't work with gen kicking perks (they apparently work with PWYF though?) and the banners still instantly dismiss them. It's still a few short loops to grab a banner and then go right back to doing gens. And while the guards now begin chasing faster after noticing someone, you can still run through a guard to get free distance on them because they're floating towards where they saw you, now where you're moving to.
MAYBE these buffs will cause waves after release, but as it stands now, the problem of what his most optimal playstyle is... is still leaving guards at loops.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3269700#Comment_3269700
I said that I recall those changes vaguely now that you've listed them out.
Oh, okay. Sorry if I upset you.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/354644/the-twins-need-a-good-rework
Great idea, especially the perks and extra interactions, but I feel like you missed a few core problems.
▪︎Kidnapping Victor.
▪︎Cool-downs switching between the siblings.
The latter can be addressed by making Victor apply deep wounds, and causing the survivor to complete progressively harder skill checks the longer he stays attached. Failing a skill check causes Victor to remove a portion of the deep wound meter.
Cool-downs should be 2 seconds and no movement speed penalty. BUT, when switching within 12 meters to a hook, the cooldown between switching is doubled and keep the movement speed penalty.
You can't repair gens or heal with Victor on you, Victor causes Incapitation until he gets removed. So these skill checks that remove deep wound timer can't exist.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3269686#Comment_3269686
Hmmm, I do seem to recall that vaguely.
I also remember how Ghostface has been weak since his release.
It's also been a very very long time since that PTB that I didn't play. Forgive me for not remember every change.
I'm sorry if this comes off as rude, but you're saying you remember all that, yet you only listed one change out of several major changes to Ghostface? Or are you saying you remember all of that now? I'm confused.
And then you say that you don't remember every change... I'm very confused.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3269593#Comment_3269593
And not every loop is fun bus? Many are shorter and don't require a long power usage. Or sometimes the guards might already be patrolling the area. I'm just saying conceptually, there are going to be instances where that interaction can occur.
I watched your clip, and I know what you're getting at (I think), the Zarina didn't have too many directions to make distance... but I'm actually going to agree with Scott Jund here. Survivors can see the Knight's orb, Zarina runs for the bus vault instead of immediately running left and away from the loop. She positions herself poorly and becomes unable to move to a different loop before Knight finishes tracing a path for his guard.
Not to mention that this is a specific kind of loop where the Zarina was also backed into a corner. This is just one out of a few situations where the Survivor has a few less options available. Try tracing paths on a different loop on this map and you won't get the same results.
Plus, Knight's power seems to mostly be used for keeping Survivors distracted via chase? Which isn't really that good...
Also, if this community starts screaming about what happened in that video near the end in the future, I'm going to really lose it. Any instadown killer could do that (like Bubba), Knight needs extra steps for this to happen.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3269567#Comment_3269567
Ghostface had a limit to how far away he could be revealed from added.
Legions entire PTB was filled with people asking them to not release him to live. Instead, BHVR ignored it and then killed Legion for 2 years a couple of months later.
Um, no... you might need to look up videos on PTB Ghosty, PTB Ghosty didn't have his red stain removed when he would enter his power, just his TR, and you needed to crouch to remove it.
And as expected of BHVR, this didn't work at all on the PTB, and was inconsistent. I remember seeing a video on it but I can't find it now.
Crouch speed was also slower, the sound effects Ghosty constantly makes was MUCH louder, you could reveal Ghosty in 0.0000001 seconds AND you could reveal him from any corner of your screen...
Ghostface was set up to be one of the worst killers in the game and most likely the worst chapter in DBD. They buffed the ######### out of him before he went live, which was very smart. No Survivor, no new map, just one (extremely weak at the time) Killer, has to be bought with cells and this was considered a entire chapter, not a paragraph...
Hell, I think he's one of the few killers who was massively changed during their PTB.
I don't think moonwalking and Frank's Mixtape was discovered until after Legion went live either, but I could be wrong...
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@MrKrabsArgArgArg said:
I had this thought a little bit ago and honestly it would make sense. Undying honestly shouldn't even appear until another hex totem is cleansed, unless it's the only totem of course. This way based on the game start, totem placements can be decided based on where other players are
Are you suggesting hex spawns be adjusted so they always spawn far away? That would mean you could know where hex totems spawn consistently. Same thing is done with Pinhead and his box, and look how that can be abused.
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@Archol123 said:
So are you unable to just put the headphones away? You don't really need the hearing anyway while you're hooked... I mean sure you can turn down volume and other stuff... But if you seriously did not just remove the headphone from your head but gave up on hook I have serious doubts about your ability to survive XD Like are the headphones glued to your head or what XD This is like the worst complain I've ever read... xD
This has to be a meme.. There is no way someone can seriously think this is an issue XD
This is a good point, you should simply take your headphones off. Thanks for this.
And sadly, knowing these forums, someone would indeed ask for a entire perk nerf unironically just because of issues like this.
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Why did you post this same thing twice? You've complained about this in a 2nd topic, why make another so soon?
Anyways, based off of the info you've given in your other topic (Demogorgan + STBFL — Dead By Daylight) two suggestions you can apparently do are lower ingame volume for a bit, or simply take your headphones off.
Taking your headphones off is easiest and wouldn't cause issues until you're unhooked, as you don't really NEED to hear much while you're on the hook. You'd struggle to hear the skill check warning noises but if the roars are bothering you this much, then you probably wouldn't hear the warning noise anyways.
You'd also know when someone is about to save you and would know when to put your headphones back on.
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@Ssajbambusa said:
You can just lower your volume for the moment... it takes 2 seconds. Don't be a baby.
Edit: If you can't alt-tab, set up a macro for it, so it lowers game sound output by x% on a press of button of your choice.
No, they're right in saying it's somewhat of a struggle if they don't have a adjust volume button.
However...
@StickyB said:
My headphones don't come with an adjust volume button, and I can't exactly tab out of the game while on second hook or go into options.
Perhaps you could try lowering the master volume in-game for a bit?
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@Bloodraven said:
https://forum.deadbydaylight.com/en/discussion/comment/3269072#Comment_3269072
In some cases, but there is nothing more frustrating than swinging at a survivor and then watching them rubber band 5 meters behind you only to turn around and then watch them rubber band back in the direction were just facing add infinitum.
And I can only imagine how frustrating it is to be downed at a pallet when you're on the other side of it, it be fuming honestly 😅
Realistically I don't think there is much BHVR can do about this unless there is a way to block VPN users from the servers...
VPN is one way streamers deal with hacking streamsnipers from what I've heard, if they prevent that from working, that's one less way content creators can defend themselves.
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... You want to nerf a perk because you couldn't be bothered to turn your headphone volume down a bit?
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@Sava18 said:
https://forum.deadbydaylight.com/en/discussion/comment/3269033#Comment_3269033
Those are just perks, and people complain because boons have no real counter play from killer side regardless of what people think. The killer wastes more time in relation to the game than a survivor booning. Just put it in a deadzone or in a broken spot like iron works and the killer just has to leave it up.
Blessing itself is still a new mechanic, and that's why I mentioned "didn't make them high risk high reward".
Destroying a totem altogether needs to be one of two options you can do when in front of a boon as Killer. Either that, or larger cooldowns for getting boons snuffed as punishment for bad boon placement.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3269046#Comment_3269046
Making it longer allows Survivors to commit to a full heal. 10 seconds makes them choose.
Nobody just runs Eruption. 15% is significant enough to make a difference. You could up it to 20% but you encroach on PGTW's territory
Why are you assuming there's a Survivor nearby to heal?
And kinda true, but Eruption is one of the few perks that doesn't rely off of gens needing to sit there and lose progress to really have an effect. Call of (Hero)Brian requires Survivors not touch gens, last I checked. 15% isn't enough either, sorry. Easy to regain and doesn't make up for the time M1 Killers need to move around big maps to kick gens.
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@Pulsar said:
No.
Maybe it could just block the gen for 10 seconds and have a 15% regression penalty.
10 seconds isn't enough time to heal fully and 15% regression is significant.
10 seconds makes the perk not worth running and 15% is regained quickly.
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@Zeidoktor said:
I'm inclined towards #2 myself. It gives roughly the same warning you might have to avoid, say, Pain Resonance. I feel a 5 second window would be too big/easily avoidable. Meanwhile a skill check to prevent incapacitation might work against the gen actually erupting.
Eruption's value comes from Incapitation. Even 1 second is too easy to counter.
I'm sorry, but it's obvious that this community views DBD as a 1v1 game and don't like the team getting punished for their teammate's failures, despite this being a team game.
Contrary to what people think, Empathy semi-counters Eruption if you watch Survivor auras. You can actually tell when someone is getting chased AND when someone is going to go down based off of movement.
Eruption definitely needs to be nerfed in 3 gen scenarios and buffed so SWF can't just shut it down easily though. it should definitely be changed if it can't be buffed to punish SWF as well.
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@Cyber_Atlas said:
Empathy/Bond. Rotating gens when the killers hits someone after kicking your generator.
+ no one forces you to play alone and not communicate -> you shouldnt force the meta to change around a very unoptimized survivors setup
I'm sorry but I can't agree with this, and this doesn't account for 3 gens.
Empathy can work better than people expect. but rotating gens is not good counterplay. Better to just tank Eruption at that point.
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@Devil_hit11 said:
No ranged decisive strike please.
Even if this is a literal Survivor skillshot and can only be done a few times per trial at max?
Heck, if a mythical "4 man bully SWF" tries to run this perk, they'd be struggling for uses because more than 1 user would be consuming items on this perk... and of course, wasting time gathering items.
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@Mazoobi said:
I can see where you're coming from.
Adding on to your second point, there really isn't much variety in what either role will do... Genrush? Just camp and tunnel. Camping and tunneling? Just genrush. Its a cycle and since the game is mechanically simple, either role can only do so much until the devs expand the core mechanics outside of hooks, pallets, windows, etc.
Essentially like tug of war.
They kinda did that with Boons, didn't make them high risk high reward, and this community complained because of CoH, calling boons a "huge mistake".
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@TWiXT said:
The problem with the Knight is simple:
Once again the devs came up with a new and exciting power, but also, out of obvious fear of backlash and "OP" claims from survivor players who don't understand it, the Devs have also coddled the survivors by making everything the killer does too slow, and too telegraphed to be effective (I still haven't forgiven them for giving Onryo, an M1 STEALTH killer mind you, a freaking Lullaby radius, and Dredge a 24 meter directional "Breathing/movement" sound even when he's "undetectable").
The only way to combat this is for the devs to realize that players actually appreciate a bit of challenge and surprise, over an opponent who shouts out and telegraphs to them everything they do! Getting the devs to realize this though? Yeah, Good Luck!
If they simply removed the "Green Orb" and the "Detection Radius Circles" from the Survivors PoV's then His power would actually have some tactical fun to play with. Honestly, if you can tell in advanced every move your opponent is going to make without having to make any educated guesses, then what "threat" are they to you? Chess would be stupidly easy, and incredibly one sided if by playing Black, you gained precognition over all of Whites moves wouldn't it?
The problem with the upcoming live version buffs is that they don't address any of this, and only make instantly planting guards at a loop more effective than setting up patrols. Sure they made the guards chase begin slightly faster, but survivors can still see when and where you are planting them, as well as their detection range, meanwhile the Knight, when using his power, Can't even see the survivors and doesn't know where they are going! This actually makes his power favor the survivors more than the killer, and you can quote me on this when it goes live and everyone realizes how useless it is.
If they'd just make this change he'd at least be a B tier killer, and actually get some usage out of setting up patrols for his Guards. As it stands right now though... His power is weak as hell, and the only way to effectively use the Guards to pressure survivors is to insta-drop one on a short loop, and hope the survivor stuck around long enough to get detected so you can try and pull off a pincer attack. It's such a waste of a good concept, and all they have to do to somewhat fix it, Is follow this suggestion that I and MANY others have already stated.
Side note/rant:
Personally I HATE how the devs over coddle us as players. We're GAMERS, we can pick up on visual queues like a slowed progress bar, off timed skillchecks, Massive Bleeding, That visual effect and sound to tell us we're exposed etc, WITHOUT the freaking excessive HUD notifications! For crying out loud, Dissolution, like Spirit Fury, only takes experiencing 1 time before we know how to counter it, we don't need the freaking Perk Icon to show up in our hud, let alone all the other notification garbage that goes with it! I mean I can see that kind of thing being useful for anyone with less than 200 hours in the game, or encountering it for the first 10 times, but at some point keeping us on these "training wheels" permanently just feels insultingly condescending to our well earned gamer instincts.
And then they go and give us a killer that has No element of surprise to their power; that even a child could figure out how to beat in 2 matches. Sigh... These devs man...
Edit: sorry for the rant...
@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3268677#Comment_3268677
Damn survivor sided devs
Don't blame the devs completely, the community is also to blame. People don't like adapting, they whine about "balance" when they don't know how to deal with something. The devs have learnt to ship things in an overbalanced manner precisely so the community (this includes Killer players) doesn't complain.
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@Peanits said:
First and foremost, we are not trying to make each Killer the new best. That'd lead to power creep which is not something anyone wants. You should buy a new Killer because you think they're fun and interesting, not because you want to win. If you're buying things solely because they're powerful, you're setting yourself up for disappointment when it inevitably gets nerfed.
Second, we have not changed any cooldowns. The guards activate sooner, meaning the survivors get less of a head start. The cooldowns are unchanged.
And last but certainly not least, the changes between PTBs and live releases are almost always minimal. The PTB does not have ranked matchmaking, and a few days of PTB does not give people enough time to learn how to play as/against something effectively. We use the PTBs to find glaring issues or common trends, then use those learnings to make the launch as smooth as possible. Afterwards, we'll keep an eye on things and continue to fine tune the balance once it's been out in the wild for a while and people have had a chance to warm up to it.
Forgive me if I sound rude in this post but I feel the need to respond to this.
Thing is, this community thinks "fun and interesting" when it comes to Killers is getting results, victories as them, or doing cool things like Huntress sniper shots. Or healthy counterplay. Knight has none of these, seemingly. No room for cool plays, no results against good Survivors, counterplay is shift+w again...
Knight still seems weak and according to the news, this might just be a dev team vision issue. People have given feedback that Knight needs new abilities (which thankfully Knight is now able to cancel patrols early), but other ideas weren't taken into account. It's like the dev team thinks Knight is mostly fine and only needs a few number changes + being able to cancel patrols early.
(I also understand that the dev team has buffed the banners as well so Survivors cannot just shut down his power with ease, but 10 seconds isn't a difficult amount of time to loop a Guard for.)
3 big reasons why people buy chapters are attractiveness of the characters, the Killer's strength, and perks for the Survivor and Killer. Is the team counting on Vittorio fans to sell chapters? Because the perks seem mediocre (Vittorio's best perk is Fogwise with the other two needing buffs, and you guys have just nerfed Knight's perks), Knight still seems like Artist 2.0 with a lot of wasted potential.
I understand that things are discovered over time, but this seems like another bad chapter launch with a potentially extremely add-on/perk reliant Killer. I have a strong feeling that only negative things will be discovered about this Killer, like being easy to counter (shift+w), or his power being oppressive in bad ways like Legion's while still remaining weak overall. I don't see public opinion shifting favorably on this Killer, which might be what the dev team is expecting to happen. It'll get worse before it gets better.
However, I can always be wrong about this...
And you've mentioned fine tuning the balance... Sadako has been out for several months now, and the only things that have really been discovered is that she's still weak after PTB buffs, you need to play with a very unfun to vs build and ignore hooking to do well against solid Survivors, and that Call of Brine is now meta. I had hoped that she would be changed after 3 months like other Killers were, yet she seemingly never received that treatment. It's very strange.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/355069/changes-knight-from-the-ptb-going-live
@Ginnypig Changing a cooldown can make a MASSIVE difference, just think about DS for example: time nerfed by 40%, and now you aren't scared too much of eating it!
It doesn't really change how the Knight is still basically Artist, how this killer seemingly has little depth, and how you can't control which guard you get.
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@sizzlingmario4 said:
That would just make it bad. There’s no reason not to just always let go of the gen then every time someone is downed.
See, these people want a easy and consistent way to ignore Eruption altogether, they don't want just "counterplay". They have a 1v1 mindset and think this game isn't a team game. They don't like being punished for their teammate's failures.
OP has suggested a, literally, easy and consistent way to ignore Eruption and thinks a "little buff" is "good compensation". This is pretty much everything wrong with these forums, actually.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3268137#Comment_3268137
No I do not. Botany Knowledge is just really good on its own. Botany makes Solidarity good, not the other way around.
I've used it without perks or items on other Survivors... it's really not as crazy as you think it is. I preferred to use it before the buff to return healing speeds to pre-healing speed nerf times, but I've used it now and I don't see a "really good effect". It's noticeable but not really good.
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267065#Comment_3267065
Infinite tier 3 is only okay because Myers is weak. If they buffed Myers like they should, it would be too much.
So let’s make him a better killer at basekit and get rid of the super strong addons that are artificially propping him up, infinite tier 3 and tombstone piece included.
How exactly would buffing Myers make the add-ons "too much"? You can buff him in ways that don't affect the add-ons.
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@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3268132#Comment_3268132
Alright man I agree with you on most of this but look, I KNOW you didn't just say Botany Knowledge got gutted. That perk got HPYER buffed.
You run Solidarity, right?
Do you think it was buffed massively because you run Botany and Solidarity together frequently?
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3268027#Comment_3268027
Footsteps, grunts of exertion, grass patches, corn (sometimes), scratch marks didn't exist when Iron Will was equipped?
They said "all survivor sounds, depending on patch". That includes those things.
I don't want to bring up streamers, but Scott Jund did point out how IW also deleted all breathing when injured and the vocal sounds Survivors make when running. It did things that it wasn't supposed to do.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3264250#Comment_3264250
Reminds me of something.... Majority of... Was it Dead Hard users? I think so... Yeah... Majority of Dead hard users couldn't use it properly, revert the change I guess.... /s
I'm sorry but this doesn't work. Even bad players could use DH successfully. It's honestly even easier than learning Nurse, knowing to simply DH towards a pallet or vault isn't too difficult to learn.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3267752#Comment_3267752
Billy was the gold standard for a perfectly balanced killer. Both killers and survivors agreed that he doesn´t need a nerf.
No one knows why he got the unjustified nerf. So not really comparable to Nurse in my opinion.
I think the overheat was because of camping as Billy and how you could hold the saw forever and insta-down anyone who got close. That, and how as Billy you almost always want to be sawing... which is how chases against him would typically go. Saw, saw, saw.
I suppose BHVR didn't like one or both of these...
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@[Deleted User] said:
Killer starts every chase by kicking the gen with Eruption. Does this obsessively for the 20 minute trial. "Shouldn't have 3 gen'd". Because apparently the killer wouldn't have just kicked those gens.
It's the weirdest logic void we've had on the forums in a while. Killers will tell you to "break the 3 gen early" as if they aren't kicking every gen before doing anything. Apparently they wouldn't kick the gens in the 3 gen. Every gen on the map is kicked obsessively. But no, survivors can definitely break that 3 gen. Do you want the survivors to spend 10 minutes on the 3 gen at the beginning or the end? Because it's happening either way and you know it.
Oh and I guess run Empathy because sometimes a survivor just looks like they might go down. Or maybe players with DbD Prime have a different version of the perk.
If the Killer doesn't force the 3 gen, then it is somewhat of a Survivor issue. Separate the gens and Eruption becomes much weaker unless it's a mobility Killer. I have no idea what you mean by survivors "spending 10 mins on the 3 gen at the beginning".
And honestly, no. Weirdest is probably the Lucky Break rework and how everyone's complaints, including the streamers like Otz and Scott Jund, were wrong. Biggest complaint was "IT LETS YOU ESCAPE A CHASE FOR "FREE" WITH IRON WILL!!!" but then it was buffed to 60 seconds later on and pre-nerf IW existed at the time of that buff... yet no outcry. Almost as if this community is reactionary and has knee-jerk reactions to everything...
That Empathy point... I'm sorry, but have you watched Survivor moments via Empathy before? There's indicators when someone is going to go down (like 360 attempts).
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/3267776#Comment_3267776
The usage would drop because it would still be a nerf. It doesn't change that it would be a poorly designed perk. Something doesn't have to be strong to be bad design.
PR/DMS was obnoxious because it gave regression + a super long gen block + information for the killer. The current version of Eruption basically already does that, just without physically blocking the gen and instead by preventing the survivor from interacting with anything. PR/DMS isn't really as bad now that DMS is only 30 seconds.
That combo was never a problem to begin with if you just let go before a Survivor got hooked. The aura of a hooked Survivor actually shows before the hook "triggers". You can consistently and easily dodge that combo by letting go and then holding M1 again.
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@dspaceman20 said:
A lot of perks need revamping but the ones I feel needs it the most it's
This is not happening
Premonition
Buckle Up
And Boon: Dark Theory.
These perks are extremely lack luster and need buffs
Don't forget Poised. That might actually be one of the worst Survivor perks in the game atm.
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@hex_uwu said:
We need less Wesker mains. Killswitch Wesker until his hitboxes are fixed.
Which hitboxes? His dash hitboxes?
What part of them needs fixing...?
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@RaSavage42 said:
Also only 3 Killers existed back then as well... Bill was only available on PC... but his perks were available on Consoles
There was only 15 maps... 20 perks (give or take)
So ok.... I know what you are trying to say but times have changed
What is your point by bringing these things up though?
Some of the things OP said are correct, especially on the basekit Kindred bit and about solo queue Survivor behavior.
Some things have indeed changed but there are a bunch of things that have remained the same.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3265495#Comment_3265495
I just don't like that people constantly have to mend. At the very least give them some skillchecks or something.
Sounds like a skill issue. You are failing to split up if you're "constantly having to mend".
Not to mention that holding a button for 10 seconds every... what... minute or so...?... is nothing. You hold it for 10 seconds, then you play for a fair amount. You get less time between mends if you don't know how to deal with a Frenzying Legion. And you typically mend like... 3 to 4 times during a match. Maybe 5 or 6 if you're doing badly.
If you're dealing with more mends than that, then that's not a Legion issue.
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Yeah, sorry, but I'd rather just have a normal Danganronpa chapter. I don't want fan projects in DBD and there would be GIGANTIC legal issues involved. Like, this isn't even on the table because it's a fangame, sorry.
Junko Enoshima has huge potential for being a Killer, even if there is major issues involved according to this topic... Danganronpa is, like, one of the few anime chapters that would work with DBD because of what the games are about.
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Uh, you lost me right at the end. Having counters is exactly a good excuse, it means that you can... y'know... deal with the oppressive stuff.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3264435#Comment_3264435
I'm afraid I do not make the rules, I was just explaining how your assumption that "they have not been banned" is wrong, because temporary bans do not show up as mentioned already.
Alright, fair. Admittedly, when typing out my original comment, a temporary ban had crossed my mind but I had failed to acknowledge that. Thank you for your time.
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@Rizzo said:
https://forum.deadbydaylight.com/en/discussion/comment/3264429#Comment_3264429
Verbal abuse in chat usually leads to a temporary ban (unless it's death threats and similar) and that doesn't show up on their profile, only permanent bans show up as game bans.
Yeah, so, cool, but let me repeat what I said: How does spamming racist slurs in 2022 not get you immediately and permanently banned from whatever you're using slurs on?
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/354668/de-devs-ever-ban-players-for-insults-in-chat
yes we do ban for in-game chat infractions. There's a sliding scale where the ban starts off as temporary and works it's way up to a permanent ban, however one or more parts can be skipped depending on the nature of what is said and a permanent ban can be given instantly if the situation is severe enough to warrant it.
This is interesting, because I had someone evade chat filters to say the n-word to me in post game chat, I followed every single step, yet the people who contacted me said that they were sorry that I encountered someone "potentially breaking" the rules and apparently did not ban this person. I can show you the report if you wish.
I was also told that I wouldn't be informed of any punishment, but I absolutely do NOT understand how spamming racist slurs in 2022 does not get you immediately and permanently banned from whatever you're using slurs on.
(And I KNOW this person wasn't banned from the game, they don't have a ban on their Steam account.)
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/3262483#Comment_3262483
You say like kicking a gen is a huge commitment of time lol. You usually kick gens after hooking a survivor and while patrolling gens, it's not that big of a deal and it gives you huge value when you eventually get a down with Eruption. Killers like Wesker and Blight can literally kick gens mid chase and not even lose distance.
One of the reasons why Eruption was so bad pre-change was that M1 Killers would have to walk to the opposite sides of the map to kick a gen, for little reward.
We can nerf Eruption so that it doesn't work in 3 gens, that's a fair change for sure... but then it should be buffed so that it works on SWF so solo isn't unfairly touched anymore.
The Incapitation IS the slowdown. Touch that and the perk becomes bad again.
Literally everyone complaining and wanting the numbers toned down while wanting the regression turned up, thinking that's a good trade-off, just demonstrates they don't understand what makes the perk good.
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You didn't censor one of the names in the first image, post might be taken down by a mod.
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@DragonMasterDarren said:
https://us.v-cdn.net/6030815/uploads/HDDQARWSCRCW/20221106212733-1.jpg
*Lightly sips Iced Tea*
TBH, knowing Yun-Jin's main thing is literally how she will sacrifice others to save herself, IU wonder how this challenge is even a thing.
It would make more sense for it to be in reverse... but I suppose people hate that kind of player so it wouldn't be good... even though we already have several gamethrowing Survivor challenges.