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Adeloo

Adeloo

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Adeloo
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  • @Peanits said:

    Okay, update: I can now say that the update is not tomorrow. We are going to try adding an extra week between the PTB and live this time around.

    Thank for the info. Does it means we will get the DLC one day after the last challenges are on, so the 10th ?

  • It's a hard decision.

    On one side, gens are done really fast and killers with low mobility and low map pressure are really frustrating to play and you need to be tryharding a lot to get things done.

    One the other side, the experience as solo player is tied to luck : you either get good teammates or potatoes one that crouch in a corner and do nothing.

    For now i think Killers should be buffed in some way, but then later also buff solo survivors while nerfing SWF.

  • I actually like this idea of getting Shards from it, maybe 25 shards from page 1 to 4, then 50 from page 5 to 7, then 75 from page 8 to 9.

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1103586#Comment_1103586

    I'm not sure if fences would be possible considering their huge RNG factor, but main building I'm fine with as long as it is still usable.

    fences are the biggest problem in maps to be honest especially i haddonfield.

  • @DetailedDetriment said:

    The huge problem is that anything with a wall is a loop, so killers would be able to instantly disable all loops including shack or main building. To properly balance this I think there should be a 3 number limit to breakable walls, a temporary speed penalty after breaking a wall, and no breakable walls on shack or otherwise unsafe loops.

    we don't know yet which walls or jungle gym would be breakable. Probably not the shack, but mains building and fences probably.

  • Hum.

    Not Trapper, coz of the metal sticking out his body, that could hurt.

    Not Wraith, coz his wood head would hurt.

    Not Hillbilly, coz it will be an unbalanced hug.

    Not Nurse, coz i don't want to float.

    Not Myers, coz the breathing sound would be annoying.

    Not Hag, coz she would be too small for me.

    Not Doctor, coz torture device would hurt and the sound he makes would annoy me.

    Huntress definitly hugable, as she wears comfortable clothes, probably soft and her humming would make you sleepy <3

    Not Bubba, coz i would be afraid he liked my face too much.

    Not Freddy, coz the hat would be annoying and he is too small for me to hug.

    Not Piggy, coz she is too small and the Pig head probably stinks a lot.

    Not Clown, coz even if his belly would be a good pillow but his couhing sounds would annoy me.

    Not Spirit, coz she would be annoying to hear and she would phase in and out.

    Legion definitly hugable, and you can have a group hug which is always nice !

    Not Plague, coz her name is self explainatory.

    Not Ghostface, coz i would be afraid to get knifed in the back.

    Demogorgon definitly hugable, a little sticky but huge arms and i love his purring sound.

    Not Oni, coz even if i would love to hug him, i would be afraid to be crushed in his strong arms.

  • Feels like Ruin change announcement again.

    At that time, i overreacted like you are doing. It was for the better. I'm not concerned about this new breaking wall ability and actually find it really interesting ! I'm just more concerned about all the sabo and toolboxes changes making the game balanced more towards SWF than solo survivors.

  • 2,5 seconds ? where did you get this number ? Coz there weren't any numbers in the Dev update

  • 36 3/10 before the challenges kicked in ^^ Coz someone on the steam forum told me that in order to be able to complete the Rift, you have to be at : 18 before part 2, 36 before part 3 and 54 before part 4

  • Windows of Opportunity > exhaustion perks


  • Punishing lobby dodging would be stupid.

    I lodge as much as survivor than as killer.

    • If i see a streamer i know or a TTV name : because i'm not the an excellent player in any sides and i don't want to be laughed at in anyone stream
    • If i see multiple toxic hair neas : because you know that the game will be super toxic and as killer i don't want to be bullied for no reason and as survivor i don't want to help the bullies to escape by doing gen while they bully the killer.
    • If i see 3+ toolboxes : as survivor it means killer will be merciless and usually tunnel and even tho i don't bring anything this tunneled survivor can be me and i don't want to suffer because of others behaviour, as killer i know how powerful toolboxes are and everyone knows and bringing one is just spitting on the killer face.
  • @Nemmy_Wemmy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1050637#Comment_1050637

    Ohh im thinking about running WoO as well, im tired of running to an area that i swore was safe just for the pallet to already be used and destroyed.

    Whats the current build you've been running?

    Well it's a perk that work great alone but you could pair it with Lithe or Any Means Necessary (which should be buff to have a 90sec cooldown not a 180sec one)

  • Well it's important to keep both survivors and killers.

    But making it a relax (so not horror-survival) game for survivors, is actually what could kill the game, as there is no more challenge, there is nothing that keep you playing it.

    Survivors already find doing generators to be boring, but making the rest too easy, therefore boring, is the biggest risk.

  • Self-Care : pretty much a killer sided perk, as you waste time instead of doing gen or get heal, and reveal your position to a killer with Nurse's.

    Insidious : only have one use, to camp survivor. Basically a toxic perk for killer.

  • Dance with me as only potential when in synergy with Quick&Quiet and Lithe. Alone it's useless.

    Boil Over is useless.

    Windows of Opportunity saved my survivor ass more time than i could count, especially because i'm solo and that i'm usually not the first getting chased it's really good to know where to go that is somewhat safe. It's the only one that have potential use alone but is even better in synergy with Any Means Necessary the Yui perj that allows you to put pallet back up.

    I'm a red rank survivor btw so no WoO isn't only for new players. It actually help me a lot on new map such a new lery's ;)

  • i don't play Kate but Yui :D This is why i bought the head piece for her coz i grinded those 7,2 K shards when i knew it was coming :D

    Back to Kate, the only thing i like about it is the hat/top

  • Never, but since i still didn't get the Laurie achievment, i might have to use it :(

    For me there is no drawback from using it.

    Because the only one who use it are pretty confident in their ability to get chase by the killer for multiples gens. This is why they use it. to feel superior to the killer, wasting their time.

  • i rarely played her before her rework and i actually never used addons on her either.

    I'm currently trying to learn her now, and without at least brown/yellow addons to reduce the fatigue she feels so weak to learn. For me Nurse have the same potential as Huntress but definitly is harder to learn.

    She isn't a bike, not playing her for weeks and you already forgot how to blink.

    She has nothing for herself now and i have an easier time playing Clown for example.

    But at least she is the only killer i derank with, which i don't care about and i'm still learning her coz it's good to be able to play all killers :3

  • @Getya_Mad said:

    Imagine that, a surv that claims they tried the other side.....and what do ya know, easy as pie! You're full of it

    i'm sorry but i don't understand what you are saying, would you mind explaining ? ^^

    @SunderMun said:

    Survivor feels worse than ever, whereas killer feels the same, but doctor and oni feel better to use. Seems more killer for definite.

    survivor feels worse because of the archives challenges and the free week meaning people don't care about winning or losing they just want their challenges done or your teammates are low ranks ^^ It's still the same ^^ But as for Oni/Doc i so agree !

  • @brokedownpalace said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020854#Comment_1020854

    All right, same for moris, though. If you fail the skill checks you can't mori that survivor

    Moris arent the same as keys.

    A killer cannot mori more than survivor at the same time while a key can allow all survivors to escape.

    Using a key doesn't require anything but finding the hatch and use M1.

    While to mori the killer has to find a survivor, catch him, put him on hook, and find the survivor again when he got unhooked.

    I actually think my key suggestion would be perfectly balanced if you tweaked mori like this :

    • if a survivor didn't get to use Decisive Strike and the killer tries to mori them, they get stun and the survivor go from downed to injured and cannot use DS anymore
    • Windows of Opportunity is actually good
    • Nurse is the best killer to go against
    • Demogorgon and Oni are the funniest killers to go against
    • I hate Haddonfield as survivor as much as when i'm playing killer
    • It's pretty easy to counter NOED
    • Indoors maps are the best maps to play on as survivor
  • Most people ignore Surveillance for a while now, they finally will realize how good it is on Oni and Wraith :D

  • I let the last survivor go if :

    • it's obviously a less experienced survivor than the other ( got caugh easily multiple time, threw pallet after pallet, etc)
    • they outplayed me multiple times during the match
    • i had a good time
    • or if i know they contributed a lot to try to make their team escape and i respect that
  • Well yeah, i'm still playing killer, and gens are done super fast but i guess it's a good thing.

    Devs might take a look at SWF soon :)

  • depends if i'm dead on hook or not, if the killer is "camping" and if the challenge forced me to play a character on which i have 3 perks XD

  • using a key should take time not be instant.

    It should triggers 3 skillchecks and if you fail, the key break.

  • I would be pretty sad.

    I love the lore and the characters design a lot and i'm always excited when a new chapter is teased !

    I really love this game even if sometimes i have bad games, i'm still coming back !

    This game is the only game i play at least 1 game every two days. It's also a endless source of inspiration for me as an artist. There are bad changes and good changes, but i'm still gonna be here as long as the game is up. I have all DLCs (except Ash) and only bought 1K cell for the first Rift, but otherwise i buy my cosmetics with shards.

    So yeah i would be pretty sad.

  • guess it's time to equip Hangman's Trick :D

  • @DalauanDivine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1020411#Comment_1020411

    It actually goes the other way around, survivors create toxic killers

    that a biased point of view. Someone having a bad game as killer could decide to be toxic as survivor, but the other way around is also true.

    toxicity doesn't have a side, it's just a plague

  • how about not punishing innocent people like me who never play toxic, never "gen rush" and play both sides of the game ?

    What you are doing is encouraging people to have a toxic behaviour, and those survivors you will punish will then turns themselves into toxic survivors.

    You are creating an endless loop of toxicity.

  • @GreentheNinja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1018028#Comment_1018028

    Seriously though.

    You can't just debilitate every SWF squad. Sure, it helps against toxic tryhards, but friendly people who just wanna enjoy the game with their friends get ######### over.

    Honestly, at this point, just give everyone comms, rework Survivor aura perks, and then balance the game around that instead (increase gen time, buff killer perks, etc).

    It's just one of the most fair ways to balance SWF without screwing SWF teams themselves over, although I'm pretty sure Behavior won't do that because it conflicts with their initial vision of the game. At least, I think that's the excuse they gave.

    That's probably what they tried with Deathgarden.

    Ok see it as a punishment if you want.

    Yet playing SWF punishes the killer and the solo as the SWF don't have to use perks like Kindred, Empathy, Bond, or Object of Obsession as they already communicate via Discord or Skype in most cases.

    They don't need Self-care as they can communicate their location to one of their teammate to get heal.

    This allow them to use their perks slots for more meta perks such as DS, Dead Hard/SB, BT and Adrenaline.

    Meaning the killer is punished because he is most likely to face 3-4 survivors with the most strong perk in the game.

    There are ~70 survivor perks currently, yet people decide to play 5-6 of them.

    I don't see my suggestion as a punishment as SWF are already gifted with better perk choice, i see my suggestion as a way to actually balance the perks played in a match.

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015886#Comment_1015886

    Friendly SWF should be entitled to use whatever perks they enjoy most. They paid for the game the same as solo survivors and are perfectly entitled to play as they wish (as long as they're within the game's rules).

    This system unfairly penalizes non-toxic SWF groups who simply want to play the game with their friends. It is not a valid nor appropriate solution to the game's core balance problems.

    the killer is entitled to play this game against survivors who don't use any external communication device, yet it's pretty common

  • @Archimedes5000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014370#Comment_1014370

    It is, but forcing SWF to have different loadouts is a fine solution to me. You have information about your friends perks, so you can coordinate it however you want, and that puts killer at huge disadvantage

    exactly what i'm aiming for. You are a team of 4 survivors knowing each other and most likely to use external device to communicate directly. It's not hard to decide each other role and perks and doesn't take more than 30 sec

  • @OnryosTapeRentals said:

    https://forum.deadbydaylight.com/en/discussion/comment/1014350#Comment_1014350

    You didn't directly state this, no. I never said you directly stated this either.

    My point was that your system does not differentiate between those SWF groups that do and don't try-hard and play with the full potential of experienced survivors, thereby punishing ALL SWF groups rather than only problematic ones.

    The narrative that SWF is inherently overpowered isn't strictly true and stems from the community's assumption of SWF groups as try-hards who seek to ruin the game experience.

    This is where it's actually nice to read my post.

    "AGAINST : if there are friendly SWF, most of them are tryharding and even purposely being toxic towards the killer," and what is this ?

    Like i said friendly SWF don't care what perks they are using and won't see it as a punishment ;)

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1013106#Comment_1013106

    You can not punish people for playing with their friends. Ever.

    It's mind boggling to me how you even remotely think that is a good idea. It lacks any logic and forethought whatsoever.

    I'm not PUNISHING anyone for playing with their friends. If anything it makes them use their brains to actually have a real strategy when playing and it's not even that much of a deal to think about who will equip what perk. There are around 70 survivors perks in this game, the only one getting punished are the one staying in their confort zone of 5-6 perks. If fun is what you seek when playing with your friends then perks shouldn't even matter !

    @OnryosTapeRentals said:

    Punishing people for wanting to play with friends is a risky decision to make. I can see this driving away large portions of the playerbase who want to have casual matches with their peers.

    It's unfair to demonize all SWF groups as try-hards and to assume that they all play with rank 1 skill and mindsets. It's important to remember that the majority of the playerbase play at the lower ranks and don't play SWF with the intention or mindset to exploit the ability to communicate.

    This is where it's nice to actually read the OP thread as i never said that every SWF is the tryhard type and they are all rank 1 3,5K experienced survivors.

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/121240/sugg-the-solution-to-balance-swf

    Easiest way to balance SWFs is make them use only 1 unique perk per group so no 3x DS, no 3x BT etc... They will have to consider carefuly what perks they gonna take to game. Reason why to restrict SWFs to single unique perk per party members is easy - almost all SWFs are on voice-comm and this is literaly simulating perks like Bond, Emphaty, Kindred..., players can simply discuss their locations, position of killer, if killer is camping and many else. SWFs dont need to take these aura-reading perks because they have it for free implemented in their voice-communication so there is need to cut their perk variability to balance it for solo survivors and killers. SWFs will have to implement solo survivors for better chance to escape and killers will not have disadvantage vs voice-communication as well. Voice-communication is giving huge advantage against killer. Other option is to implement voice-communication for all ingame and buff slightly killers around it.

    People already have problem with me suggesting that 1 perk can only be use by 2 people in the same SWF, so 1 use would be too much of a nerf, in my opinion.

  • Brutal Strengh Nemesis

    Spoiler Spoiler Warning ▲▼

    Any Means Necessary

    Overrated Survivor Perk

    Spoiler Spoiler Warning ▲▼

    Self-care

    Iron Will's best friend

    Spoiler Spoiler Warning ▲▼

    Lucky Break

    The ultimate toxic SWF perk

    Spoiler Spoiler Warning ▲▼

    Object of Obsession

    I'm gonna farm you

    Spoiler Spoiler Warning ▲▼

    We're Gonna Live Forever

    Give me my last stack

    Spoiler Spoiler Warning ▲▼

    Barbecue & Chilli

    I want to play a game

    Spoiler Spoiler Warning ▲▼

    Blood Warden

    Oh Ruin !

    Spoiler Spoiler Warning ▲▼

    Hex: Haunted Grounds

    I know you're here !

    Spoiler Spoiler Warning ▲▼

    Whispers

  • As survivor, i play for fun, because it's the fun side and try randoms perks build

    As killer i play for my 4 BBQ stacks

  • @ClickyClicky said:

    “One of the main problems with the forums and the game is the attitude towards killer players. Often the response killer players get when voicing their opinion on ruin nerfs and killers nerfs is to just get good”

    No it’s not even close. I joined recently and so far I’ve noticed that it’s the strongest killer defenders that are the most antagonistic and responding to everyone with “git gud” no matter what problems they have with the game.

    It’s like nothing can ever be OP or unbalanced in their eyes. Everything is perfectly fine and right off the bat their first instinct will be to tell people they’re bad at the game, rank 15 and need to improvend that they don’t know what they’re talking about. It’s very hostile.

    I haven’t noticed anything like this from the “other side”. In fact I’m not even sure that other side exists. I’ve seen people that are neutral but nobody so far that seems to defend the survivor side exclusively.

    I mean saying that a player being at rank 15 doesn't know what they are talking about is true and not rude, just the truth. The way you think what side is the power role change depending on your rank.

    Rank 20 - 11 = killer is overpowered

    Rank 10 = both are on the same level and fun to play

    Rank 9-1 = killer is underpowered

    The game is currently balanced around survivors in the first category, but that make it too easy for the rest of the survivors and especially higher ranks survivors that didn't even care about Ruin as they could still finish the game in less than 5 min

    I play solo and killer in red ranks and i can tell you that 5 minutes games aren't fun at all

  • i never say GG EZ, but 99% of the time i say ggs, the 1% being games that last less than 5 minutes

  • @ReallyBigShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008256#Comment_1008256

    It doesn't matter if it's a tryhard or a normal SWF group. You can not punish people for playing with their friends. Start doing that, the game dies. This isn't a good solution.

    there is 50% of the survivors that play solo and 50% that plays SWF.

    The game would not die if those changes came to life. Also it wouldn't change anything for the people who play with their friends for fun, as perks doesn't matters for them.

    It's not punishments, in the 3SWF situation it's a buff to solo and killer. In 4SWF it's a slight restriction and a buff to killer. there is only punishment for 4SWF that all use the meta perks.

  • @DepressedClownMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1008261#Comment_1008261

    Calling feedback non constructive when the same could be said about the absurd changes you proposed is weird

    Non-constructive feedback is saying "no" or "yes" without adding any arguments why. With my changes i bring arguments and examples, so this is definitly not the same :)

    @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/121240/sugg-the-solution-to-balance-swf

    The addition of the 5th perk slot is pretty broken honestly. There's a few times as Killer or Survivor that with a 5th perk slot I can run a dominating build. I love the idea of extra Bloodpoints though it does seem fair. I do like the lerk limitations it actually makes SwF kinda fun and unique outside of chatting with friends while laying the game.

    If you can in that situation the killer will be able aswell ^^

  • You have your opinion i have mine. Thank you for the non-constructive feedback, have a good day in the fog ! :)

    @Tarvesh said:

    @Adeloo Poor solo survivor then. Guarantee you the 3-man SWF doesn't care how loarge of an advantage they have. Whining about the 1 solo getting the debuff when not acknowledging the massive debuff to the 1 killer with any number of SWF is just biased.

    We don't have to worry about that, though. BHVR wants solos to be as close to a SWF team as possible. So the bias in their design is already there.

    Yeah solo survivor with SWF is an awful experience. This is why i suggest to nerf the SWF and buff both the solo and the killer. To me it's seems you didn't read my thread.

  • @ReallyBigShoe said:

    See, a lot of that looks good on paper. The issue is, you can't punish people for playing with their friends. All your solutions seem to punish the SWF in some way. So they aren't really good solutions.

    Sure, a coordinated 4 man SWF is hell for a killer. Nobody argues that. The issue is, and I say this as someone who plays both sides more or less equally (I may have a bit more hours in killer), a truly coordinated 4 man god tier SWF (or, "depip squad") that is unbeatable doesn't happen all that often. Even at red ranks.

    People who want to have fun with friends won't get punished by those changes, only the tryhard SWF will be and those are the problem not the fun with friends ^^


    OoO got hit hard but still works against stealthy killers, yus it stopped showing their auras but the perk still lights up when looking at the killer making it a higher range Spine Chill.

    If the killer goes toxic on next game for having a bad time last game, it's not the devs fault, it's the player fault for taking a game too personnal.

    Survivors have enough pallets as it is, Balanced Landing is now an ok exhaustion perk but i agree some maps still needs to be balanced not to be survivors sided (such as Ormont, Red Forest realm because of their big scale)

    For the SWF empty slot because not enough time : this is why there is a prelobby with a chat and you can hit "ready" when only you are actually "ready", sorry but this is false excuse for making yourself a mistake.

    @CLAUDETTEINABUSH said:

    I don't like the idea of the 5th perk slot tbh. Other than that you have such great ideas!

    Hope to see you in the fog!!!

    Thank you for your feedback ! Well there is also places for changes of course ^^

    See ya :)

  • @Alice_pbg said:

    I like the 4 swf idea. Not sure on the 3 man one. Why doesn't the killer get bonus bp in the 4 man scenario?

    Also...why does survivor A have OoO?

    @Tarvesh said:

    If OoO is disabled, then the first survivor can't have it.

    I would also go further and slow gen repair speeds down by 5% for every survivor currently team up with another. You get the huge advantage of communications, then you'll need them with the possibility of a 20% gen progression slow down.

    Yeah sorry i copy pasted my steam thread and actually added later the OoO so i forgot that Survivor A had it XD

    I guess you are right @Weck i'll add it !

    @Tarvesh Do you mean in the 4 SWF scenario or the 3SWF aswell ? Because if it's not only for the 4 SWF you are actually nerfing the solo survivors playing with the SWF.

    @T2K said:

    I like the idea of getting bonus bp for having a "harder" match. But granting a fifth perk slot is too much imo. Limiting the perks they can equip is kind of unfair, I dont think anyone would be a fan of get his perk choice limited forcefully.

    When it comes to swf I think its better to reward the more challenging game.

    SWF have constant Bond + Kindred + Empathy + Object of Obsession, basically a killer right now is playing 4 perks against 28 in a 3 SWF scenario or 32 in a 4 SWF scenario. I don't think adding a 5th perk to both the solo and the killer is too much ^^

    As for the limited choice, it's only when 4 SWF and if you are the kind of SWF that have fun and sandbag each other you won't have any issue with that but if you are the kind of SWF that plays to tryhard and humiliate the killer you will have to actually think of a strategy before playing.

    @Sentry said:

    I would just give a bp bonus for the solo survivor and killer becuase in most cases the match will be more difficult

    It's already more difficult for both solo and killer, it's about making it an even difficulty for everyone in the trial.

  • Early game is : Until 1 gen is done (4 left)

    Mid game is : Until 3 gens are done (2 left)

    End game is : Until all survivors escaped or died or a mix of both

    This is why Ruin was used, to gain enough time to at least hook one survivor before 1 gen is done.

  • Definitly Nurse then Demogorgon and Oni.

  • First of all the new Lery's looks amazing.

    You addressed the Hex: Ruin change, without talking about that it's usually use as a way to borrow time on really large maps such as Ormont, the Asylum or the Red Forest Realm.

    Do you plan on redesign old maps or fix the unbalanced of some maps ? (map scale aswell as problematic windows you fixed on the new Lery's for example)

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