AngyKiller
AngyKiller
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@DarkPyro_ZX said:
https://forum.deadbydaylight.com/en/discussion/comment/2761883#Comment_2761883
I've been playing playing since the silent hill chapter I'm probaby #########
Good for you? Just means you're wrong about the Artist needing an add-on to injure Survivors.
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@DarkPyro_ZX said:
https://forum.deadbydaylight.com/en/discussion/306051/artist-nerf
I agree with you my guy
Oh look; another 1 post account that either has no idea how the game works or is just trolling. ๐
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@Rivyn said:
Remove the ability to body block with it, and I'd be okay.
100% This. I always know who has BT because they run at me like a crazy chipmunk.
Of course, if I count out BT, and then smack them; I get called a tunneler. ๐
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2761835#Comment_2761835
They said no to DS but left BT out of it.
Oh, my brain went the wrong way. Phew!
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@Tr1nity said:
Well, they only confirmed DS so who knows, maybe No Mither will also become basekit.
Wait. DS is becoming basekit?
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@jesterkind said:
No, but blame the community for that, not the devs. That question would need to have been asked and upvoted more than the fifteen things we all already know the answer for, after all.
No, no. I'll blame the devs for being so out of touch that they can't read their own forums and decide 'This health issue is more important & should be answered' and instead drop the decision on the forum-base via 'upvoting'.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2761510#Comment_2761510
Nope, I just used the same logic that guy used to justify CoH being called stronger than NOED.
CoH:
- Affects the match the moment it is placed.
- Cannot be permanently removed.
- Give Survivors extra health states forever.
NoED:
- Does not activate until end game.
- Can be permanently removed.
- Can be removed before it ever activates.
- Removes, at most, 1 health state per Survivor.
I can't imagine why CoH is considered stronger than NoED. ๐
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'I want Artist nerfed because I, personally, like when I can loop Killers.'
That's what I got from the OP. Did I get that right?
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Rofl. 'This one perk Survivors are too lazy to counter was not nerfed to make us happy, so devs are clearly Killer-sided!' Sure they are.
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@GentlemanFridge said:
Between all the topics that had a "soon" answer, this one actually wasn't mentioned.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2761479#Comment_2761479
I do as well and no they didn't because that question didn't get upvoted......
Oh good. So they could not even be bothered to answer it because it was not 'upvoted'. It's a health issue but let's not touch on it. ๐
Guess I keep telling my friends to not buy DBD unless they want to swallow their tongues
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@lauraa said:
Is there a difference between flash macro and flash scroll wheel?
No idea. All I know is that I get headaches when Survivors strobe their flashlights in my face at 50 clicks a second. And I'm not photosensitive.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2761455#Comment_2761455
25% is NOT MUCH when it's 4 seconds against an infinite-self-care Boon.
You said it around here.
Again, I do think that the issue addressed with COH is not the main issue, but at least they did something instead of leaving it for a couple years before giving it a buff (see dead hard)
I pointed out it's still super fast and can be inifnitely re-applied, being a boon. Nowhere does that say self-care should be removed from it.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2761437#Comment_2761437
I think the issue with COH is trying to nerf it without making it a SWF only perk, if you remove the self-care part, it would only help SWF, who can communicate "Heal me at the Boon."
Though nerfing boons to make kicking a boon destroy the totem would make sense.
I...never said to remove the self-care? I'm just pointing out that a 2/4 second reduction in healing times is basically nothing. It's such an under-reach for the nerf that it looks like scraps thrown to shut Killers up instead of fixing the problem.
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2761422#Comment_2761422
I thought 6.25% was a lot though?
If you're being deliberately obtuse; sure.
It's not the just AMOUNT, it's what it APPLIES TOO. 6.25% is allot for the Struggle Meter, which frequently hits 99% if someone sabos. There is almost never a time where the Struggle Meter did not hit at least 94%, which means that 1 second was a massive buff.
25% is NOT MUCH when it's 4 seconds against an infinite-self-care Boon.
But you could continue to make snide comments that miss the mark, sure. Easier than actually facing facts.
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Did the devs mention this at all today in their Q&A? Or was it ignored?
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@Tr1nity said:
Nothing pleases you guys, does it.
Reread the times involved. a 25% reduction adds a whopping 4 seconds or 2 seconds. That's not exactly a big nerf.
It's just more evidence of what BHVR does; sledgehammer-nerfs Killers while giving teeny-tiny slight maybe kind of nerfs but not really, to Survivors.
4 Seconds; whoo. That SURE fixes the problems with CoH! I mean, Survivors now have to watch out where they heal, because 2 seconds is...really jack-all. Really. It's not a matter of being 'pleased'. It's a matter of 'Once again, BHVR misses the mark and under-adjusts Survivor perks, like always.'
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@anxorey_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2758527#Comment_2758527
"Being on the ground or on the hook Is playing the game"
It seems that you didn't think when you say that. Im going with an example, imagine yourself playing a football amtch, when you are on the pitch, you dont always have the ball and you still playing, thats correct but, when you are on the bench... is it playing the game? Of course it is, you still on the football match till it ends but are you having fun? Nope, because you cant play football, you are just looking on the bench how others play, and obviously thats not fun.
So it is the same to be hooked and slugged, you arent playing the game because is not a hook simulator, but you still in the match so... think about it
Oh, I did think. being hooked and slugged is like being tackled in football; it's part of the game. In fact, these are steps towards the Killer, your opponent, winning.
What you are doing, to use a football example (I'm going with American football, just because I know it more than European football), is whining that the opposing team keeps kicking field goals to get around your strong running/passing defense, and that you don't find that fun, because you're losing to a tactic you don't like.
The bottom line is that being Downed, and being Hooked are, literally, ways the Killer tries to win and/or applies pressure. Whining that it's 'not playing the game' shows that YOU did not think before replying, not me. Because being Downed or Hooked is, literally, aspects of the game. Just aspects YOU don't like because they mean you are losing.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2759386#Comment_2759386
Needing to find survivors. never an issue during endgame, especially with the hatch change- Needing to chase Survivors. not for long
Needing to mindgame Survivorsnot required, unless you spent the whole match afk, the speed bonus will do most of the workNeeding to deal with loops.again this is endgame, you probably dealt with any loops that would prevent you from getting a down- Needing to HIT Survivors.
"Takes no skill" is exaggerated but its infamy isn't unwarranted
"Takes no skill" is exaggerated but its infamy isn't unwarranted
It's infamy is very much unwarranted. 'Takes no skill' is as false as 'rewards losing'; They're both blanket statements that ignore entire aspect of the gameplay loop to pretend NoED does something it very much does not do.
Takes No Skill: Makes it sound like NoED teleports Survivors onto the hook, or otherwise plays the game for Killers.
Rewards Losing: Makes it sound like Survivors have already won, and NoED somehow changes this. But Survivors inventing a fake win condition (5 gens being done) does not suddenly mean NoED is an actual problem to REAL gameplay balance. Just the fantasy balance in their heads.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2760327#Comment_2760327
Alright, let me try a different approach.
Do you think the counterplay to Dead Hard (just bait it out) is reasonable and fair for the effect DH can give?
Yes and no, in all honesty? Dead Hard is in a weird spot with me where it does what it should, but too well? Let me try to explain, but I'm bad at communicating my thoughts, so please bear with me.
I think Dead Hard, or something else, needs to exist for what it does; It's the 'Survivor NoED'.
What I mean is that both are an unknown threat. Both need to be played around at all times. Changing what they do would kill that unknown threat; Kill Dead Hard, and Killers no longer need to bait it out, and can swing without fear of missing. Kill NoED, and Survivors can ignore totems. They can just bang gens because there's no threat of an endgame power that can 'catch up' with their gen greed.
Do I think 'just bait it out' is a legit/reasonable counter?
Yes? I mean, I've done it where I look up and then down, and Survivors, expecting a swing, take the slightest movement as 'DEAD HARD NOW!' I mind-gamed them.
Now, there are Survivors who are more steady nerves, and this does not work. So I could not mind-game them.
Seems reasonable to me.
Would I be against a Dead Hard Change?
Not really? My idea FOR said change is to give DH 2 activation buttons; one for i-frames, and one for distance. Survivors can only do one per activation, not both at the same time. This way it keeps it's 2 effects, but Survivors now have to decide, per use, which they really need. They can 'DH for distance' but they can still be damaged. Or they can i-frame but gain no distance.
Though the Killer still does the weapon wipe if he hits the i-frames.
Add all this together and I guess the answer is that I can't see DH changing because it fills the 'unknown threat' role. Which is the exact same reason NoED can't change:
- NoED can't 'be active at the start of the match'. This would ensure it never sees end-game use.
- NoED can't have a timer. Survivors can loop for 30+ seconds. Plus slower Killers would be shafted.
Can NoED have a token system?
Well, I would have said 'no' in the past. But now, with the advent of Boons and Hex: Penti; maybe? Survivors literally have 0 positive reasons to Cleanse: Cleansing removes Boon ability. Not Cleansing = Boons & counters Hex: Penti.
So giving NoED a token system (for every dull/lit/Boon totem; NoED gains a token. A token is expended every time the Killer puts a Survivor in the Dying State) would encourage Cleansing, which would allow Killers to use Penti. And it makes Survivors choose between 'Boon' and 'Stop NoED'.
That was a pretty roundabout way to say 'I accept the 'just bait it out' excuse', huh? I like anything that adds more mindgames between Killers and Survivors over static perk interactions.
I hope this have given some insight to where I stand with DH and NoED.
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Something tells me OP got wrecked, decided 'They must have been comp to beat ME!' and decided to rage against comp players. ๐
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๐๐
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/2760314#Comment_2760314
Have you ever played solo? I can understand that you can prevent noed from happening/deal with it as a swf very well , but for soloq it can be horrible, since you can't coordinate your team.
And the killer is not good if they rely on a perk. It's the same with survivors needing DH, DS, BT and UB to do #########.
And the killer is not good if they rely on a perk. It's the same with survivors needing DH, DS, BT and UB
That's...That's literally what the perks are there; to be used and relied on. ######### is with this shaming people (Killer or Survivor) for using perks BS some people do?
Not everyone is a no-perks god. The game was designed to use perks. Jesus.
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@MaTtRoSiTy said:
NOED rewards failure, simple as that.
It is a crutch mostly used by bad killers in public matches to compensate for failure to complete gens.
Survivors have plenty of crutch perks too but by far the cheapest and biggest killer crutch is NOED
NOED rewards failure, simple as that.
Bullshit. Just another lie.
The Killer has not failed just because all 5 gens pop. This is an arbitrary flaw liars invented pretend NoED has a flaw in it.
The Killer has not failed until you can't be killed; IE: when you escape. Anything else is a flat-out lie invented by bad players. Simple as that.
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Not really. Part of what takes the Killers from 'human' to 'Monster' is the lack of voice lines.
Sure; it works sometimes; having someone talking about how they love hurting you can make a human feel creepy. But speaking also implies the ability to talk with the Killer, to reason with them.
Whereas being silent implies you're not worth talking too, or perhaps that the Killer cannot speak at all, which means they cannot be reasoned with. They are a silent force of evil, unable to unwilling to talk to you.
Edit: Typos
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This is basically 'I want perks that literally counter Killers I don't like'.
Or perhaps 'Screw Killers; spoon feed me wins.'
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2759732#Comment_2759732
Would you be interested in some statistics about how many Dull Totems are cleansed in Trials?
Could I even change your mind?
That number would be meaningless. You're asking 'Do you want to know how often Survivors cleanse totems?' as if Survivors choosing not to cleanse is somehow NoEDs fault.
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Oh god. Flashbacks.
I had one team that literally had 2 people 99 hooks and 2 stack gens to 99 them. The second I downed someone and headed towards a hook: Broken. Next hook: Broken. Next hook: Broken. Wriggle free.
They would lead any chase towards 99 hooks so I had no choice but to watch the 3 closest hooks drop every time I downed someone.
After it happened four times; I'm ashamed to admit that I ragequit. It was clear they were going to just milk my misery instead of trying to win, and could pop gens the second it looked like they were going to lose. I lacked the skill to counter it and I was not going to suffer for an hour for them to have something to get their jollies off on. ๐
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@KolbyKolbyKolby said:
It's because it rewards bad gameplay, and people ABSOLUTELY do complain about that on survivors as well. In fact, search "dh" or "dead hard" and you'll see an endless amount of topics talking about how it rewards getting hit and requiring no skill. NOED complaints are just the same thing from the other side. It feels bad to lose because you one and someone was rewarded for your victory.
It's because it rewards bad gameplay
Wrong. it rewards planning for the end game. Survivors need to stop pretending 5 gens popping is 'bad' or 'basically losing'. End of story.
@KolbyKolbyKolby said:
https://forum.deadbydaylight.com/en/discussion/comment/2759651#Comment_2759651
It answers the question. People feel like it rewards their opponent for losing. If they use perks that are viewed the same way they are hypocrites. Hypocrisy is human nature.
People don't like to feel like they have won, have 4 healthy survivors, and then feel like they lost because the killer had one perk. Whether they also used perks that allowed them a victory the killer doesn't feel is fair is irrelevant. People will be hypocrites.
People feel like it rewards their opponent for losing
But they are wrong. The Killer has not lost until a Survivor is unable to be killed. IE: Off the map.
Any whining and crying about is 'rewards losing' is a flat out lie by Survivors who will lie through their teeth to get the perk nerfed, because they have no real arguments or flaws to apply to it. So they have to make crap up, then point to that fake BS as 'flaws' in the perk.
NoED is fine. Only bad Survivors who can't do bones, or lazy Survivors who don't want to do bones, cry about it. ยฏ\_(ใ)_/ยฏ
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@GuyFawx said:
Let qued players join a game with a dc but using the chars build they had and give the person that joined a bp bonus for trying
They would also have to have the same hookstates at the DC.
It would be so unfair for a Killer if he 2 hooked someone, they DC on the final down, and then someone with 0 hooks joins.
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@Zolfo16 said:
I am main killer.
100% killer.
And sometimes i camp.
You always reply like the other person do not know what he is saying! ALWAYS! You accudes me several times to not play killer or to not know a specific killer!
Can you quit assuming other people know less than you because they have different opinions?
It's not having a different opinion that makes me assume people don't know what they are talking about.
It's when they literally suggest punishments or other such garbage that would totally break that game that makes me know they don't know what they are talking about. You know; when they say things that show they don't know what they are talking about.
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@Zolfo16 said:
"2 minutes per hook gives Survivors AMPLE TIME to do gens, even with +40 seconds on each gen. This is not a fair trade or balance. This is a punch in Killer's faces with a light slap for Survivors. it's so Survivor-biased that it's not even worth considering."
IT IS NOT! THIS IS THE MAIN REASON OF THE PROPOSAL!
IT SHOULD BE NOT A FAIR BALANCE!
We should improve chases over gen rushing and gen rushing over facecamping!
Stop complaining about something that IS OBVIOUS!
If the topic is about fighing FC then the proposal cannot be fair for a facecamper!
Jeez! It seem obvious!
And do not tell me FC is a viable strategy, it is not, Behavious already said they want it removed BUT they cannot because they never found an efficient way to fight FC without destroying the killers potential in endgame scenario (where is normal, what are you supposed to do?) or without severely damaging proxicamping.
FC is a cancer! BHVR simply never found out a way to cure this cancer without killing the patient.
Making perks that encourage killers to leave the hook? If you have a camper then i will not run the perks! SIMPLE! Some campers still run insidious! This is not effecting camping and it is proved by the fact that all the BBQ and NWO never diminished the camping!
Those perks are a ######### placebo!
CAMPING IS CONVENIENT! YOU MUST MAKE IT LESS CONVENIENT!
And there it is; you want to punish Killers because you're sad, and you're 'offering' a bullshit genspeed increase to make it more palatable.
No. Just because you're angry that camping is convenient does not mean camping should be given completely broken punishments. The idea is trash.
I'm done here, as clearly all you want to do is punish killers for not following the fake Survivor Rule #2: Don't Camp; It makes Survivors angry they lost.
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@Zolfo16 said:
It is not what i see with my eyes.
It seem me that the people that complains try to point out some aspects of the perk and you guys always come in team and fill the thread with a bunch of posts where you repeat the same things over and over like parrots completely ignoring the person and his doubts.
Obviously after beiing threated always like a ######### the person go away and post somewhere else.
But whatever, as i always said, i have no horses in this race. I am main killer and i am 100% sure in my matches there will be no NOED.
You instead... seem that you are trying to protect your gamestyle.
It seem me that the people that complains try to point out some aspects of the perk and you guys always come in team and fill the thread with a bunch of posts where you repeat the same things over and over like parrots completely ignoring the person and his doubts.
Maybe because the things we say are literally how you counter the perk? I mean, what do you expect? That we say different things to the same damn complaint every day?
You seem to be ignoring that most new posts on this forum are either meming, trolling for reactions, or have 0 idea how the game works before making 'suggestions'.
NoED is fine. It will be fine after the 100000000th person dies to it and makes a new account to whine as if they found something new. Because it is fine, we will always say that it's fine. Expecting us to say something different to the same whine is kind of silly.
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Low effort bait.
Git gud.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2759507#Comment_2759507
It is not. If they need more time to complete a gen but you need the same time to find and chase it is not.
You need more time to wait someone die on the hook? Therefore is a nerf for you?
Then you facecamp regularly!
Then YES! IT IS A NERF FOR YOU! And it was intended being a nerf!
Because the topic is about nerfing FC!
I rarely facecamp, but I do find times where camping is required.
Let me spell it out for you:
2 minutes per hook gives Survivors AMPLE TIME to do gens, even with +40 seconds on each gen. This is not a fair trade or balance. This is a punch in Killer's faces with a light slap for Survivors. it's so Survivor-biased that it's not even worth considering.
And again: YOU. DO NOT. PUNISH. CAMPING. This is the WRONG mindset to have. This is a mindset that looks for the worst trash to throw into the game to spite Killers.
Make perks that encourage Killers to leave the Hook: BBQ. Devour Hope. Etc.
But ######### STOP with the toxic 'punishment' BS. No. Not happening. Never. It's trash. No one intelligent would accept it. The gods damned end.
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@Zolfo16 said:
I am sick of discussing NOED but i can't help myself noticing that every now and then a new NOED topic appears, the people against noed are always different, the people supportive of NOED are always the same 3-4.
It appear being a crusade for you guys.
That's because the people against NoED are usually accounts made to whine about NoED. While the people defending it have been around and know how the game works.
It's almost like the defenders are veterans who know the game better than Mr. 1 Post who whines about it and logs off.
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@Zolfo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/2759468#Comment_2759468
+60 seconds to hook and +40 to gens yes. The hook is incremented 100% yes but the gen is only incremented 50% it is right!
The gen increase make rushing more difficult because the time of the gen is related with the time an average chase requires.
The hook increase make camping less time effective but the time must be increased more then the gen time.
If we increase +40 and +40 facecamping will remain convenient in the same way it is today.
It is not a surv buff because the chase time it is the same!
Why you always have to assume every proposal is a buff for the opposite side?
Why you always have to assume every proposal is a buff for the opposite side?
Your idea is literally a buff to Survivors. Heaven forbid I consider a buff to Survivors a...buff to Survivors?
You MAKE PERKS that REWARD not camping. Punishments will get the 40 or so remaining Killers to finally drop this game like a hot rock. Why is that so hard to understand?
Stop trying to PUNISH tactics that have times where they are valid!
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@GoshJosh said:
Yes, it carries bad killers by giving them extra downs and kills - as a reward for nothing else than having at least one dull totem still standing on the map. Look at the comparison to new perks like No Way Out, encouraging you to hook every survivor at least once prior to the fifth gen pop to get the strongest value. NOED is just thrown on and no other input is required from the killer.
I'd even be ok with an indirect nerf by providing survivors a basekit totem counter. But the perk badly needs nerfing or reworking for the longest time. I would prefer it require a dull totem and still be on a timer basis like it was before, granting more time for each hook during the match or something like that.
Yes, it carries bad killers by giving them extra downs and kills
I'm sorry; I must have missed the patch where NoED finds, hits, carries, and hooks survivors. Oh! I does NOT? Then it does not 'carry' or 'reward' bad Killers, because all it does is remove ONE hit. Actually achieving that hit is still on the Killer.
But go on; keep peddling the same bullshit lies as every other no-skill Survivor angry they did not do bones. ๐
NOED is just thrown on and no other input is required from the killer.
That's because, and this here is a secret: It requires input from the Survivors. It's on THEM to shut it down. Amazing, I know.
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@Zolfo16 said:
One killer and one surv can take hostage 3 survs. Not viable.
In my opinion making 120 seconds each hook phare and 120 seconds every generator (without grat skill chekc, tb or other stuff) it is a good idea thou.
Make each hook phase 2 minutes, and only increase generators by 40 seconds.
Literally make each hook phase 100% longer, and make generators only 50% longer. That's in no way a massive buff to Survivors, huh? ๐คฆโโ๏ธ
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@jesterkind said:
I'm really not sure where the idea that NOED is an easy win came from. Maybe my experience is just flawed in some way, but every time I've ever tried to use it, the perk is useful for at most one down before it's cleansed or people just leave.
Which, by the way, is why it's not OP and doesn't need a nerf. You can, if you really want to, stop it from ever activating... or you can cleanse it after it activates, or you can just leave. The killer has to have done very well throughout the match for that to not work, and if so, they already earned the kills they got before the perk activated, so it's not as though NOED gave them an unfair win.
I'm really not sure where the idea that NOED is an easy win came from.
The same peopel who pointed to 5 gens popping as a fake win condition in order to say 'NoED rewards failure'. They could not find actual, legitimate flaws with NoED, so they invented BS like 'Rewards failure' and 'Easy wins' to create fake flaws they could then point to to demand nerfs.
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@CrashMADDS13 said:
It should be reworked. Even though it can stopped before it activates, even though the effect isn't always that strong, it still sucks to go against and should be changed accordingly.
Not nerfed, just entirely reworked.
Even though it can be countered. Even though it's not always strong. It should be nerfed because Survivors find it unfun?
Yeah, sure, ok. ๐คฆโโ๏ธ
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@IXDeathGodXI said:
There are many killer perks that are very good and give them a good advantage/control over the game but the perks don't carry them to a win. During end game if the survivors don't remove every totem from the map the perk activates. This gives the killers an increase on speed and instant downs. This perk is strong enough when activated to eliminate full teams in the end. A perk that can do all this work without it taking skill is far too good and unfair considering many survivor perks like decisive strike got nerf to the ground favoring the killer even more. A way to balance this is to either make it into an actual hex totem during the whole game so survivors can actually remove it while the killer can carry a perk like hunted grounds mixed in to give themselves an edge if the survivors try go for it. The other way is to give the killer a timer for 1 minute somewhat like decisive strike in which they can hopefully knock 2 players down but not a full team. I hope they can balance noed because in it's current state it's too overpowered against survivors while survivors don't really have many good perks to work with anymore.
A perk that can do all this work without it taking skill
I mean, if you ignore:
- Needing to find survivors.
- Needing to chase Survivors.
- Needing to mindgame Survivors.
- Needing to deal with loops.
- Needing to HIT Survivors.
Then yes; NoED 'takes no skill'. But for anyone NOT lying to create a false narrative; NoED is fine.
A way to balance this is to either make it into an actual hex totem during the whole game so survivors can actually remove it
No. This would ensure that NoED never, ever, EVER sees end game. The entire reaosn it hides until end game is because it does not DO ANYTHING until end game.
The other way is to give the killer a timer for 1 minute somewhat like decisive strike in which they can hopefully knock 2 players down but not a full team
No. Survivors, with pallets, Dead Hard, and strong loops, can run a Killer for 30+ seconds. Your time limit ensure NoED would down maybe one person.
Bottom line: NoED activates in the end game. It does not do anything until the end game. The Killer plays with 3 perks until the end game. These are the workings and drawbacks of NoED.
Do bones. Stop asking for nerfs. Stop riding the same lies as every other Survivor who wants NoED nerfed because they are too lazy to do bones.
Do. Bones.
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2758133#Comment_2758133
True that is the smart thing to do, but it's also the smart thing to spread out as survivors to spread your teams gen pressure which would if the team is smart would limit where they can run to in order to not be near any gens with progress. Again not always viable hell maybe not even usually viable.
The game really needs reward more hook states than it is currently and being able to camp someone from 1st hook to death should go away completely. It adds nothing to the game. Camping in general deserves to exist but it shouldn't reward killers nearly as much as it does now, and shouldn't reward them at all for trying to do it from 1st hook to death hook.
being able to camp someone from 1st hook to death should go away completely
No. What if I down somoene skilled at hiding in the end-game? Do I not deserve that kill when I literally have 0 gens to patrol anymore?
Camping in general deserves to exist but it shouldn't reward killers nearly as much as it does now, and shouldn't reward them at all for trying to do it from 1st hook to death hook.
Jesus. It does not 'reward killers'. Camping someone from 1st hook to death hook costs Killers the entire match. Literally, when you factor in chase time; 5 gens can pop before 1 Survivor dies, if they don't give up on the hook.
But Survivors demand rules and punishments and all sorts of BS because THEY decided winning was not enough; the person hooked deserves to not die, too.
Camping is a tactic. A bad one. Slugging is a tactic.Tunneling is a tactic. They don't need bullshit punishments and workaround because the people losing decided they should not have. End of story.
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@Laluzi said:
The number of times I've checked a streamer's recording of my match and heard them complain about my perks while they ran full meta is a little astonishing.
I find people really don't have good perspective in competitive games. They get too caught up in what feels unfair to stop and think about things objectively. There's a few streamers I hang out with, all of whom are good and friendly people, and they will routinely ######### about the killer or the survivor doing things that they regularly do when playing killer or survivor.
I can't watch streamers or youtubers. It's cringe to watch someone talking smack while they win, but the SECOND they or a friend goes down, before the Killer has taken 5 steps 'They are SLUGGING!'. You went down 2.5 seconds ago; freaking chill.
I watched one vid, back in the day, where 2 Survivors in a SWF were healing under the hook where they were unhooked. Killer appears 'He's TUNNELING!' What was he supposed to do? Walk away from 2 people having a back rub session under the GD hook!?
I stopped watching people all together when I saw one vid, where the Killer hooked someone, sees scratchmarks nearby (the youtuber ran towards the hook, THEN hid), and is looking for them while the youtuber whined 'He's CAMPING! He should be leaving the hook!' Why? Because you demand it? SMH.
It's just insanely cringe to watch players turn into tantrum throwers on recording the second they start losing.
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@Bigbawi said:
https://forum.deadbydaylight.com/en/discussion/comment/2759013#Comment_2759013
I get what you're saying but it still doesn't change the fact that it's a broken perk that requires no skill to use and tilts the balance even more in favour of survivors.
The devs know, but they don't care. Proof: Circle Of OP.
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Because some Survivors feel they have a right to write and enforce made-up rules that allow them to win. If the Killer wins; they clearly broke these rules, and the win does not count. Oh, and the Killer should be shunned. ๐
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Tunneling is just the Killer doing his job efficiently. Seriously. When are Survivors going to grow a pair and realize getting knocked out of the game is part of playing a game that you can be knocked out of?
Every day is another 'I got eliminated from the game and that's TOXIC! ๐ฅ' post.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2758931#Comment_2758931
Sigh.
There is a difference between a tactic leading to easier victories and acting like a jerk in a way that has zero benefit besides flipping a middle finger to the other side.
https://forum.deadbydaylight.com/en/discussion/comment/2758939#Comment_2758939
Honestly, DCing is something of a survivor problem. Killers, at least from my experience and watching a number of streams very seldom DC outside of specific contexts (someone holding the game hostage, multiple further hook offerings and a Haddonfield offering etc.). I've also seen at least a dozen 'there should be no DC penalty because killers camp/tunnel' threads in the last few months, but not a single similar thread from a killer perspective.
Beyond this, when a killer DCs - the other side gets a bunch of BP and can immediately move on to the next game. When a survivor DCs, then everyone else is stuck in a miserable game, especially with the hide and seek shenanigans that inevitably follow.
It's not exactly relevant to the problem, but it is what it is. This game has too many DCs, and it's not a good thing.
I never said DCing were not a problem. I just told someone to be a man when they tried to claim camping & tunneling were valid reasons to DC.
That's like a Killer saying 'Doing gens with toolboxes is toxic! Stop doing that I'll stop DCing!'
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2758871#Comment_2758871
I don't think it's necessarily harder - it definitely has a higher 'skill floor' (it took me maybe 100 hours to get to grips with the basics of killer, while survivor is very easy to pick up). The skill ceiling for both factions is pretty high.
I think it's a combination of:
- Repeated nerfs of killers/addons that literally nobody was asking for (Nemesis and Twins in 5.5 for example).
- Rapidly nerfing aspects of killers that were mildly problematic at low MMR, completely gutting them for high MMR play while moving very differently on survivor perks/addons that are even more problematic/overused.
- Overnerfs of killers to the point where they become unfun to play (Freddy, Wraith, Twins).
- Very slow/no nerfs to survivor perks that are seen in maybe 80% of games (Dead Hard is the biggie).
- Survivor attitudes and behavior ingame (general nastiness, extremely common rage quitting).
- SWFs not having any sort of MMR adjustment, leading to a lot of one sided stomps.
- Map design being overwhelmingly survivor sided, particularly after the removal of Hawkins and the addition of Eyrie.
When you balance your game in this way, you shouldn't be surprised when one side is irritated and bad feelings develop towards players on the other side, collectively. Nobody likes a double standard.
You also forgot 'Random Survivor buffs hidden in quality of life changes' like the 1 second (6%) wriggle speed buff in the changed wriggle mechanic.
Never happens for Killers, however. It's like the devs literally can't push an update without giving Survivors something to ensure they don't whine.
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I'd rather they actually deal with perk balance before maps, but I guess maps look more important. So Circle of OP stays as it is, and I keep not playing.
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Edit: Had a forum hiccup and it made it post twice. Huh.