Atrushan88
Atrushan88
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/792072#Comment_792072
So then you drop your item and run away, and a Survivor sees that item. They are now trying to pick up your item. They are not getting a prompt, so they keep moving around & trying to pick it up, and get caught because they thought the game was bugged.
This is what White Ward says:
'"Burning this Offering grants you protection against the loss of your Item and its Add-ons in the event you die."'
When an item is dropped, it is not YOUR item anymore. It's an item with no owner. 'Your item' is whatever item is in your hand.
You could go in with a flashlight and die carrying a Medkit; the Medkit is 'your item' and you keep it.
I'll say it again; this same subject was broached a few months back. Devs said White Ward should not, does not, and will not ever, affect Franklin's.
1) Too many problems arise from it.
2) They don't want a consumable addon fully countering a perk.
I mean, to add on to HeroLives suggestion and counter your argument, they could hide the item from other survivor's sight if you have a White Ward when dropped. There are many ways they've proved that's possible(old Freddy and the dream world, Spirit, etc), so I see no reason why it'd be impossible to hide the item and make it where it can't be picked up in case you have a white ward. Or they could make Decisive Strike remove a killer's addons instead of stunning them, lol.
If that's a problem that a survivor can keep their item vs Franklin's Demise(a perk that can be used every game) due to a very rare addon(that cannot be used every game), might I then suggest an ultra rare(since killers have the most powerful offering in the game, and that also gives them 3 extra offerings that survivors do not have a version of, btw not saying that cypress is OP, just that it's another extra offering survivors have no counter offering for) that allows you to keep your item in the event you die, and if a survivor escapes with your item, they also get to keep it. It's not that powerful, and nowhere near the effect of an ebony mori. Not to mention it'd be more common than a White Ward because purples are so damn hard to find compared to reds.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/790712#Comment_790712
Yeah, but the main point was not to act toxic towards others because they play a certain Killer or Survivor that say... YOU specifically for example, don't like.
It's just not right...
Yeah, I was just highlighting the differences between assuming something about someone, and doing something against someone because of your assumption. I've had very few survivors actually DO stuff to me because I play a certain character when playing survivor(I play David though so I guess I wouldn't, as I don't think he really has any stereotypes aside from always using No Mither and Dead Hard, of which I use neither most of the time).
I have had killers do and say things to me when I use Claudette however(when I was leveling her), but no survivors. That said hook farming happens across the board, but I don't think there's anything related to stereotypes in that.
I'm not downplaying anything that killers might experience, but killers being able to prepare before the game by seeing the survivors and what they're holding is the biggest factor in the toxic behavior towards stereotypical behavior(because they bring moris if they see a Claudette with a flashlight, for example). Survivors can't prepare, they can only talk, so acting in a toxic manner against a killer because they picked a certain killer is a little harder.
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I like how there's no option to say they're fine as they are. I think they're fine. They juggle survivors, and have the ability to create a lot of pressure. Their power may not kill, but it's such a hindrance that you don't need your power to kill. Either no one heals and you're basically Tier 3 Myers without the vault speed, or they do heal and the gens never get done. Either way they have to mend if hit with your power, so gens are going slower either way. Watch True play Legion.
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@C3Tooth said:
To be honest I dont feel Legion appearance is as scary as Trapper/Hillbilly which are giant. Hearing the original terror music that powerful doesnt fit Legion, while it works well on the old male Killers.
I think the Legion's model is a big part of that, and the way they walk. It's almost like they're tip toeing.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/790723#Comment_790723
It's funny. If you play pallets safely, maybe take a hit or use your exhaustion perk, you can chase a M1 killer for the whole game. Multiple people proved that so i don't really know what you're talking about.
What DudeDelicious is suggesting is that you run, throw the pallet, and continue running without looping whatsoever. Sure, you might can extend the chase if you know where all the pallets in the map are, but a killer can run around an entire map in less than a minute. If you're throwing them without any regard you're just killing your team. A killer will just walk around them, down you, slug you, break the pallets, go back and hook you, and there are no defenses left. It shouldn't take long if you're just running and throwing pallets.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/99089/freddys-rework
DON’T TRY TO INTENTIONALLY GO FOR A PALLET STUN!!!
Geez. How are survivors not learning this?!?!
Whether snares or Dream Pallets, trying to wait/bait out the last second to get a stun against Freddy is just screwing yourself.
Use the pallet as an obstruction. That’s it.
With the way the game is right now, just throwing pallets and running is not going to do anything except make your game unwinnable. Using pallets purely as an obstruction is going to ensure that by the time 2 or 3 gens are done, you have no pallets left and whoever is getting chased isn't going to last very long. In a game like that the killer should get a 3-4k easily.
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@Objectively_speaking said:
https://forum.deadbydaylight.com/en/discussion/comment/790598#Comment_790598
All survivors should get 5,000 BP and points/items earned in trial. (Loss of BP or not receiving any is a bug)
I know, it's just it's been a patch ago since I mentioned it in bug reports and of course it isn't getting fixed. Every time a killer DCs I get literally nothing. Sad thing is it usually happens in like 15+ minute games where a killer DCs before I'm able to get to the exit gates and then I don't get #########, and even lose addons to my item. I get that they have a patch cycle, but some things need to be hotfixed.
Imagine if you were a killer and all four survivors DCed right as you were about to hook them, and then when the game ended you got back into the menu and saw you only had the same amount of BP you had before that game started, as if it never happened.
I just feel like complaining as a killer right now about not getting BBQ points when survivors aren't getting ######### is kind of a slap in the face, not that I'm saying killers shouldn't get points. In fact I feel like when a killer DCs survivors should get 32k points each and when survivors dc killers should get 8k per survivor. But it's just annoying seeing people complain about killers not getting enough BP right now when survivor isn't getting a thing.
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I agree for the most part. However I will say that assuming a Leatherface is going to camp(or even every killer) or certain killers/every killer will tunnel is not really toxic. I view it more as expecting the worst to keep yourself alive. If it's a Bubba, it's a GOOD thing to assume he's going to camp the basement. Helps keep you alive. If you see Bubba, you stay away from the basement. Assuming every killer is going to tunnel also helps keep you alive. Assuming the worst helps keep you alive because you play more warily.
That said, what I do agree with is the part where killers bring moris because they see a Claudette, or someone with a toolbox, or a flashlight, or a med kit, or a key. Basically any time 2 or more survivors have anything in their hands. Assuming someone is going to behave a certain way imo is not problematic. ACTING TOXIC AGAINST PEOPLE BECAUSE YOU ASSUME SOMETHING ABOUT THEM IS.
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Is that REALLY what I think it is? Dying Light, Sloppy Boogers, Ruin, AND Thanataphobia? Jesus you're like Satan himself.
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@MisterCremaster said:
https://forum.deadbydaylight.com/en/discussion/comment/790577#Comment_790577
Fun builds? More like losing builds. Like every killer not except Billy, Spirit and Nurse - if you can't slow down the gens, you're not going to get your kills. His teleport is simply too slow, too disorienting and gives too much of a warning to the survivors to be off much use.
You know you don't have to ACTUALLY teleport right? You can warn the survivors off the gen and have them run right into your arms. It happens consistently if you use it correctly to the point sometimes you can teleport and have a survivor right on the gen to slap because they think you're just tricking them.
I don't want old Freddy, I feel like new Freddy is definitely healthier for the game. I do have a problem with this Oblivious status effect being tied to being asleep though. With Borrowed Time Freddy can camp as much as he wants because there's no way you're not gonna be asleep when trying to unhook. Either you hit them while they're rescuing and they fall asleep, thus no BT for the unhooked, or they passively fall asleep while trying to fake a grab so you don't grab them off. I also don't like that the alarm clocks are so damn far away every time. With Red Paint Brush it becomes your only way to wake up and Swing Chains becomes something you just can't play around without going to an alarm clock, which takes probably a minute to even get to, and you fall asleep so fast it becomes ridiculous. I tried one game against Red Paint Brush/Swing Chains where I went to an alarm clock every time I fell asleep(just to see if it was a viable option). Guess what happened? I died with 3 gens left because I couldn't finish a gen due to the travel time to those alarm clocks. His lullaby is also slightly annoying because you literally HAVE to have eyes on him at all times if you're asleep or else you're gonna get hit. If you're at anything with walls it's pretty much a death sentence unless it's somewhere you have plenty of length between you and him to see like the killer shack. It also becomes ear grating when he's chasing you.
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Can I get something for when the killer DCs as a survivor? Because currently the game acts as if it didn't even happen and I get absolutely nothing(literally 0 bloodpoints), and even lose some addons to my items.
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To sum up everything just so you know, Spine Chill will work on EVERY killer after that update. As of right now, it only doesn't work on Tier 1 Myers.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/780487#Comment_780487
Wanna quote you again: "You shouldn't be handed an easy win just because it's an Swf."
Your argumentation is: "You should be handed an easy win IF you are in a Swf."
The only difference between this two possibilities is, that in case one, what's currently the case, the swf players decide for themselves if they wanna go in a very difficult, possibly unfair match. In case two the swf players decide to go in a very easy, possibly unfair match.
The decision is not the killers one, it's the swf players one, if they wanna queue up like this. It's very frustrating for a killer when he is unable to catch a survivor ever. The killer is not some AI.
How will it be "very easy" if you have a bunch of bad survivors with ONE good rank survivor. Just let the good survivor waste their time trying to bully you while you run down the others. It's still not super hard as long as you realize that survivor is just too good. In the best case scenario there'd be no skill difference, but at some point there will be. That said, a rank 20 survivor, who already has it bad in matches solo, should not be forced to also have matches that they die super easily in SWF because their friend might be too high rank for them. They're not signing up for an easy match, they're signing up for a chance.
A low rank killer BEFORE, always had easy matches EXCEPT for those games. Low rank survivors are potatoes. There is no difficulty as a low rank killer. Low rank survivor on the other hand is hell because of the attitude of the low rank killers. You're basically saying all rank 20 survivors should ALWAYS pretty much have terrible games and low rank killers should ALWAYS have easy games. It should be split or averaged.
If the killer cannot catch a low rank survivor ever, then that is his bad, not the fact they're in a SWF.
I've had a lot of survivor games where I was the last one alive and only got out because of hatch(or died) due to my team being a group of rank 20s when I wasn't in a SWF. It's still possible to get kills.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/780574#Comment_780574
Then maybe you're not explaining what exactly you want this new status to do... since all you're asking for is (that I see) the red stain to be hidden and the TR to be hidden... Undetectable does this already (you are correct about oblivious). Why not just apply Undetectable to Michael in that case?
I know most Michael's don't use them, but lore wise they are his perks.
If the obsession does not change due to perks, it gives Michael builds less variety and limit him in a way that just doesn't need to happen. It's an unintuitive change.
I just think this rework is kind of dumb, in the long run.
It's clear we'll continue to disagree.
Undetectable does not do what I'm asking. Undetectable is still countered by Spine Chill and Premonition. Only AURA reading is affected by it. Unaware combines Oblivious, Undetectable, and it's own addition of not seeing the red stain, not being seen by Spine Chill or Premonition(something Michael used to have but was recently taken away), and having absolutely no chase music, or any knowledge of him being around you even IN a chase. It'd bring real fear because unless you had direct line of sight of him at all times(this isn't easy), you're in danger.
That was one thing I was aiming to change. Without needing M&A you can change it out for PWYF or STBFL. You'd potentially either get cooldown reduction or more move speed(increasing your move speed to 115%. Imagine a Tier 1 Myers at 115% move speed while also having a normal lunge).
Again, nearly everyone hates Furtive Chase and says it's completely useless. There isn't really a lot you can do with it with Michael, outside of Furtive Chase + Judith's Journal as of now, and it would be straight up pointless on this Myers anyways, unless there were some addons that did something aside from allow him to kill his obsession. As I said, why would you hook someone you could straight up kill? It doesn't kill build variety with literally one perk affecting it(You can't build around DS, survivors have to be using it). If someone wanted a build focusing on changing obsessions, an addon that allowed this to happen would be possible anyways.
Killing the obsession in this manner would be overpowered. You just get DSed by a survivor in an open area with no pallets left, that survivor is suddenly dead. That would be entirely unnecessary and Michael should have to work for that kill. Besides, Michael wouldn't just be like "Must kill Laurie at all costs", then suddenly change his mind and say "Forget about Laurie, must kill Quentin at all costs". The obsession system in my mind is silly anyways. An obsession is something you're obsessed with. If you're obsessed with something, you don't just change your obsession on a whim. You focus on it above anything else.
I don't think it's dumb personally(but then I'm the one who came up with it so I wouldn't). Literally everyone says Michael is the most fun with Scratched Mirror. This just basically gives him a Scratched Mirror power up to the extreme while also allowing him to kill one person completely.
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/778205#Comment_778205
Some may not like the paragraphs to the bottom. I read through them, but others may not. It's just forum advice I guess.
I'm saying oblivious already does what you're suggesting. Why make a new thing to do exactly what oblivious does... unless you want BT to work against him?
They are, to a degree. In the movies, he's obsessed with Laurie, and leaves her to last. In both Halloween and Halloween two. He does indeed play with his prey, especially with the bedroom scene. And it does seem that the light of hope dies for laurie during the climax... So I have no problems with his perks (except new dying light) but I do have a problem with them being attached to an "obsession" that isn't affected by other obsession perks. It makes it a lot harder to work with, and create builds for him.
Those were just explanations at the bottom of how it would work. Oblivious does not do what I suggested.
Oblivious ONLY hides TR, and makes TR related perks not work for that survivor. Oblivious does NOT hide Red Stain, hide chase music(well maybe you could consider that it does considering all you hear is Freddy's Lullaby, and he's the only one aside from Demogorgon with oblivious, but this is basically replacing chase music/heartbeat), hide from Spine Chill or Premonition, etc etc etc. It does one thing.
Those perks have nothing to do with Michael though, and he generally doesn't even use them. Most Michael's use Monitor and Abuse(you wouldn't need to with this rework unless you were focusing on the obsession). Lore wise, they may have some merit, but in game you pretty much always see a Spirit with Haunted Grounds, a Pig with Surveillance or Make Your Choice, a Legion with Discordance, a Doctor with Monitor and Abuse, a Freddy with Blood Warden, a GhostFace with one of his perks(I don't have a problem with any of his perks personally except I'm All Ears), a Demogorgon with Surge, a Nurse with Nurse's Calling or Stridor, or both, a Bubba with BBQ, a Billy with Enduring, Clown with Coulrophobia or Pop or Bamboozle, etc etc.
How does your obsession not changing make anything more difficult, including builds? In most games your obsession will not change. Most people hate Furtive Chase, and while DS is possible, it's not like any perk is going to suffer by the obsession being the same. And as a character, Michael Myers doesn't randomly get obsessed with someone new. He focuses on one person(Laurie), and just kills anyone else in the way. If the obsession not changing would be problematic, there could always be a solution in addons with some other changes.
I just don't think Myers being able to kill whoever just DSed him is appropriate, and Furtive Chase wouldn't really work anyways because if he caught the obsession he might as well kill them, and by then Furtive Chase would be pointless because his TR is for all intents and purposes 0 to all other survivors.
@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/778229#Comment_778229
What do you mean?
To no offense, how old are you?
Just explain each mechanic break it down to simplier form, use your creativity.
1.mechanic
- how it works
-how it works
-how it works
2.
-
-
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(Put your point here if you want to)
I did explain how each mechanic works step by step. Each paragraph(or occasionally one-two line sentence) is a different mechanic. If I lumped any of that together, or separated it more, it would not be coherent at all. The only thing that isn't mechanics are the last two paragraphs.
@Toxicboii said:
I have no idea what warranted a rework from a perfectly fine killer.
The similarities between GhostFace and Myers are pretty frustrating, and Myers is the most fun when you don't know where he's coming from. I got rid of both of those problems with one suggestion, and he even moves faster than he would have if he stayed in tier 1 with Scratched Mirror. GhostFace now is really better than Myers, unless for example, Myers is using infinite tier 3 or something extremely powerful and manages to get it off. He's even harder to see in general making him much more difficult to keep track of. Myers was also nerfed recently as Spine Chill and Premonition work against him now.
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@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/777950#Comment_777950
In mariokart there are cliffs that you can drive off before blue shell tumbles you around, and when you get dropped back on course there is a speedboost
Oh, I forgot about my blue shell counterplay post. I couldn't see which you were replying to either, lol. The speed boost must be new. I don't remember that being the case in earlier Mario Kart games. I think it's easier just to slow down a bit if someone isn't too far behind. You usually have plenty of time to react, lol.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/778215#Comment_778215
The things you mentioned above. I didn't knew the counters to all of those things as i hit rank 12 for the first time. And normally you learn those things as you get higher into purple and red ranks. Learning this the hard way, because you are forced to face red rank survivors in green ranks is not a solution in my opinion.
https://forum.deadbydaylight.com/en/discussion/comment/778230#Comment_778230
That's it. As a green rank killer you can't decide if you want to go against a swf with some red ranks. But as a swf member you can decide if you want to play with higher/lower ranks, knowing how you'll get matched. You are not forced.
I mean if you learn it early you get better on your own. Besides it only takes it happening one or two times to realize the counterplay. It's not like it's something that only an extremely refined intellectual could understand. If you get hit with a flashlight, face a wall so you can't be, it's kind of common sense. If you get hit with a pallet, there had to be another survivor there, again common sense.
@shalo said:
The new MM change makes potentially multiple low rank survivors against a red rank killer.
The is entirely the choice of their red ranked SWF member, the match was ruined by that choice, not the killer.
Saying that the red ranked SWF member was the one who chose to face a red ranked killer is silly. It wasn't the red ranker's choice, it was the choice of all the people complaining that rank 20s should be facing red rankers if they have even one red ranker in the lobby, because somehow those rank 20s who don't know where is what or how to loop become godlike when a red ranker is in the lobby. While I did originally think this should be the case, I now disagree, because I've seen how terrible it makes matchmaking, and how easy those games are. It ruins the integrity. If you're a killer, you can choose to ignore the red ranker until last, and if you manage to kill the newbies before the gens are done, the red ranker is all that's left, it's now a 60/40 chance of you winning because you're faster, meaning the hatch is more than likely going to be found by you, or already has been, as you travel the map far more than survivors do. Bonus points if you're Wraith, because then this is all but guaranteed due to you moving at light speed. Newbie killers just had a grudge against the red ranker for being in their lobby that they focused solely on them. I still managed to win games against red rankers, because I still had a shot at 3 other people. Newbie survivors only have a shot if the red ranker is running the killer around, and the killer has the choice of picking which survivors to chase and which not to. 9 times out of 10 the red ranker won't do gens either, because they want to save their friends. This makes them try to follow you around. You shouldn't be handed an easy win just because it's SWF. I don't even see how this would be considered fun. You're basically just doing gens at that point as a killer.
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@DeathEscape said:
https://forum.deadbydaylight.com/en/discussion/comment/778205#Comment_778205
Look at some of my post and you will know how to simplify things better.
I mean, if I separated it any other way then it'd look like a big random blob of text because each thing separated is a different mechanic.
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@TwistrBlitz said:
I am getting a bit tired of going against full meta SWF squads when I have zero good perks and add ons since I’m on a new account, no amount of skill makes up for all the insta heals, purple toolboxes and optimal loops.
I have no problem with SWF but it’s kind of annoying how it breaks the ranking system.
I mean, you can blame SWF for that but isn't it the fact that you don't have good stuff and they do? This game is literally "Whoever brings the biggest guns usually wins", and they brought the big guns, you didn't.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/778141#Comment_778141
Red ranks did pallet saves, flashlight saves, infinite plays and gens through ruin. One red rank is worth four yellow ranks. That's why the change was needed. You go after weaker prey, knowing you'll never be able to kill the good survivor, because the matchmaking decided it's fair. Not cool. And not dodgeable with private profiles.
The new mm change can be easily dodged. Don't swf with low ranks.
They can't flashlight save if you're facing a wall, structure,etc. They can't pallet save if you don't pick them up near a pallet, or chase anyone off who is near you. I learned this THROUGH those types of matches. You go after weaker prey because you can't kill the good survivor, sure, this also actually gives the newer survivors actual chase experience without being up against something they cannot handle, and gives you experience as a killer that is desperately needed, assuming you're not playing like a dick to begin with.
The new MM change makes potentially multiple low rank survivors against a red rank killer. So are you saying the killer's fun is more important than the low rank survivors? Because if there are two then you're saying that one person is more important than the other two. It cheapens the win for the killer, and puts newer survivors up against something they cannot compete with. How is it even fun to hit survivors who just basically give you the hook?
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@Raven014 said:
First off... it needs to be broken up for simplicity.
Second... no, his perks benefit from the obsession's existence in a game. If the old dying light were still around, then I'd consider it, but I think Micheal as a whole is fine. Maybe tweaking how T3 works can be a good place to start with balancing, but I don't think your proposal works... especially if the obsession isn't changed by DS/FC.
Third... there is a status effect for that in game which is called oblivious.
First, Is it not broken up enough? I separated his power into parts by how they work.
Second, yeah, his perks are not related to Michael at all. They're only affected by the obsession's existence, which the perks themselves create. Most other killers have perks related to them in some way. Michael's simply focus on letting the obsession live until the end with no real relation to that obsession for Michael himself.
Third, Oblivious only allows you to not hear TR music or heartbeat, or be affected by TR related perks. Unaware combines Oblivious and Undetectable, and also makes you unable to see the killer's red stain, hear chase music(meaning you don't even know when he's chasing you without seeing him), and cannot detect the killer through Spine Chill or Premonition. Also Oblivious makes it so that TR related perks do not work, this doesn't. Any TR related perk still works, the survivor just does not HEAR the TR or heartbeat.
@DeathEscape said:
Can you simplify it? Its all sentence makes me hard to understand your point or how it works in this rework.
Basically, Michael can kill the obsession with one down, and cannot one shot anymore, but they can hear his normal TR, see his red stain, hear his chase music,etc. Any other survivor gets literally no indication of Michael's existence other than by seeing him physically. They cannot even see his red stain or hear chase music when he's chasing them. Oh and his obsession cannot be changed through perks(DS/Furtive Chase).
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/777999#Comment_777999
1. I play KYF with my friends pretty regularily, i love the mode, no problems with it. Imagine playing dbd for fun lol.
2. I think i wrote that the experience for low ranks is not good.
3. Wanna quote u "Sure, it wasn't fun". Back in the days as i was a innocent rank 12 killer i got stomped every second match by some red ranks queueing with their friend. And yes it wasn't fun. So i lile the change.
By "Sure, it wasn't fun", I meant when I was actively chasing the red ranker. The others were fine. The red ranker was obnoxious. I could easily go after the weaker prey and they weren't nearly as powerful. And this wasn't even at rank 12, more like rank 15-16.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/777969#Comment_777969
So new survivor players should have a good experience right? How bout solo queue? I know, learning dbd can be frustrating for both sides, experienced it like you.
But the point is, the experiences of many mid rank killers between rank 15 and rank 5 showed us, that red rank survivors completely destroy mid rank killers. Now the tide has turned. Even in a swf red rank survivors face a red rank killer. They need to learn to play with other red ranks or even solo queue instead of purposely trying to get easier matches with their low rank friends. "But i just want to play with my friends bruh!". Go kyf then.
I honestly don't see why ANYONE would play KYF. I sure wouldn't, even if I had 5 friends who wanted to play. There is no point to playing KYF, unless you literally have nothing but time. You get nothing out of it.
As for newer survivors having a good experience, again, going solo in lower ranks is terrible. A rank 20 killer FAR OUTCLASSES a rank 20 survivor to the point where 4ks are easy AF. I've experienced it playing killer without camping, but most killers at that rank DO camp, making it even worse, especially because as a rank 20 survivor, you see a person on the hook and you want to make sure they get out. There's nothing but 4ks in rank 20. Do you think people in those ranks SWF just to bully the killer too? No, they do it to even stand a chance.
I've also played vs these red ranked survivors who got in groups with me when I was a mid rank killer. Sure, it wasn't fun, but I still got several hooks and at least one or two of them dead. The red ranked survivors were asses, but it didn't break me and I usually still did fine, and even got them on the hook a few times due to their cockiness. The only way a survivor who is low rank survivor will do well vs a killer who is red rank will be for them to literally be on gens while the red rank survivor runs them around. This teaches them absolutely nothing. The killer however can easily choose to ignore the red ranked survivor and go for the weaker ones, as I did when I had red ranked survivors in my games. Oh and, not every one of them was even in a SWF when I messaged them. There were times where I got a red rank who was entirely solo. Assuming it's a SWF isn't always correct. DBD's matchmaking is terrible.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/775422#Comment_775422
(then don't play with ur low rank friends to bully lower killers 4head)
I liked the change, i hope they don't reverted it.
The only people who would like that change are people who want easy wins, honestly. A rank 19 survivor is going to die on the hook every time against a red rank killer no matter how hard the red ranked survivor tries to save them. They don't know how to play the game. That change honestly is very bad for the game because it's gonna run newer players away from the game even more than before. It's bad enough rank 20 killers don't let rank 20 survivors even play the game when they catch them, but rank 1 killers completely demolishing any potential confidence a brand new survivor had over and over again will probably make them not even feel like trying. I mean already currently the only new people who stick with survivor are people with nerves of steel. There's no telling how many miserable games I had when I was new before I finally started doing well(mainly because of the camping and getting found first every other game), and then when I started doing well, I got into the games where tunneling became a thing and had to get new perks. I actually didn't even get DS unlocked until rank 10 or so because I didn't think I needed it, then I hit rank 10 and it became an absolute necessity and still is a necessity even in purple ranks. Newer survivors shouldn't be subjected to two completely different demoralizing forms of punishment. Anyone that stays with the game will either become a killer or be extremely masochistic.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/775480#Comment_775480
You play on PC? If you do, I hope to see you in the Fog so you can have a good game without all that crap.
Unfortunately I play on PS4. That's probably WHY the game has a lot of killers like that. PS4 games with online play tend to bring out the worst in people. I have had very few games where a killer doesn't play dirty, and most of the ones where the killer isn't a dick is farming and I don't always want games like that. I prefer games where either side could win and the killer isn't being an ass. The ones that were good though were really good. One guy added me because I was so good to my teammates despite us all dying, that he thought I was in a SWF group, and we played SWF quite a few games. Haven't seen him online in a while sadly so still back to bad games because I'm solo.
@whammigobambam said:
https://forum.deadbydaylight.com/en/discussion/comment/775369#Comment_775369
Or drive off edge right before
Uh...what?
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@alienschmalien said:
Just cause someone is Leatherface doesn't mean they camp though. I've went up against plenty of Leathers in the past who were good boys who just tried to the best of their ability without having to resort to bad manners type #########.
So no I don't automatically assume someone is gonna camp depending on the killer they are, because sometimes it'll be like god damn Spirit camping and you're just like ''Really #########? Best killer in the game probably and you gonna sit your Waluigi ass right here in front of my face?"
No, I assume every killer is going to either camp or tunnel, not Leatherface alone. I have seen some good Leatherfaces, and I see a lot of Spirits that camp and tunnel. At this point it's just what I expect, like expecting Dead Hard when a survivor is injured, or expecting DS. So if there's a powerful loop near me and the killer is chasing me, I'm going to it.
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@alienschmalien said:
https://forum.deadbydaylight.com/en/discussion/comment/775446#Comment_775446
I mean at the current lack of variety in killers for various different reasons? Yeah. You're pretty much having the same chase over and over, give or take depending on the player you are against. At some point it all just boils down to player knowledge and errors and less about the variety in killers...because again....most people are playing a variety of killers these days.
I legit saw Bubba for the first time in a month and a half last night and I legit let out a gay excited gasp of happiness....
He then proceeded to camp (horribly) and then tunneled everyone who got away. It legit was this personified:
https://66.media.tumblr.com/4bd713ccff59ce2b96a2f9cc9e62d063/tumblr_mg8ntf1x8k1rv2wxho4_250.gif
Just about every killer I go against camps or tunnels(there are a few good games, and even some days where I have a lot of good games, but it's not common and I find camping and tunneling to be in the majority), and it was Leatherface. Did you REALLY expect him not to camp?
As for the strong loops, I dunno about you, but I usually only get 1-2 lives, and the second one is usually shortlived, so yeah, I'm gonna take you to the strong loops if I can. Not to "neh neh neh" at the killer, but because I expect the killer to play like a dick. If I don't take DS, those possibly 2 lives go down even faster.
When I play killer, I don't mind as much, I get more blood points than survivors in an overwhelming majority of my games as killer anyways, especially if I have BBQ, so I don't slug for the 4k, and I'd never take a mori because those are the worst BS in the game. Overall I play fair, but as survivor I will take a lot of the meta perks, mainly because they're the only things in the game to counter bad manner gameplay against killers.
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I've always hated Spirit. Every single one I go against either camps or tunnels. Except for maybe ONE OR TWO, and one was because they basically were destroying the match so hard they let the other two farm with them, and the other one actually just played fair.
That said, I have been having the same issue with Huntresses lately. They're all dicks. Just had one camp every survivor, I lagged and got grabbed off an unhook, left on the ground, had Flip Flop fully charged and she just followed me throwing hatchets at me on the ground and swinging her stupid ass axe until the entity took me. I was on the ground for probably 6 or 7 minutes(because the last survivor who was actually alive didn't open the gates for a bit, then opened it and left). Note she didn't even know I had Flip Flop.
I just hate all meta killers. The ones playing them are usually #########, except for Billy's. Those guys are usually actually pretty decent guys and play well to boot.
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@DwightTheMight said:
I think that the ability to instantly down someone from anywhere in the map (For good huntresses) is pretty strong but reasonable if there is only one, but with infantry belt. If she hits her shots she can instantly down almost all the survivors before having to reload. I just think that iridescent head should take up both slots of the add ons?
That's actually a good idea for red addons. If they're that strong, taking up both slots for an extra powerful addon sounds actually brilliantly more like a decent balance solution. That said, some red addons sadly are not as powerful and would be terrible if that was their only addon. For example, Red Paint Brush does practically nothing on it's own.
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@alienschmalien said:
https://forum.deadbydaylight.com/en/discussion/comment/775312#Comment_775312
Right? It'd be like if Overwatch allowed Tracer to blink like she does, but also her bullets were one shots.
Or if Street Fighter gave Ryu a fireball that instantly burned through an entire healthbar.
Basically DBD is about as competitive as Mario Kart. Some of the add ons and items legit are no better than a blue shell in Mario Kart.
To be fair there actually is very easy counterplay to the blue shell. Just let someone pass you slightly.
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Pretty much the same instances as everyone else. If the killer is being a dick, he gets the bags+ some points. If a survivor heals me, twice to thank them, if the killer lets me have hatch, twice before I go in to thank him. Oh and at the beginning of the game I look straight up and walk around crouched and do it occasionally if I start near everyone or multiple survivors. Oh and if it's a David.
As Ghostface, whenever I down a particularly annoying survivor.
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With Devour Hope in the list of possibilities it's pretty much a necessity to cleanse every totem even if Ruin is not in play. I always assume every lit totem is either Devour Hope or Haunted Grounds if there's no Ruin. I risk the Haunted Grounds because if Devour Hope gets stacked they get permanent one hit downs anyways. Better to just have it work for one survivor.
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The problem is you can't. If one side is chill, and the other isn't, then you're going to be FORCED to sweat to even have a chance. Then there are the dicks that do dickish things to you in the game. It makes you sweat harder to make sure they don't do that ######### to you again. In game problems that need to be fixed are just dealt with by band-aid fixes in perks. You can't have a casual play session if you can't play at all, for example. The overpowered things in this game are made in such a way that they're only fun for the person using them, and complete ass to face up against.
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Honestly I think that the highest rank survivor thing probably hurt FAR MORE than it helped, so they probably reverted the change. I kinda expected that a change like that would be bad for the game personally.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/775055#Comment_775055
Meh. You have your opinion and I have mine.
Also yes, gens getting done in 80 seconds is never the case cause of Great Skill checks, Toolboxes, perks and someone helping you. So you list the negatives and i'll list the positives to speed.
Unbreakable is not overpowered AS IT IS NOW. If you could do it infinitely it would be. That is the exact reason "No Mither" makes you injured, as I have told you a few times now.
Why am i counting the seconds? Cause I don't wanna get hit with DS cause they have 3 seconds left, not cause i'm following them and breathing down there neck the whole time. You want footage of how I play? I can put it on your wall.
It's obvious neither of us will change our mind. Let's agree to disagree and both drop it. I hope you have good games, and if you play PC I'll see you in the Fog. Other than that, have fun in the Fog on whatever console you have.
Yeah, I don't think either of us will change our minds either, and yeah, there are positive things, but I will say a toolbox without socket swivels and BNP doesn't do much(maybe like 12 seconds off a gen total), and great skill checks do nothing with Ruin(except prevent regression), and a lot of people suggest not using Prove Thyself because it actually helps the killer more than the survivors. I'll also mention that if you DON'T have Prove Thyself, there's actually a penalty to gen speed(and this happens a lot) when working on a gen with others, so I didn't list all the negatives. Heck, I bring Prove Thyself just to get gens done at all, because most of the time, other survivors don't do gens well with Ruin. Prove Thyself helps create less skill checks, which in turn allows a chance of opening the doors. I die far more times than I survive(unless I get a killer who isn't super good but also isn't a complete dick), but I still pip on most occasions, unless something happens like I mentioned earlier, and a killer is on my ass the entire game as soon as I get unhooked.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/773555#Comment_773555
My friend, I think you read what I was saying wrong. I do want to point out I never Slug, Tunnel, or Camp if I can help it and have many hours of footage to show you if you do not believe me AND I STILL GET HIT WITH DS. I don't mind DS and Unbreakable being used at the same time. It would be silly to be upset with that. It's two perks that work together. But having them work more than once would be very very bad balance wise. You could just get up forever or DS every time you got picked up. That would be very very unfun for the Killer and very very OP.
The "locker thing" is used on me when i patrol gens and the person that got unhooked hops into a locker. What am I to do? Leave them so they can work on the gen? Eat the Ds? How am I bullying them when I am patrolling Gens? You seem to not understand that people abuse in game mechanics on both sides. Like using BT to body block for someone else, or DS to do the same. Not even counting the Locker thing and then Headon after the DS for giggles.
I am glad YOUR games last 15 minutes. I've never had one get that long, Myself.
60 seconds is a very long time if you consider that a gen, being worked on alone with no perks, toolboxes, or great skill checks can be done in 80 seconds.
Unbreakable being multiuse would be OP. It has no drawbacks and the Killer would have NO idea you had it.
You can miscount by 2 seconds of 60 and get hit with DS.
No mither has such a downside BECAUSE you can get up infinitely.
Also, have you felt the misery of being a Killer that gets bullied or has 2-3 gens pop after catching and downing one guy cause you arn't one of the Meta-killers and Loops are insane? I don't think picking a perk willingly is more miserable then that.
I think you are looking at this one one side way too heavily, and I'll admit I might be doing the same, But I can not honestly understand WHY you think it's okay for them to be multiuse. How you can't see how that would be abused. I would like to see your feed back on my reasons.
I suggested Unbreakable alone being multi use. You'd likely only be able to get off one DS per game anyways. So how would it be OP if you didn't slug? As for people getting in lockers, again, they haven't had even one minute off the hook. If they hop in a locker when you patrol gens, then yeah, if you want them, you should eat the DS. That's not abuse of a game mechanic, that's just making sure the perk, which they used a perk slot for, does it's job, as you can actually have a perk not work the entire game by taking it.
As for "abuse of in game mechanics", BT body blocking would only work if it was at the end game, because as a killer you move much faster than survivors. You may get 2 seconds of someone body blocking you with BT, and that would only really work in the end game. If they're using DS to body block, then they're kind of idiots, because they'll just get slugged. You get MORE pressure off that because you got one on the ground while you're chasing another. That's 3 people at least off gens.
As for gens being done in 80 seconds, that is almost never the case. There's always Ruin, Thanataphobia, Pop, or Dying Light going on(and in most cases a combination of two of those perks). There's no way you'd ever get a gen done in 80 seconds unless they found Ruin at the beginning of the game. Even the best DBD players fail skill checks at some point, and in some cases several times to where they actually end up looking for Ruin.
Why does a perk need drawbacks? Unbreakable is not overpowered. It has a solid, clear counter, which is picking up the survivor.
Why are you counting for seconds for DS? That just says you're looking to rehook a survivor at exactly 60 seconds after they're off the hook, and in the case of what you said earlier, that's not even the time a single gen can be completed.
Yeah, No Mither has a down side because you can pick yourself back up infinitely, but you cannot honestly tell me the that if No Mither is balanced to be a perk with a good thing, and a bad thing, that it is balanced to where the good thing is better than the bad thing. The bad thing is probably 20 times worse than the good thing. The only reason people take No Mither is for a challenge, or to better their gameplay because they have to play even more carefully.
Yes, I have. I've actually felt the misery of not finding a single person until right when last gen popped as well. Doesn't compare even slightly to the misery of playing survivor against a killer who leaves multiple people on the ground all game. Hell it doesn't even compare to facing a killer without DS. Just had a game earlier where I had to escape with Jeff(ritual). He's level 1 so all I had was Breakdown, and guess what happened? It was against a Ghostface with stalk increase addons and he downed me, waited for me to be unhooked, chased me again, downed me, waited for me to be unhooked again, and downed and hooked me yet again. Imagine how fun that was for me? Sure, 2 others got out(because he camped the other person), but do you really think I enjoyed that game? I'd rather play killer and be bullied, because at least I have some control over what I do. As a survivor, you don't if the killer decides to be a dick.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/771962#Comment_771962
What you're forgetting is the second the killer hits somebody with noed or Devour even if it's with their secondary ability or if the survivor is already injured it will still tell everybody.
Some Killers will just leave them slugged to waste time or if they simply have other things too preoccupied them not every time you down a survivor is it the most optimal thing to pick them up.
For example you down a survivor and you know this someone's destroying your hex totem the best thing to do is to chase person maybe even down or hook them.
Also that removes any optimal use on the survivors part if you decide to blow your unbreakable that's your fault.
Also killer perks that only happen one time per game
Blood warden
Haunted grounds
Corrupt intervention
Those perks tell all survivors for one reason. Unbreakable is nowhere near the same power level as NOED or Haunted Grounds or Devour Hope. Those perks tell everyone because they are extremely powerful and if no one knew that the killer had it outside of the person who was hit with it, then they would simply play as normal and the killer could EASILY get a 4k. Like so easily it's nothing. Do you know how easy the game becomes once Devour Hope is triggered? The game is pretty much won. Yeah, it takes a while to get the ball rolling and doesn't happen very often, but when it does, you don't even have time to look for the totem(plus the killer knows where it is). With NOED it's the same thing. A 3 escape would turn into a 4k EASILY if no one actually knew the killer had NOED. This is the same as a survivor using Dead Hard. Once they use it the first time the only thing they can do is use it to close distance, and even the first time most killers expect it(as I said, you should always expect the unexpected, and if you did, then all of these thoughts of it possibly being overpowered would go away).
As for the one time use perks you mentioned, they all happen at a specific point in the game. Haunted Grounds happens when you cleanse the hex(and it's a hex perk, of course it's a one time perk). Blood Warden happens after the gates are opened, and I don't think I need to explain WHY Corrupt Intervention is a one time use perk. It's literally impossible for it to be made a multiple use perk. Unless they made it where they were blocked off when you hooked someone for significantly less time, but that'd basically be Thrilling Tremors. That said, if you want Blood Warden to happen multiple times in the end game, I'd be totally fine with that as long as Unbreakable was made multi use. I thought that was strange that it only happened once anyways but I can kinda see why it is the way it is, it's still miles more powerful than Unbreakable.
@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/772366#Comment_772366
at this point, let's just say we both have our own opinions on it. You don't wish to see my side, or it seems you don't, and I can't understand your side.
Side Note: I don't tunnel or camp or even slug that much and have hours of footage to show it. I still get hit with DS cause I down someone and opps! They still had a few seconds! Or you get those people that get unhooked and walk in front of you to block you while you are chasing someone else cause they have BT on them and prolly DS to boot. Or the Locker thing or so on and so on.
No mither has a draw back cause you CAN get up unlimited. Unbreakable is once cause you Don't have a draw back. I'm not saying "survivors should only have two working perks or it's OP." and frankly im not even sure how you got that from my post. All I was saying is you can't just think about the 4 survivors perks in a vacuum cause they (over the whole team) can have the same perk more than once or have 16 different perks (as rare as that is)
I do not know how to explain this clearer, so if we still can not agree, I think we should just live and let live on it.
I said that, because if a survivor has Unbreakable and DS, and you don't want either of them to work against you(as in you don't want to be hit with DS or Unbreakable despite them bringing it), then you're saying they should only have 2 working perks, and that's even discounting Adrenaline if they brought it, which is essentially not a perk until endgame. THAT is how I got that from your post. You're saying you don't want to be hit by Unbreakable or DS, and claim they'd be OP if they were multi use. If you don't tunnel or slug, then you will never be hit by either. Also trust me, one minute is NOT a long time. Most games last probably around 15 minutes. If you hooked 4 people 3 times and ended chases by one minute per survivor that'd be 12 minutes for all four survivors(and we know that doesn't usually happen, someone usually dies on second hook or even worse first). If you're hit with DS, you may not have intended to go after them, but they didn't have enough time off the hook for you to hook them again. If you think of it like that, then it's easier to understand. And if you slugged someone right after they were unhooked, it's still tunneling. This is why unbreakable would not be OP if it was multi use. I'm not saying you DO do this, obviously, but if you were hit with DS, you tried to hook them ENTIRELY too early(You couldn't have even given them a full minute off the hook if you were hit with DS). As for the "locker thing", if you're not chasing them, then they wouldn't have had to run into a locker to get you to be hit with DS to begin with, which again, would imply tunneling. They only get into a locker because people leave them on the ground AFTER tunneling them so they aren't punished for doing it. It's not some bully tactic, it's actually a defense AGAINST a killer related bullying tactic.
I understand you think it might be too strong when combined, but I honestly think it wouldn't. Unbreakable rarely even gets to be used the one time, which is why I don't bring it. At least with DS I have ways to make sure it gets use if someone is trying to tunnel me while also avoiding it. As for No Mither having downsides, I'm sorry, but No Mither's downsides FAR outweigh it's plus sides. Like so much that people call it the "Hard Mode" perk. If that doesn't tell you just HOW BAD No Mither is, then I don't know what to tell you. So if the ability to pick yourself back up unlimited times is so strong, why is No Mither considered a "Hard Mode" perk? If it's so strong, it would be meta, despite it's downsides. The ability to pick yourself back up is minor. So much so that even Unbreakables rarely actually happen the one time. But sometimes you might rarely run into that one killer who slugs everyone all game, and when that happens, you need to unbreakable more than once, and without No Mither, which again, is a perk that literally gimps you so far that it's not worth taking if you actually want something to BENEFIT you, that just isn't possible. It doesn't help that No Mither basically tells the killer "Don't leave me on the ground or you'll regret it!". Those types of games are 10 times more miserable than any game you could possibly have as killer, and there is no way to counter them without taking a perk that halves your chances of survival.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771998#Comment_771998
Oh? And what if everyone has those perks? Then it's 4 times. It would be over powered if DS or Unbreakable worked more than once. Why do you think they haven't been changed? 60 seconds of locker jumping fun times is enough for me thanks. Unbreakable is in a good spot cause it gives you that one up for free, if you are left alone. Combo that with DS and that "Crawl Fast" perk and i'll likely not find you before you get up unless I pick you up instantly.
But whatever man. It's your opinion.
HAve fun in the Fog.
Do you tunnel people four times? Because if you do, then yes, it'd be 4 times, one for EACH survivor that you're chasing after they were immediately put off the hook, but those four perks don't all work at once, they work for every 1v1 instance. And yes, I used to think a minute for DS was far too long like you, but then I started playing survivor more, and got into higher ranks where I started feeling how short that minute actually was after I started HAVING to use DS because of all the tunneling(which I originally thought was a survivor mistake, but then found out that killers actually commonly wait outside of hook range and come back to the hook within seconds and down you again). It wouldn't be OP, it'd just allow perks that you can nullify by slugging despite actually STILL tunneling. If you don't, then you'd never see the DS and could still pick them up and put them on the hook like normal. You're basically saying "Survivors should only have 2 working perks otherwise it's OP", if you count every survivor having Adrenaline. That has nothing to do with unbreakable being allowed to happen every time you're slugged, and would not make it OP in the slightest. As I said, you could never see those DS if you didn't tunnel them, and then both perks would be useless if you hooked them after downing them. Or you could risk the DS or the Unbreakable. Both are counterable, even if they were infinite use perks, they would still be counterable.
I don't really see how this would make anything OP. You're trained in this game to expect the unexpected, so that you're not surprised by anything. If it became unlimited, Unbreakable wouldn't feel so bad about being taken. Even with Unbreakable, you'd still left on the ground for most of the match if they slug you more than once. If you expect Unbreakable, you're not hit by it. If you expect DS, you're also not hit by it, so there's no way this would be overpowered unless you went out of your way as the killer to make it overpowered.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/771962#Comment_771962
cause here is the difference between Killer and Survivor Perks. There are 16 perks on Survivor side and 4 on Killer.
Combine your idea with DS and you are ASKING people to be bastards.
DS is a one time perk though, just like Unbreakable. It'd just force DS to work(or Unbreakable) the one time you tunneled them. You can already do this with No Mither. The difference is No Mither gives significant disadvantages, but no one really complains about this combination. Or are you saying DS should have a way to not work whatsoever if you tunnel a survivor and slug them instead of hooking?
The difference in perks is small, because when facing the killer only 4 of them are working against him, if they're evasion/defensive related perks, which they usually are. There's also Adrenaline, which does nothing for most of the game.
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@Volfawott said:
https://forum.deadbydaylight.com/en/discussion/comment/770126#Comment_770126
The reason why you get a warning with no mither is because the unlimited chances to get back up.
It's also why unbreakable is a one-time use thing it doesn't warn the Killer so you could do it with a higher chance of being left on the ground.
What both of you are suggesting would be too overpowered and annoying there would be no way for the killer to know you have it or if it was just you getting healed.
How would it be overpowered? It's like with a survivor, you don't KNOW the killer has BBQ and Chili, you EXPECT it, so you hide from it. As killer, this would only encourage killers to EXPECT Unbreakable, so they'd hook instead of slug. It's not overpowered to counter a killer's choice of playstyle, It's like a killer using NOED. You don't know the killer has it, but you have a way to prevent it. There's a way to prevent unbreakable, so in no way can it be overpowered. You make a conscious decision to leave them on the ground. They could be healed, or they could unbreakable up. If it was overpowered that would mean it would have no counterplay. The counterplay would be to hook them instead of leaving them on the ground to bleed out. There's nothing wrong with a perk doing it's job instead of being a one off perk. There're no killer perks I can think of that only happen one time per game.
No Mither's broken status effect isn't there to give information to the killer. No Mither is just a hard mode perk as it is and the ability to get up infinitely is in no way strong enough to warrant being broken all game or telling the killer that they can get back up.
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@Cardgrey said:
Idk about PS4 but. Maybe they should take a page out of wow.
Tell people what role is lacking and give people 30k bp for playing that roll.
Too many killers reward people willing to swap over. Survivor lobby slow 30k reward to play killer it's a win win
That's a good idea but with BBQ and Chili you can pretty much get 60k BP to make up that 30k difference so people would just play killer anyways most likely if they enjoyed it. If there's a lack of killers however, survivors would likely swap over to make that BP.
As for the survivor lobby problem. I don't usually have terribly long wait times to get in a lobby, it's moreso that the game bugs out consistently causing my wait times to be atrocious. I'll get "a match" which will then say I was disconnected before connecting probably around 1 or 2 times before I get into my match. Otherwise it probably wouldn't have taken as long because I had to requeue(sometimes close application and relogin then requeue) several times.
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@Fibijean said:
I don't know that I'd go so far as to say the game is boring now, but I do agree with you for the most part about the way it's been balanced. In my unpopular opinion, ultra rares like instaheals, keys and, yes, moris, add variety and flavour to the game. There's something fun about how absurdly overpowered they are.
It's not competitive, there's nothing riding on it, so it doesn't have to be perfectly balanced. It's okay to have a game every now and then where the killer moris everyone in five minutes, or where the survivors make a clutch escape with the hatch.
Those 'pog' moments are what gives the game its character - character which is lost when those items are nerfed, which I think is a real shame.
And yes, while the BNP nerf is justified, I agree that they're no longer powerful enough to justify their rarity or cost.
I don't ever feel like I'm having FUN against an ebony mori, and I'd never use one, because I'd be playing a game I didn't deserve to win.
I don't mind a little chaos, but I'd rather it be balanced chaos than "whoever brings the bigger guns wins" chaos.
For example, Freddy's addons are pretty much perfectly balanced. Sure Red Paint Brush and Swing Chains might be a bit on the powerful side, but his pallet addons are a unique and NICE way to make addons that aren't overpowered, but still fun and unique. I wish killers had more of that instead of things like Iridescent Heads+Infantry Belt Huntress. I highly doubt anyone can disagree with me that Freddy's pallet addons were a good change for the game, or that it made him more fun.
Balance decisions like that are what the game needs, not having stuff so powerful it's like "Why try?".
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I dislike slugging in general, but it also depends on what stage of the game it's at for HOW MUCH I dislike it. If they're slugging for the 4k, screw them for using it to have an easy 4k. If they're doing it mid game and it wasn't tunneling(as in they didn't come directly back to the hook while staying JUST outside of TR range to slug me and chase the new survivor), then I don't mind it so much.
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You're probably better off than being in 2 games in that time considering your rank. Rank 18 killers are the WORST behavior wise.
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Honestly No Mither imo should be changed, and Unbreakable should be unlimited. It makes no sense to have these "one off" perks that are band aid fixes to actual game problems.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/768899#Comment_768899
so you are saying its fine that they hardcounter certain killers, just by equipping a certain perk?
something the killer doesnt know and therefore cant react to it properly until its too late?
thats like saying OoO versus a GF is perfectly fine and balanced, its just bad luck on GF's part.
now, for GF they found a good solution, by having him enter the Undetectable status uppon activating his power, though for the Trapper - Small Game issue, we cant just add "traps are undetectable" to the beartrap but still leave the "detects traps" part in the perk, that would make no sense. instead, we should remove the whole "notifies you of traps" aspect of the perk, as thats where the main problem comes into play and the perk itself doesnt even focus on that part anymore. thats just an addition to it that screws Trapper over, which imo is just unneeded - Trapper is nowhere strong enough to have such a hardcounter.
See, the problem with this is that you're comparing one bad thing(Trapper's traps being seen by Small Game) to another bad thing(Undetectable vs ALL AURA READING). Killer powers should not counter perks(Undetectable vs aura reading, 0TR/Oblivious vs Borrowed Time). Survivor perks should not counter killer's powers(Small Game, Calm Spirit, I'm sure there are others), and no perks should be used as band aid fixes for game/bad manner related issues(Borrowed Time, Decisive Strike). Perks should counter perks. Alert was already not the best(and it was probably the best aura reading perk in the game for survivors). Also there's a big F U to Small Game if you take the add on that injures you if you disable a trap. I mean he's not COMPLETELY helpless. He can still shut down loops when chasing someone unless someone else disables the trap, and if they're doing that, they're an easy target as well, and they're not on gens.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/754077#Comment_754077
https://us.v-cdn.net/6030815/uploads/619/Z0UEOZ8P2S6O.jpg
But i'd rather not get into this! This tends to get people really really Killer Vs. Survivor! So let's just stay civil!
That isn't as powerful as an ebony mori. At it's most powerful, a key is 3/4ths as powerful as an ebony mori at it's most powerful, while a mori is only an offering. If an ebony mori was more like an addon than an offering, it'd be CLOSER to fair, but it's not. However yes, we can stop there as we're getting off topic.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/754067#Comment_754067
Hi! I won't point out things you can use that are as strong as a mori!
But I will say, if you Tbag me when i'm playing Ghost Face, i'll Tbag chase you! Crouch movement speed add-ons!
There's nothing as strong as a mori. It's an offering for one(it also literally halves a killer's requirements:12 hits instead of 24, since killers always wait for the unhook to down them right away), survivors don't have an iri offering. For two, it can be used with other iri things(of which survivors again, can only use one), and for three, the only thing I can imagine you talking about would be instaheals, which again, are not as powerful, and are getting nerfed.
As for the GhostFace thing, tbagging Ghostface is funny. So I don't mind you memeing with crouch movement speed addons.
@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/754067#Comment_754067
And in 99% of the cases it's clear whether it's meant as an insult or not. That's not the issue.
Yes, it's usually clear whether it is meant as one or not, you just happened to say it WAS regardless of context, which I corrected.
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@NoShinyPony said:
@arslaN I take tbagging as (un)serious as "gg ez baby killer". It's the same level.
I'm not whining about it, I tell others to ignore it. When you pretend it's not a sign of disrespect, I'll correct you, that's all. 🤷
It's only disrespect if it's intended to be disrespectful. You can tbag a Ghosface to try to get them to tbag back. You can tbag to brag, you can tbag to say hello to other people, you can tbag to say "Screw your mori, I still got out despite you using an overpowered offering of iridescent quality in which case I have nothing like that". tbagging is amoral. It's the user behind it which determines things like it's intention.
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/753780#Comment_753780
I mean medkits aren't bad, but you are removing 1 big chance out of your 3 draws to get other items. You'll likely get a medkit anyway, wouldn't it be a shame to ensure your 1 draw is always a green medkit, when you can have 3 draws that can be anything!
And it's always scintillating to draw a purple or pink key, or a pink map. Why limit yourself to a green medkit when you can get a Ranger Medkit?
The thrill is in the joy of getting something random and awesome. If you are always locked to a green medkit, that takes a big chunk out of the thrill.
I guess, but it's only for the first one, and I like the faster/quieter searching. Getting a med kit for myself is always useful, and I never use keys because games for me either end up all four dying or all four surviving and I never find the hatch. There was ONE time where I could have used a key, and I had the build for better items, found a broken key. -.- That said, I won't be using Pharmacy anymore once those medkit changes go through. >_>;