Avarice10
Avarice10
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You want more ethnically diverse and oppressed people to be hunted down and killed by killers so that the entity can feed on their souls?
Sure.
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@slim0b said:
https://forum.deadbydaylight.com/discussion/comment/1625222#Comment_1625222
Yeah a really strong A tier killer against clueless survivors.
You could stand at the other end of a ######### rock and he can't do anything about it.
That's not true, he can m1 you. If you spam his power or don't know when or how to use it you're going to lose.
Watch this killer main playing Blight, he downs survivors so easily. he ended one game in 5 minutes as Blight.
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If this item is added to the game, make sure it doesn't do friendly fire, and remove the chance to injure yourself.
It's not a bad idea, as long as the ammo was limited to 1 shot, it wouldn't be OP, in Friday the 13th survivors could find a shotgun or flaregun to stun Jason, but they could also use it to shoot other survivors killing them instantly, so it really should not have friendly fire or we'd see a lot of griefing. At most the shotgun should have 2 shots, but this should be because of an add on.
Add ons could be different shell or slug types, which could increase the stun duration, the spread of the shot, or the range, and you can only bring 1 ammo type at a time. Slugs could double the stun time if the survivor lands a head shot. Where as shells could be more forgiving and easier to hit the killer at close range.
Honestly real shotguns have really good range and would hit killers easily on most maps. a 12 guage shotgun has an effective range of 50 to 100 yards, which is 45 to 91 meters.
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Playing with low rank survivors is honestly depressing, they go down in what feels like 10 seconds, if that. Not a fun experience, it's enough to make you think every killer in the game is OP. Best bet is to bring Prove Thyself and WGLF and farm points, find a person to coop on gens, and if they're getting stomped go for hook saves, do what you can to get to higher ranks where you'll get better survivors, just be sure to not be a potato survivor in high ranks or the killers will tear you a new one.
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Blight is really strong A tier killer, he needs some kind of drawbacks or he'd be OP.
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The trouble is landing pallet stuns on a dedicated server can be tricky, sometimes you throw the pallet down and still take a hit, which really sucks when that happens, they also nerfed the way pallet stuns work, so it's a lot harder to land them now, killers can also block the pallet, making baiting risky business.
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Definitely not, Myers is one of the strongest killers, he doesn't have a lot of mobility, and a slow start can really hurt him, but he has a lot of snowball potentional and he is the only Killer who can have an infinite T3 and mori survivors instantly.
He is add on reliant in high ranks, but he has some great add ons. Tier 1 Myers can also be more dangerous than T3. Lerys with the scratched mirrior, gl.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1620295#Comment_1620295
You would only break them on certain maps - because some of the walls are incredibly useful for walling off areas making it harder for Survs to maneuver. For exaple; the walls on either side of the school on Freddy's map - I never break those; leaving only 2 entrances/exits to the building for any unfortunate soul that goes in there.
At this point they should've just made them solid walls, unbreakable, because 9 times out of 10 it is better to not bother breaking a wall because it helps more with it standing. And I'm sorry - having no hesitation to break during a chase and putitng extreme pressure on Survivors to actually make decisions on where to go instead of 'where the nearest loop'? Hell yes. Chases are too simplistic and don't have any "pressure" it's just loop, loop, loop - has he given up on me yet? No? - loop, loop. Insta-shatter walls would at least force them to react on their feet when their 'loop' suddenly explodes into shrapnel.
Well stealh in this game is discouraged because of scratch marks, I mean in order to escape a killer you need to break LOS but you leave a nice long breadcrumb trail to where you went, so because of how weak stealth and juking is, the only real alternative is to be good in a chase and being able to waste the killers time, that's your best bet at surviving.
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@Marcavecunc said:
https://forum.deadbydaylight.com/discussion/comment/1625075#Comment_1625075
You really are an entitled survivor main and it shows.
Wraith body blocking you in a corner while cloaked is a wraith tactic. I thought you were complaining about being body blocked and the killer going afk, but him blocking you in a corner while he uncloaks is part of his you play him. It's a wraith? Easy counter play, don't hide in a corner where you can get body blocked. If he does go afk to force you to disconnect, then just report him, the tools for that are there. As I said, I never had killers body block anyone to force them to disconnect in any of the matches I've ever played. I'm not saying it doesn't happen, I'm saying it's really not as frequent as you try to make it out to be too justify disconnecting for petty reasons.
A killer ignoring you because you got stuck on a known bug is all on you. Boohoo the killer ignored me, he's so mean, I'm super entitled and am going to complain that they didn't come to me right away to unstuck me and probably let me go because it's not fair I was urban evading around the hill.
Anyway, not going to bother with you anymore, I've wasted enough time on you, entitled survivor main who likes to disconnect for the slightest reason but doesn't want to be accountable for it.
I never said in my last post that the wraith uncloaked after bodyblocking and I even showed a video illustrating the bodyblocking, so instead of arguing with my points you complelty invented your own strawman to attack instead, I didn't know I was talking to Kathy Newman.
The killer taking advantage of a known bug is called bug exploitation, I showed the Killer where Feng was, he ignored it, I tried to help her by getting close so she could heal me but I got stuck, Nea brought the killer over to us but she got slugged and he then left us to tunnel Steve.
You're reeking of entitlement, you so desperately want a 4k you don't care if killers abuse bugs or abuse bodyblocking causing survivors to be held hostage or to eat a ban, as long as you get your 4k and a sadistic satisfaction that any who dc from your game got banned, it's people like you who are the problem with DBD's community.
OP is right the Devs need to address the problems this game has, instead of punishing its player base.
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I'd rather they remove the doors, I thought they were going to place them by strong loops so the killer could break it and make a shortcut, but they're being used to block doors that were always open and the killer has no reason to break them.
The side doors are blocked in the school which I thought the killer would have to break to hook people, but hooks are so close to the open doors the killer doesn't need to break them.
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@Marcavecunc said:
I can do it too.
https://forum.deadbydaylight.com/discussion/comment/1625049#Comment_1625049
Interesting that most survivors don't want the DC ban. They really want to be able to rage quit for being found first or playing against a killer they don't like without repercussions even if it ruins 4 other people's game experience.
https://forum.deadbydaylight.com/discussion/comment/1625056#Comment_1625056
I don't know the kind of killer you play against but I've yet to see any body blocking to take the game hostage. And you'd be surprised at how far survivors can go for altruism or to be toxic. *insert random YouTube link of teabagging flashlight clickers with decisive strike, dead hard, borrowed time and whatever else*
Surviviors being sweaty is not a bannable offense, the killer bodyblocking you forcing you to dc is more common than you think, I just pointed out a real glaring issue if dc bans come back and you completely ignore it and say "oh but that never happens!"
Even though I showed proof, this is really common of wraiths, they can go invisible and see your auras with add ons so they sneak up on you and bodyblock you in a corner. Other killers do it too if they catch you, it's a problem.
Just last patch with the hillbug myself and Feng Ming were stuck in the hill and the clown completely ignored us and tunneled the other players. Feng eventually dc'ed and I was able to get out when the slugged Nea crawled over and I healed her. But what you want is for Feng to be banned for what the killer did, taking advantage of a bug. So entitled.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1144481#Comment_1144481
Then it might be time to find people to play with, rather than get randos who just want to farm you off the hook in front of the killer.. or, you know, disconnect and go make yourself a cup of tea to calm yourself up during your 5 minutes timeout, since you apparently would just get slugged and not hooked again, so that would make the game last longer than the 5 minutes period and you wouldn't be having fun.
But I find it hard to believe it happens to you so often you feel there's a problem with the penalty. But hey, you're the same guy who also keeps crashing over and over, so I honestly don't give much credit to what you're saying concerning the penalties, and will just assume you're an entitled survivor main who disconnects at anything and move on to better discussions.
I'd rather not have a return to when you get bodyblocked by a killer and held hostage to force you to dc and if you do you get a penalty or ban. I don't want a return to those scummy killer tactics.
You'd be surprised how far killers will go for a 4k or to be toxic. Don't believe me? Watch this:
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Interesting that most killers want the DC ban, they really want their 4k even if it hurts the game or if the game is in too poor a state to have a DC ban
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1622973#Comment_1622973
But the current situation isn't any better. Killers feel extremely lackluster and have zero sense of 'power role' or 'scary killer' feeling to them in almost every single case; because they are not properly tuned in power because of the solo vs SWF problem. If they were rebalanced to be truly terrifying to go up against (which means killers being considerably stronger than survivors in any 1 v 1 situation); and a disclaimer put into the game that the game is "better enjoyed with friends" or some PR-spun version of 'hey if you play solo it will be harder'; you' bring a ton of players back to playing killer.
As it stands right now - it is just generally unenjoyable to play killer; because matches are so heavily in favor of "fun and lighthearted relax time" for Survivors, while killers rarely get the same opportunity and almost always have to "work harder" in their games - and that really has almost everything to do with SWF and the 4 v 1 misunderstood sense of balancing.
I don't think they should boost killers based on the fabled 4man depip squads, it would totally destroy the solo experience. Killers are already super strong 1v1, that's why there's 4 survivors, the survivors strength comes in numbers. I think the Devs need to work on closing the gap between SWF and Solo, they should give solo QOL buffs, maybe make kindred built into their basekit, because once the solo experience is closer to how SWF is then they can properly balance the game. If they balance the game around SWF as solo is right now, then solo players would be shafted.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1623376#Comment_1623376
I rather have my own personal rating than follow that of someone who is known in the community.
It's fun and all following someone's judgement blindly, but i rather judge them for myself.
He might for example plays really well against a certain reading perk, while someone else plays poorly against it and visa versa
I also didn't say he rated it a 5 star, I just told you you forgot to include it.
As for me that is a 5 star perk because it doesn't have any counters or cool down.
But than again everyone is entitled to their own opinion ofcourse, as I do disagree with some of his ratings
Actually, you said OoO was 5 stars, be it an presumption or your own personal opinion, you never said, but the rating was actually 4 stars. So your presumption/opinion wasn't correct.
At any rate you're kind of being hypocritical here, you don't want me or others to care about his ratings of the perk because you only care about your self absorbed opinon? To me you're just a random dude on the internet, not Otzdarva is a well known and respected Killer.
it's not about following his opinions blindly, it's about respect, I respect him and his judgment, I don't know you so I don't respect yours. I'm sure the same goes for me. It's an irrelevant subject either way. Naturally everyone has their own opinion on something, that's why we make decisions based on a general consensus when it comes to a community. not Otzdarva reached 300k+ people, how many people do you think will see your or my opinion? Definitely not even half that.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/1623334#Comment_1623334
Hey I was just giving examples.
Besides, it's all personal preference and tbh deerstalker I can't personally don't even count because the survivor has to be downed so I'd rate it more as a 1 star.
Btw you forgot the 5 star survivor aura reading perk OoO.
I think everyone (probably except for mains in a swf group) will rate that as the most annoying perk in dbd as it has absolutely 0 counter to it.
Personally I think killers should have the better aura reading perks as they have to find 4 survivors and als hook them all 3 times (so 12 hooks total)
Also survivors have more ways to counter aura reading perks tho πβοΈ
Also I never rated the perks as they were like I said, examples and nothing more.
A very single bit of aura reading for survivors is allready very strong even if the perk is bad
Actually not Otzdarva rated it a 4
Object Of Obsession: 1:09:31 | Rating: β β β β β Very Good
You can watch his review of the perk here: https://youtu.be/yHMlvOrIWYk?t=4170
He is a very good Killer main and isn't entitled like most of the community which makes him a breath of fresh air.
Honestly his review of perks are solid and accurate.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1623278#Comment_1623278
No, thatβs falsely assuming the players value the detection and the bloodpoint bonuses equally. I suspect itβs more like 2/3 and 1/3 preference in that sense. They like the detection but not enough on its own as a perk by itself, but that extra bit of bloodpoint bonus pushes it into the always use category.
And by the way I donβt use BBQ and Chili at all typically, I donβt need the Bloodpoints and I like other perks better without that bonus.
The survivors version of BBQ literally doesn't give the survivor any kind of bonus, it just gives them bonus blood points, Killers want their cake and eat it too, total hypocrites.
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@Dennis_van_eijk said:
Survivors forget they have their own bbq perk.
Dark sense, every time a gen is complete you see the killer's Aura for an x amount of time.
Alert, see the killers aura x amount of time every time he breaks something.
Object of obsession, unless your close you can permanently track the killers movements.
And against freddy as long as you stay in the dream world you can permanently track him no matter how close he is.
Buckle up, when you heal a downed survivor both of you see the killer's Aura
Kindred, you see the aura's of all survivors and the killer, and if you're the one on the hook everyone sees it.
Babysitter, if you unhook a survivor you and the killer see each others aura
Breakdown, if you are unhooked you see the killers aura
I think that's about all the survivors aura reading perks, some strong, some good and some weak.
So survivors crying over bbq is plain and simple big ass bs, and they just need to learn how to counter it
Survivor Perks rated by not Otzdarva that read aura's, a well known and respected Killer main.
Buckle Up: 18:03 | Rating: β ββββ Terrible
Babysitter: 1:56:45 | Rating: β ββββ Terrible
Breakdown: 2:05:27 | Rating: β β βββ Mediocre
Dark Sense: 27:33 | Rating: β β βββ Mediocre
Kindred: 57:27 | Rating: β β β β β Very Good
Alert: 7:16 | Rating: β β β β β Very Good
Killer Perks rated by not Otzdarva that read aura's.
Deerstalker | Rating:β β βββ Mediocre
Blood Warden | Rating: β β βββ Mediocre
Β Bitter Murmur | Rating: β β β ββ Decent
I'm All Ears | Rating: β β β β β Very Good
A Nurse's Calling β β β β β Very Good
Barbecue & Chili β β β β β Very Good
See a difference?
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@dugman said:
BBQ and Chili is ok as a tracking perk but itβs not the best one even. Half the players who use it do so in large part because of the bloodpoint bonus in fact. I posted a poll recently for example that got a fair number of replies asking who would still use BBQ and Chili if it had no Bloodpoint bonus and it was almost an exact even split between people who would still use it just for the tracking, people who wouldnβt use it without the extra Bloodpoint bonus, and a small number who donβt use it now.
Survivors complaining about this perk are mistakenly thinking itβs overpowered during the game, when really itβs just an ok detection perk with a large out of game bloodpoint boost.
If that's true then you will be fine removing the detection aspect of BBQ in favor of keeping the blood point bonus. Lots of killers use this perk for the detection the extra blood points is just a nice boon, but if Killers are really going to down play how strong the aura reading ability is then they will be fine with it being removed too as long as they keep the double BP's
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Trapper - Stepping in a trap feels cheap and is a seriously anti-climatic
Legion - They're so damn annoying, typically they bring builds to waste your time
Deathslinger - His power gives no warning when he uses it, and he can avoid the stun by taking a swing.
Pyramid Head - Their power takes all the fun out of the game for me, you can't loop, perks like DS don't work, and they can mori you on third hook.
Freddy - His power ruins loops and mind game potential, and if he has BBQ he always teleports to your gen, he is like Clown but a lot stronger.
Hag - Extremely campy killers, and her traps are super annoying because they lock your camera onto it. I wish it didn't do that
Wraith - Typically runs NOED or other insta downs, they move faster while cloaked and get a speed boost from decloaking and that's annoying, they also can be hardcore campers
Ghostface - He is like a discount Myers and it's hard to reveal him
Leatherface - His power outruns the sprint perks, it's ridiculous. Most Leatherfaces are hardcore campers, is because of that I hate this killer.
Doctor - Makes my frames drop, counters stealth play really hard, and can prevent you from dropping a pallet or vaulting a window
The Remaining Killers I don't really mind, Nurse, Spirit, Billy, Oni, can be OP but matches with them are usually fun, the people who play these killers usually don't play with scummy tactics.
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BBQ will reveal the aura of survivors after hooking another survivor, this means stealth is completely destroyed, and the killer will have a rough idea where every survivor is, and they'll know which gen to patrol. The perk allows them to pressure survivors or the gen they're working on right after ending a chase, this is extremely strong on killers with high mobility and it's super strong on Freddys, they'll see which gen you're on and instantly teleport to it. If they don't see aura's they know the survivors are close or in a locker, which typically means killers proxy patrol the hook.
Survivors dislike this perk for the same reason why Killers don't like OoO your entire aura and position is compromised and people don't enjoy that.
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/191504/the-new-sabo-is-too-weak
I think any hook broken with that perk should stay broken for the entire match. I know everyone would run it then, so to make it a little less op, it stops working when there are only 4 hooks left, so the killer can still hook survivors. Imagine the crying that killers would do, because they would actually have to do some work. Lol.
I always thought that too, one hook can be broken for the whole match with this perk, trouble is if 4 people bring it they could turn a dead zone into a safe zone. There would have to be some kind of proxy limit from a sabotaged hook for this change to not be abused.
This perk should increase toolbox efficiency and add time to how long a hook is disabled. If it added 90 seconds the hook disabled time it would be decent, because then you could bring add ons with a toolbox and have a decent sabo build.
The whole point of this perk was to prevent the killer from hooking survivors, or to remove a dangerous hook from the game, like the hill hooks, you just can't do that with how badly they nerfed it, it offers no tactical advantage, the only strat is to guess wish hook the killer will go to and rush to it.
Another possibility is that any hook sabotaged by this perk will suffer from a debuff to the hook progression time on hooked survivors and it would increase the chance to unhook yourself, at least then it wouldn't deny a killer from hooking survivors but it would also add a benefit to survivors hooked on a sabotaged hook with this perk.
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@arcnkd said:
https://forum.deadbydaylight.com/en/discussion/comment/1622045#Comment_1622045
This is kind of funny when a large portion of the community likes to claim: 'Perks don't decide outcomes of matches; leave perks alone' when you bring up rebalancing many Survivor Crutch perks; but yet here this comment implies that yes, the Perks would decide the outcome of the match.
On topic of the OP though - there isn't any viable way to balance SWF that the Survivor-players will find reasonable. They will always see it as a 'punishment' for playing with their friends. Even if the game was somehow able to deny any console-specific chat party/3rd-party speech programs from working with DBD; they'd view it as a punishment.
The only way to 'balance' SWF is ironically, to strengthen or buff killers in response - which in turn, harms solo/2-man parties.
I don't really think buffing the killers is the answer to solving the SWF challenge killers face. If the killers are too boosted solo players are going to have a lot of bad games. Being in a chase is where the excitement is in DBD, and if killers get so boosted that solo players die in a chase within 5 seconds after the match starts, well that's when people dc. Which will further debilitate solo matches.
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@TreSen said:
https://forum.deadbydaylight.com/en/discussion/191482/we-need-to-balance-swf
I think Hexy already has the best idea... Groups should be limited on how much they can bring of the same perk. 3 man and 4 man teams should only be able to have the same perk twice.
I took it as he meant they could only bring two perks each, which would just be too debilitating. Yes SWF are strong, but so are Red Rank killers, some of which have 2k hours, going up against such killers with just 2 perks would be insane. and a 3 man SWF only allowed to bring 3 perks puts the solo player in a game that is handicapped against them strongly. Not good.
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@Lightpkm said:
https://forum.deadbydaylight.com/en/discussion/comment/1612247#Comment_1612247
I will admit he is good but I'm not talking about perks making up his weakness, addons that wallhack or using his power at every available moment. This killer has great mobility but his power in chase's can be severely lacking. His power by itself is just a fast running boi with a crappy turn rate.
If he chases you run around a corner, if your at a loop that's pretty safe just loop it. He can't take corner's like survivors can and you can just treat him like a basic m2 killer.
He can be fun at times yes but his power base kit wise doesn't bring anything great.
Now if we bring his addons and perks into this whole situation, the blight could be a decent killer. Like trutalent, he was using gen perks to make up for the blights weakness and using compound 21 and compound 33. Those all made up for the blights weakness making him decent.
The blight is still weak and I'm still going to practice him BUT, I use him for checking gens and catching up to survivors. To me he is still gonna be weak for a while until the devs give him a small change and fine tune him.
Let's be real most killers are weak in loops, this includes Billy, but he makes up for it with his high mobility giving him insane map pressure, and he can use his power in a chase, easily out running survivors, catching up, or cutting them off, Blights who know how to use his power will land lethal rush hits.
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@CakeDuty said:
If they removed DS killers wouldn't start playing nicer. I really hate hearing people saying that. Killers would just start tunnelling more, cause they know they wouldn't risk getting punished. Have you ever tried playing survivor and loading into a game where there is no obsession? Cause whenever I get into a game like that (I don't run DS anymore, I prefer BT) 80% of the time the killer will just tunnel the first survivor out of the game.
But on the subject, DS has been changed before to be given a condition, Ruin was changed because of the passive slowdown it gave and it hurt new players while not changing much for experienced players. I'd love to see the more abused side of DS removed (locker DS for immunity), but DS as a perk is needed to discourage killers from targeting one survivor.
That's so true. Killers used to camp and tunnel every match back in the day, it was horrible. The worst was when they facecamped because there was no way to unhook. That's why the Devs made BT, DS and the swivel hooks, and it wasn't until these perks started to punish the killers cheap strategy that they stopped camping and tunneling so much. You still get a game where it happens, but they're much rarer than before where 90% of matches the killer tunneled and camped.
It's ironic but the only reason why these perks exist is because the killers did these things so damn much, and back then you'd see the threads bombarded by survivors talking about face camping killers or being tunneled.
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@BabyDweetMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1619801#Comment_1619801
Hawkins is your favorite map as survivor? I love Stranger Things too but that map...you're sadistic.
Also as someone who plays both sides, I can tell you, at least in my opinion that the game isn't survivor sided. The only reason it seems that way is because there's four survivors and one killer. If there was one of each, saying the game is survivor sided would mean the survivor would still win a 1v1. Doing gens and surviving. We all know that's not what would happen.
That's true, if one or more people DC at the start the pendulum immediately swings to the killers side, and the survivors typically will die unless the Killer takes pity or mercy. Survivors true strength is in numbers, but if this game was a 1v1 or even a 1v2 the kill rate would be like 99% with the 1% being getting lucky or the killer giving hatch.
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The current kill rate is about 50 to 70% so I don't really think it's survivor sided anymore. There are a few killers that outrun SB, Nurse, and even Bubba with his saw. Other killers can destroy looping, especially the Nurse. She's a nightmare when she knows what she's doing.
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I'm a Dwight main but I'm going to play Ash now just because someone told me not too.
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@NursesBootie said:
Yeah no. Second Chance perks are unhealthy.
Do you feel the same way about 1 shot perks and add ons that the killers have?
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@MadLordJack said:
Honestly, yes, with one stipulation: the endurance effect only activates if you heal the other survivor for more than 1.6 seconds. That way, UB's cannot literally 99.9 the perk for an insta-up and still get the benefit. (Normal recovery takes you to 95%, requiring the survivor picking you up to spend 1.6 seconds healing you.)
It would definitely make it a strong perk, even a meta perk, but not in a way that it combo's with already-kinda-OP perks.
Good idea, nice balance touch.
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@Axe said:
https://forum.deadbydaylight.com/en/discussion/comment/1616430#Comment_1616430
Yeah I guess they could cut away a large portion of the corn and replace it with some basic pallet tiles etc but still have it remain as a open map that lack obstacles.... ######### obstacles
I always kind of thought the farm map should have crop circles, or paths in the field, the paths are open and easy to see through, and lead to filler pallets, obstacles, and jungle gyms, and the corn to the side is a lot thicker and heavier, at least along the immediate edges of the corn.
I never liked how that map was one big dead zone in the center, with the killer shack right dab in the middle, that's why survivors cower in the corner, the shack is in the middle of a dead zone.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620457#Comment_1620457
Slugging happens a lot more these days. Healing a downed Survivor faster will come in handy more than you think.
Botany, Autidact, Leader, Desperate Measures, Tenacity, Unbreakable, all these perks heal faster or recover faster. Autodidact will heal 50% progress with one skill check, assuming you get a skill check, Desperate Measures heals 14% faster for every injured, dying, or hooked survivor, max stack being 54%, pair that with botanys 33% and you can heal 89% faster. Pair that with a medkit, and you're healing faster than We'll Make It. There are so many better healing builds, that's the issue with your suggestion, you only heal faster for dying survivors, on a perk that let's you know when the survivor is 99 recovered. It's too much of a niche. If you make it a passive healing buff for any healing action than it might be decent.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/1620464#Comment_1620464
I don't think it needs big buff, it's a beginner perk, beginner perks should be simple and easy to understand I would say, your changes are good, but I think it needs to be simpler.
I don't think teachables should be a beginner perk, for survivors or killers, default perks should fill that role. If we keep making survivor beginner perks than the survivor meta will never change.
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/191674/a-more-balanced-noed-idea
Sounds like fun ideas, but is it still a Hex with a timer? Or it is no longer a Hex?
Also the End Game Collapse going faster is a nice idea!
I also had an idea on how to rework it, even tho I don't have a big problem with NOED.
NOED is no longer a Hex.
When the last Generator is activated NOED activates.
While NOED is active:
- The End Game Collapse starts immediately.
- You move 3/4/5% faster.
And that's it, it just tells the Survivors to get out and leave their teammates behind.
Probably not the best idea tbh, but I just want some Perks that interact with the End Game Collapse. :)
That sounds scarier than the current NOED.
Inb4 NOED & Bloodwarden meta
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@Xpljesus said:
Agree with the endgoal, but I don't think we are even nearly at the point removing bloodlust is feasible. Removing bloodlust 3 could be viable at this stage though, slowly tuning it down
Agreed. We're not there yet, but it should be an end goal, to get the game to a place where blood lust is no longer needed. Slowly tuning down blood lust as the Devs make progress in achieving that end goal sounds like the best approach.
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@AhoyWolf said:
I agree with most of these changes, I don't think that Bond, Aftercare or Empathy should be base kit tbh.
Things that should be added to solos:
- Totem Counter.
- Part of Kindred base kit. (The part when u see other Survivors)
- Hud changes, the little icons in the bottom left corner that show you if your teammate is Injured, these icons will now show you if they're cleansing Totems, healing or if they're working on a Gen. (The Killer won't see these icon changes of course)
These changes would make solo q better imo.
Well, I kind of think that bond or empathy should be worked into the game, because these perks being basekit will close the gap of Solo and SWF. Perhaps Aftercare would be the better choice, survivors start the trial normal and only bond after an unhook or heal, and the killer can disrupt this bond every time they hook a survivor. At the very least Kindred definitely should be basekit, I agree with you there.
The totem counter and hud improvements is a great idea tbh. I think most can agree that solo needs some QOL updates, to help close the gap with SWF, but they should be subtle changes, nothing too glaring or ridiculous. Your suggestions I think are a great place to start in closing the gap, and I hope the Devs seriously consider it.
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@Tactless_Ninja said:
Doesn't Cherl's perk do that? The endurance thing.
It should certainly act as a pro-slug perk. His other perks involve getting injured and wiggling free.
Maybe it pins you to the ground instead, allowing other slug perks to do their thing.
Soul Guard applies endurance when you pick yourself up or are helped.
I was thinking Buckle Up could apply endurance to the person you pick up, making it an altruistic perk instead of self preservation.
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@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620445#Comment_1620445
Did you even read the rest of it? Itβs not the only effect and thereβs no condition like Weβll Make It. I didnβt even list any numbers. Seems like you just read to that point and got upset.
Yes I read it, it's the same perk except it heals quicker and removes debuffs. Vigil does that too. I know you think you're buffing this perk, but you're giving a terrible perk a hit with a wrench and saying it's fixed.
Your change is to heal faster but only when a survivor is downed. God that's so situational any other healing perk would be better used.
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@SnakeSound222 said:
While the Endurance effect sounds cool, itβd be too powerful when combined with the DS+Unbreakable combo. Itβs just Soul Guard except for when you get healed by someone else. Youβd have a near invincible Survivor. I think a better idea for Buckle Up would be to let you heal downed Survivors quicker, see their recovery progress, and remove their status effects (except for effects like Torment and Madness).
"I think a better idea for Buckle Up would be to let you heal downed Survivors quicker"
Oh so you mean like Botany, Leader, Autodidact, Tenacity, Unbreakable, We'll Make It, Resilience, and Desperate Measures?
Yeah, no. There's already plenty of better options if you want a perk that heals faster. Even Medkits are a solid option. You wouldn't be making Buckle Up a good or decent perk with that change, it'd be more of the same and a mediocre one at best.
Applying the endurance effect when you heal a downed survivor makes the most sense for a perk based on slugging.
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@Momentosis said:
The devs refuse to admit there's a problem with SWF despite most of the community saying so because if they do, they'd have to do something to fix it.
Certain perks like OoO just become completely broken with SWF. Other perks just become obsolete because with comms you won't need things like empathy, bond, kindred, etc. since all that information can be passed. Things like blind, knockout, etc. are completely useless too with comms. The game wasn't made with comms in mind it's a bit silly the devs have not addressed it properly since adding SWF so long ago. Especially since it breaks so many mechanics of the game in favor of one side.
I always kind of felt perks like bond, kindred or empathy should be built into the game to close the gap of SWF and solo.
Perks like knockout should be reworked with comms and these information perks in mind.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1620336#Comment_1620336
And OoO is not busted but whispers is?
Ummmm what? Have you played as huntress on azarov by the car junk or as freddy against an OoO?
Also yeah, OoO is not used to stealth and well you can kinda see where the stealthy killer is via the OoO icon and by positioning your camera.
"They can kill the survivor" that is not a counter especially with a squad which is what most people use OoO with.
Killers have been complaining about squads since they were released, but Squads don't need OoO, if it's a 4man they'll have comms and will always know where the killer is and who it is. In that case OoO would be used more to get the killers attention and to distract them, it's a perfectly viable strategy.
Freddy and Huntress are some of the strongest killers, having a perk that's good against them to help them survive and escape is the whole point of survivor perks.
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/1618131#Comment_1618131
Yes but BBQ doesn't work all match, has many counters so no it isn't a fair comparation.
What counters do you have for OoO? Other than tunnel or facecamp?
OoO won't work on stealth killers allowing them to see the survivors aura but the survivor can't see them. High mobility killers can B line to the survivor when they see the aura. They can also kill the survivor removing them from the game.
It's mostly used as a stealth perk for solo players. It's fine. Killers have a lot of detection perks to find survivors. Let survivors have perks to evade the killer. Whisperers is kind of busted detection perk because there's no counter to this perk.
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@4scoreand7skinsago said:
https://forum.deadbydaylight.com/en/discussion/comment/1620119#Comment_1620119
I think you're over selling how useful cages are sure its a hook state but unless you use it carefully youre just giving survivors a free unhook far away from you.
It's extremely useful, PH can tunnel a survivor freed off the hook, and then cage them circumventing DS, and then upon finding the freed caged survivor, they can then again completely ignore another hook and just flat out mori them. His basekit is broken.
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Gen rushing is such a stupid term, survivors are doing their one and only objective to escape the trial. If they don't do gens, and the match takes too long, they're going to die.
It's like if survivors started saying if it's alright for survivors to be toxic if Killers kill rush?
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@MusicNerd_TC said:
https://forum.deadbydaylight.com/en/discussion/comment/1619200#Comment_1619200
It is OP, it's so much free information, this perk single handedly makes trapper useless.
By that logic calm spirit makes doctor useless, should it be nerfed too? OoO is strong against one killer, it's not a big deal, IW is stronger against more killers than OoO is. Should that be nerfed too? Give me a break.
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@seki23 said:
https://forum.deadbydaylight.com/en/discussion/comment/1620174#Comment_1620174
those 4 man get all gens done in around 5 to 6-7 minutes anyway unless you have corrupt/pop and stuff to slow them down so whats the problem? do you like to leave the game in 4 or 5 minutes everyime? what if now we all can have fun for 10 minutes or 12 and have a "normal" match because is lame AF when i go agaisnt a 4 man and im not using a meta build.
Because having a debuff that stacks with thana, and Dying light, dealing with a killer that constantly wounds you, or other slow down add ons/perks, like sloppy, is extremely annoying and not fun. Not every SWF team are sweaty, further more applying a debuff of action speed for all SWF means solo players in the 2man and 3 man SWF lobbies get shafted again. I'm totally against this suggestion.
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@seki23 said:
something should be done yes but not something ovverkill probably a debuff in actions would be fine like doing gens slower, slower heals, etc, no perks changes but debuff uiin speed actions. ttweak those numbers but only if they are 3 or 4 man i dont think 2 man is bad at all.
God no, have you ever gone up against a legion with slower mend add ons, thana, and dying light? On top of that you're suggesting that SWF get a passive debuff speed of all actions? That'd be overkill on the killers running builds to slow the game down just a little bit.
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@Midori_21 said:
An idea I had was just make it so the more survivors are in a party together, the fewer perks they can use:
2-man swf - 4 perks each
3-man swf - 3 perks each
4-man swf - 2 perks each
That may be overkill because not every SWF is going to be a 4man depip squad and just friends wanting to play a game together.
Just my 2 cents.
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@Lumpytoad said:
Sabotage gameplay takes like a 3 man effort, so it's just more efficient to gen rush. Unless everyone is in agreement on the play style, the right plays won't be made.
I view Sabotage as a "second chance" scenario you can *create for someone else* under a very specific circumstance (similar to how other second chance perks require a specific series of events to unfold). The circumstance being, killer has carried survivor a long distance and you managed to map out which hook he/she would go to, forcing them to drop the survivor. Other second chance perks (DS, Unbreakable) are more reliable, and don't require another person to waste time, and therefore replace Saboteur. Saboteur's only strength being it can be played multiple times a match if the circumstance kept occurring (Borrowed Time also shares this strength and is more likely a better option). 30 second cap on hook respawn requires more concise timing and skill/knowledge to make a successful play, and not just a guessing game where all 4 survivors can run Saboteur forcing a constant no-hook scenario for the killer.
I personally support a more aggressive/risky play style being more rewarding. A flashlight/saboteur build just doesn't feel reliable or powerful enough to go out of my way for. I get more points/emblems for doing gens too.
I think you're right, to get any value out of this perk you need to be in a SWF with comms, I mostly play solo though so relying on dumb luck or guess work in the hopes I pick the right hook does not appeal to me. I really have no issue with the new sabo mechanic or toolboxes, but this perk really is garbage, it doesn't buff sabo speeds, or increase the duration of saboed hooks, and it doesn't give any kind of buffs to toolboxes, you're literally better off not using this perk and just bringing an tool box with add ons, or bringing ace in the hole to use a toolbox that you find.
The perk should either be buffed or reinvented because right now it's really bad. I'd bet it's going to be one of the lowest picked perks from solo players.
