Aven_Fallen
Aven_Fallen
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2723080#Comment_2723080
It wouldn't be that... certain players over exaggerated the usefulness of certain perks and expected them to be the only thing they ever see, it definitely wouldn't be that again, no?
No, never. Never happened before and will also never happen in the future.
But to be fair, CoH is at least a Perk which is used often compared to other Perks which got released somewhat recently. And Boons can get some Tweaks, e.g. not working on multiple floors. As I said, I rarely encounter them, but it can be annoying to face them on The Game or RPD, because their intention is that they get removed quickly by Killers, which is not the case on multifloor-Maps.
But I cannot say that I encounter CoH or Boons in every game or that I lose games just because of Boon-Perks.
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/2723436#Comment_2723436
I don’t see 99ing the gates at a problem honestly
It really is not. For the side of the community who likes to play the victim all the time on the other hand.. they like to pretend it is a major problem. (Or even call it an exploit and get tons of Upvotes, despite the Devs saying that it is intended and that they already decided against regressing Exit Gates)
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@Akumakaji said:
When the boons were fresh out of the box I had a lot of these meme matches, where the boons were up literally everywhere and survivors had optimal healing builds and would vault and heal up right in front of my while I was still deciding if I wanted to destroy it or walk around. It was really aweful for a short while, but I guess it also wasnt THAT exciting, for the fad died down pretty fast. Still, CoH sees enough play to always keep it in the back of your heads, but many survivors seem to be reluctant to let go of their beloved "old" meta, which is a good thing, I guess? Because I still think that CoH is busted and offers too much value in one neat little package. Maybe everyone is feeling it and some peeps dont want to use it as a crutch too much, and then have it taken away in the next patch.
I think the Achievement also played a part in that. There is an Achievement for blessing 20 Hex-Totems. Once I got this, I dropped CoH immediatly. And blessing Hexes was so tiresome, it takes painfully long...
But this might also be a factor, players went for the Achievement and either got it or did not care for it at some point. Also, the "New-Factor". This wears off pretty fast.
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@conqueror_worm__ said:
But then at the same time it would stop players from running meta builds no more DS, Iron Will, BT & DH all together.
Would it not balance the games and the teamplay out at all?
It would make the gameplay really bad.
BIll is the only one who can have BT? Cool, the guy who just unhooked was not a Bill, so the Survivor cannot have BT, I will tunnel.
Only Laurie can have DS? Yep, all non-Lauries are tunneled out of the game.
Some players even purchased many Cosmetics for their Mains and others only have all Perks on one Survivor (since they are Skins). What should they do if they main a Character with bad Perks?
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2720974#Comment_2720974
Well I think the egc should give killer the advantage. It's supposed to stop the survivors from holding the game hostage, not the killer. And it's supposed to put pressure on them, but as long as they delay it by 99ing the gates, they have absolutely none of that to worry about.
If the Killer wants to start the EGC, they can open the Gates. The EGC should not give the Killer any advantages, it is not another hand-holding mechanic for Killers. And despite that, it is killer-sided, since the Survivors will die in EGC.
The Devs also said multiple times that they were thinking about making the Exit Gates regress, but decided against it. So any further discussion is pretty pointless IMO.
BUT we can change everything into what Killers want (regressing Exit Gates, etc.), in an exchange that Survivors dont die but escape when EGC runs out. And Boom, you wont have 99ing Exit Gates anymore. Sounds great, eh?
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@Seanzu said:
Interesting how little boons seem to show up, they don't show up in my matches often but am always told they're in every match and they're op.
I'd love to see more peoples stats on this.
I dont have Stats, but the Survivors in my Killergames usually dont run Boons either. It is more the "old" Meta. The only exception are Mikaelas, basically everytime I have a Mikaela in my Lobby, they are using CoH.
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Í mean, I think people exaggerate when they say it is hard to learn Nurse. It is not that hard and does not take as long as I first thought it would take.
But she is hard to learn compared to other Killers which mostly are "press M1 to hit and press another Button to activate your power".
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2722839#Comment_2722839
DH was the best perk in game and that got fixed there's no reason for them not to fix nurses bug just because she's strong.
It took them years fo fix Dead Hard, which is only one Perk. And even the current version is not perfect, since it eats the powers of some Killers, which is unintended and being worked on. (The visual feedback is something which will probably not be fixed and it does not really matter IMO, since gameplay-wise it does not change anything)
You can expect that it will take longer or is even impossible to fix the Bugs of one Killer Power.
In general, people should really stop to compare Bug X with Bug Y and how fast the Devs fixed one of them. Some Bugs are harder to fix than others, which is the reason why some get fixed while others take more time. There would be no point in keeping Bugs in the game which can be fixed, just because other Bugs cannot be fixed at this point.
Besides that, for me Nurse is mostly fine. Sometimes, pretty rarely, I have the Bug where I cannot press M1 after a Blink, but this is the only Bug I encounter.
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It should be buffed in some way in its Anti-Tunnel aspect. Since currently, the strong Killers laugh about DS, a Nurse is back at you in seconds, same goes for Blight and Spirit.
It should either stop the timer when in chase or slugged (you are still being tunneled, even if the Killer does not manage to catch you in 60 seconds... not the Survivors fault if the Killer is bad...). Or Scratchmarks, grunts of pain and Pools of Blood should be removed for a few seconds after the stun so that the Survivor can actually get away and even a Nurse needs to figure out where they went before they can just blink after them.
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And not even Screenshots.
I did not notice any difference and first time I read that something is different.
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There are way more matches without Hackers than with. And those would also be affected by no DC-Penalty. I dont want to have ruined games because Survivor-Snowflakes think it is unfair that they just got downed first or that Killer-Snowflakes think that it is unfair that their Ruin got broken early or that they lost 2 Gens.
And the Devs ban, a friend of mine reported a Hacker two days ago, yesterday this person was banned. (At least they had a VAC-Ban in their profile, the profile itself was private, but it was most likely DBD)
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@BaconyToast said:
https://forum.deadbydaylight.com/en/discussion/comment/2721680#Comment_2721680
Can we stop pretending that the devs have any other reason for nerfing it other than "new players find it annoying" and "It's used too much"
https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin
"Its punishment of new players or those who can't hit Great Skill Checks."
"The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer." < This never got changed it's still little effort and passive
"Its inconsistency due to the random nature of the appearance interval of skill checks." < Valid but not the actual reason they changed it
"Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. " < It's used too much is their reason
It was ONE of their reasons. Not the only reason. If it was the only reason, why didnt they nerf BBQ? This is used as least as much as old Ruin...
And while I agree that the effort to have value from Ruin is still not high (especially with Tinkerer), it is at least more than "Just use this Perk for free Slowdown" as it was before. IMO new Ruin is more annoying to deal with as Survivor.
But as a newer player, especially when going against a Killer with multiple Slowdowns, I can completely understand why Ruin was changed. Imagine you are quite new to the game and have troubles hitting great Skill Checks and then the Killer comes around and kicks 25% progression away from your Gen, because they also have PGTW.
Funny in your OP btw - you complain about Survivors running the same Perks all the time AND complain about them getting a new Perk which became Meta. So basically once again a confirmation that some Killer players really dont want to have Survivors have strong Perks at all.
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Can we for once stop to pretend that the high usage of Ruin was the only reason why they nerfed it?
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I like the general aesthetics. The Main Building looks incredible. I also like the Skybox.
Gameplay-wise I did not have any problem on this Map so far, except for Blight and Trapper. Blight slides on many things and Trappers Traps are very visible...
What I dislike is the brightness. I already thought that Ormond was too bright when introduced, I hate the brightness of Coldwind and it is even worse with this Map. Bright maps dont fit into DBD IMO.
Also, I dont like the terrain. They talked about it in the Anniversary stream that they want to introduce terrain like this and it is probably the first Map. But I really dont like it when playing Killer, it feels weird to walk over those little hills. Also, sometimes I get stuck on things, and I think it is because of the terrain.
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Most TTVs are regular players. Dont know why it is worth mentioning if you play against people who stream for 2 viewers.
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I would rather prefer a way to speed up the Bleedout-Timer. It rarely happens, but when I am left slugged to bleed out, it is because the Killer is salty. And when there is 0 intent to hook someone just to annoy the other side, Killers will also not care for any punishment.
And the punishment does also not matter for the Survivor on the ground, they still have to wait 4 minutes until they can go into the next game.
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@Brimp said:
Im not saying it healthy for the game but a blight with alch ring has the similar counterplay to one without it. You learn how they play then counterplay to that. So if a blight loves to use his power you pre drop the pallet so he can't get any ring value and if he just walks up to the loop and plays it as a regular m1 until he breaks the pallet to use rush then greed the hell out of it cause it will take much more time than if he were to break pallet, rush, regen all tokens, rush again. Or you could just.... use strong loops against him like main buildings and T/L's.
The thing is, predropping Pallets can remove those ressources pretty fast. Especially if you have to drop it during the second or third Rush, those do replenish quite fast.
And while "not getting hit in the first place" is the best, "getting hit after as many Rushes as possible" is the second best. If I manage to dodge 3 Lethal Rushes and only get hit by the last one, I basically did the second best thing (making him use as many Rushes as possible). But Alchemist Ring removes this, because you dont have the luxury of a few seconds until he can rush again and also the Speedboost you got because of the hit is meaningless.
So, no idea why the Devs keep this Add On (and his Speed Add Ons) in the game. At least the Alchemist Ring should be a clear case for anyone who is not either clueless or biased. Even Blight-players know how busted this Add On is, since many of them used them when Add On-Changes were announced for a Mid Chapter Patch a few months ago (which only turned out to be Buffs to some of his Add Ons).
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2719138#Comment_2719138
Ofc another us vs them person stuck in that mind set love to see it
Really shocking truly original and awe inspiring
I would give my comment 9 out of 10 points.
@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2719138#Comment_2719138
Not the response/discussion I was expecting, but I'm not surprised.
To the actual content of the comment:
I think mentioning Pallets is nonsense anyway. They are basic game mechanics, neither player has to bring anything to spawn Pallets on the Maps. You could also say that you use Dead Hard because the Killer has the ability to press M1 to remove a Health State, would be teh same "logic".
DH and NOED makes more sense, since both are Perks. However, for me personally, the game is lost when 5 Gens got done and I did not get a Kill at this point. And I dont mind DH as Killer, but I mind NOED as Survivor, since it feels cheap and the "counter" is dumb.
But everyone can run what they like, if someone thinks they need NOED; they should run NOED, if they think they need DH, they should run DH.
(But obviously, you cannot really compare the Perks to each other.)
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I would bet that the person who wrote this comment is on this Forum. And that they are a Killer Main. And complained about Survivors at least 3 times this week.
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I tried Crossplay off for the first time a few days ago. My Queue Times were actually faster (from around 3-5 minutes to under 1 minute) and the teammates were better for the most part.
Big disadvantage is that you get only matched with players who also have crossplay disabled, so I faced the same Killer players all the time, which makes it quite boring.
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And another "I lost a game, so it must have been an SWF, better head to the Forums ASAP"-Thread.
@Smuk said:
https://forum.deadbydaylight.com/en/discussion/comment/2718371#Comment_2718371
But you technically need comms to know where on map is the situation happening
No, not at all. If you are somewhat decent at the game, you know what to do without anyone telling you what to do. Comms are overrated, especially the usual Comms you will have in casual SWFs.
The bigger advantage of SWF is that you filter out the bad Survivors you might get in Solo-Games.
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I think Party Streamers (and Event Cakes) should give 200% Bonus BPs for the user and 100% Bonus BPs for everyone else. Because it is a bad feeling if you throw in a BPS or Cake and the Killer/Survivors throw in Puddings or personal Cakes and you know that they will get more BPs than you, because they get their 100% and your 100% as well. Even worse when they are glued to Gens or try to one-hook as many Survivors as possible.
Buffing them to give 200% to the user would also encourage more players to use them outside of double BP-Events. (Even tho, I did not see many during the last double BP-Event...)
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Swamp. For both sides, easily.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2716765#Comment_2716765
Nemesis has zero mobility options
He does quite a few things well, sticking on a survivors tush is not one of them
I would disagree on that. Yes, Nemesis does not have any mobility, however, he eats Pallets for Breakfast. While still having the ability to look around. Nemesis loses less distance compared to other Killers.
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You should do the Tutorial to unlock Wraith. If I remember correclty, he is locked behind the Tutorial as a Reward.
I would also invest some bucks into the Texas Chainsaw Massacre-DLC, this will give you Leatherface. He has a Perk (BBQ&Chili) which gives you extra Bloodpoints and shows you the Location of Survivors far away from you when you hook someone. This Perk helps a lot when it comes to levelling up characters.
But from the Base Game, I think Wraith is the first choice. He is easy to use and still decent, you wont have the strongest Killer, but he is not weak at all. Trapper is also quite good at the start, at least the basics are easy to learn, since it is just walking around, picking up Traps and placing down Traps, however, he has some learning curve, since you learn over time which Traps are good and which Traps only sound good, but are not good.
Stay away from Huntress and Nurse for now. Both are different from the standard Killer-gameplay, especially Nurse does not help you at all when trying to learn Killer.
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Comms are overrated. The main advantage of playing in an SWF is that you filter out the random Survivors who can either be really good or really terrible. If you play as a 4 man SWF, you wont have to deal with the David who hookfarms you for his WGLF-Stacks or the Meghead who throws Shack Pallet at 5 Gens when getting hit through it.
This is the advantage, not comms. E.g. I play with one friend as a 2 man SWF, and we are on Comms. But we mostly talk about random stuff. Sure, we talk about the game aka who is the Killer, if they have Corrupt Intervention or Ruin, but the impact is pretty low. However, we both have at least one person to count on. Sometimes a friend of his joins, but without Voice Chat. And we can rely on him, because he is a good player, which means, one less bad player in our games. And we dont need Comms.
Comms might be a thing in tournament plays, when the team is well-coordinated and has the Map divided into Tiles to give super-precise directions. But for regular SWFs, not really.
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@Myla said:
Turn off crossplay
While Crossplay as a PC-player leads to better teammates (no offense to Console-players, but when I tried to disable crossplay, I got better teammates...), it is quite boring to face the same people, because you get only matched with players who also have crossplay disabled. Went against the same Huntress 3 games in a row, she was a good Killer and fun games, but a little bit variety is nice.
@Topic:
I agree. I also dont know if it is even working, at this point, I just suspect that the Devs dont have any matchmaking active. I got from an amazing Blight, who killed all of us to a 70 hour-Huntress, whose first action was to open one of the Walls in Springwood, followed by getting looped by me around the school for several Gens. Obviously a newish player, probably only had a handful of Killergames. And one loss against a strong Blight should not drop my MMR that much.
Also, another story:
Since MMR only increases when you survive, you can get stuck in MMR-Hell as Survivor. If you get bad teammates, you might die more often (the game is a 4v1, so someone dead early can shift it easily), which results in even worse teammates. And on the occasion that you win, you can end up against a very inexperienced Killer, which is also not fun at all.
So, my friend and I went against a Billy a few days ago. The Billy was not good, but he had Ruin (Tier 1), Bamboozle and Tinkerer (I think the last Perk was Lightborn). The other two Survivors were really, really bad, they both went down next to each other all the time. They were worse than the Billy-player, but my friend and myself were better than him.
This resulted in a 2v1 with 5 Gens to go. But again, the game is supposed to be a 4v1. In the end, we prolonged the game a lot and managed to do 4 1/2 Gens with 2 people. Not even a really broken Map, it was Wreckers Yard. At the end, we both got slugged and left for bleedout, since the Killer was pissed (before he was also nodding at us on the Hook and Postgame Chat he was like "EZZZZZZ"...). If we would have had at least 1 Survivor who can only press M1 on a Gen, we would have won.
And what happens next if MMR is working? My friend and I will lose MMR. Probably not a small amount, since the Billy-player was most likely not at high MMR. And the Billy-player? He will win loads of MMR - which results in him getting stronger opponents, who will probably demolish him, giving him unfun games.
So the only "winners" of this MMR are the two Potato-Survivors, because they get even worse Killers. But the Killer, who was quite new to at least Billy will have harder games (despite only winning because it was a 2v1) and we will have weaker teammates and have to hope that we will get a really low MMR-Killer to escape in a potential 4v1.
Also, as Killer MMR is quite confusing as well. I played a game as Doctor, got a 4K easily. Some very inexperienced Survivors. Next game, I play on Shelter Woods as Doctor and get my second Hook after 4 Gens are done. From one game to the next, such a difference?
And with Huntress, I got Baby Survivors back to back during one day, after completely normal games before (seriously, I had players with under 5 hours in my games...). The next day it was back to normal.
I was a fan of MMR when they introduced it, mainly because my Survivor games were better. But this is not the case anymore. And I feel at this point that no Matchmaking is active, it happens far too often that I think that either the Killer or other Survivors are not in my MMR-Range.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2716117#Comment_2716117
You may not know exactly what your MMR (number or however it raises) is but you know you have a high MMR with a killer you play when you constantly get 4k's and 3k's as i have said. You cant tell me im wrong about that just because i dont know the hidden data i only know about what i do! With that being said you can say "Oh he has high MMR with a mid tier killer using a meme build" when in fact you never went against a Doctor with the build i have so what does it matter if its a meme build or not, for me its extremely effective. I got 6 4's in a row (with 1 dc) and im at ahigh rank, so the "your not going against top survivors and thats why your winning" goes out the window!
Yeah, but this does not mean that you have high MMR. More the opposite, that you are better than your current MMR.
As an example, when I started playing Nurse more often (this was after MMR was introduced, since I did not want to go against Rank 1s all the time while learning her), I got a lot of 4Ks. And this mostly against players with under 10 hours.
This does not make my Nurse a high MMR-Killer, but shows that I am better than the game thinks.
And regarding the build - I did not mean it offensive when calling it a Meme-Build. If this build works for you, go for it. It is always refreshing to see more unusual Perks.
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Injured Survivors would run slower, so I tried to heal teammates while NOED was active.
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Sounds more like you DCed. I remember that at least at some point it looked like the Killer DCed, even if you disconnected.
Might have happened here.
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The game is very easy on both sides and does not require much skill compared to other games.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2716105#Comment_2716105
That's a very untrue statement. But ok. Nor does this have to do with what is asked. So why come in and be a dick and piss on the topic ?
Dont really know why you call me that, but ok I guess.
If you have high MMR, you should get somewhat equal opponents. And I thought the game would be so survivor-sided at high MMR? Does not really fit the narrative if someone gets 4Ks or 3Ks on a constant basis.
Let alone with Doctor and a Meme-Build.
And last but not least - it is a fact that nobody knows their MMR.
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Nobody knows their MMR.
And dominating Survivors and constantly getting 4Ks and 3Ks sounds more like a low MMR-Killer, which should have higher MMR.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2715808#Comment_2715808
I'm not sure I follow- the spawns themselves haven't changed at all, just which side of the map has them light up. If a survivor knows all the spawn points, it doesn't make any difference beyond stopping the possibility of spawning adjacent to that totem.
Unless I'm missing something with your objection?
Lets say the Survivor is the Feng Min on the far right in OPs picture. This person would not need to check the Totem in the Coal Tower, next to her or the other side of the Coal Tower. She would know that the Totem is located near the Shack, since the Oni spawned there.
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First of all, you are not "fixing" Hex-Totems, you are buffing them. Can we for once stop to use the word "fix" if we are talking about Nerfs or Buffs?
Second, the idea is not really good. Of course, you have in mind the situations where a Survivor spawns next to the Totem. But, there are also situations where the Totem is well hidden. Especially newer Maps have really good Totem Spawns (even Outdoor, looking at Dead Dawg Saloon). Those would be gone as well.
Instead, the Survivors would have a clear idea where the Hex-Totem might be located. Which of course removes the bad spawns, but also the good spawns. Reminds me of the old times where Killers tend to walk to their Ruin at the start of the game, which was the sole reason why at least one Survivor knew the Location of the Totem.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2715721#Comment_2715721
Against Overcome, the Killer has to let the Survivor go. The distance is way too huge
Same with Sprint Burst.
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The day Dead Hard will be nerfed, the Killers will jump to the next Perk. I would bet on Sprint Burst, once they realize that this can be far more annoying than Dead Hard.
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@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2714018#Comment_2714018
I bet you are the kind of survivor that comments on face camping threads and says they'd rather face a killer that face camps instead of farming.
I dont even get your "argument". If you dont know what to say as a response, better say nothing instead of making up nonsense.
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Tofu has a great Clip about it:
https://www.twitch.tv/ohtofu/clip/AdorableIntelligentJackalArgieB8?filter=clips&range=all&sort=timeSame can be said for playing Hag - if there is a Trap, you win. If not, you lose. She is not really fun to play IMO and not fun to play against. One of the most disliked Killers from my side, but I am glad that she is also not popular among other players, so I guess quite a bunch of people think she is unfun to play. Because she is one of the strongest Killers and yet I see her once in a blue moon.
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So your Job is to kill Survivors. You are not doing it on purpose, because you want to face weaker players instead of players which are somewhat on your skill level. And then you complain about not getting Pips when you are not doing what you should do.
Riiiight... I mean, play as you like, but dont complain if you dont get the rewards if you do nothing to earn those rewards.
In normal gameplay, I would even say it is easier to pip as Killer. I get more Double-Pips and Blackpips as Killer compared to Survivor.
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Less fun. I like variety and RPD is unique.
And the DBD-Community is horrible when it comes to things like that. They dont like something, so they complain endlessly about it. It is not like you end up on this Map very often, this is one game on a map someone does not like.
No need to open 33 Threads about this on the Forums like a little snowflake.
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I tried it pretty hard to get caught by the Tutorial-Trapper. First of all, it took some time until I was downed, because the Bot still kept missing.
And when I was on the Hook, I almost died, because the Bot-Teammates did not come for the rescue.
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IMO I would only use Crowd Control on Twins. Because Victor cannot really vault windows, so at least they get blocked for the Survivor if they vault them.
But overall, I think Bamboozle is the better Perk, simply because you have more control AND it is no Hex, which is the biggest advantage.
But Bamboozle is also a Noob-Trap IMO.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2712007#Comment_2712007
You don't have the option because the game isn't running peer 2 peer. It's running dedicated servers so any ping you would see would be your own in relation to the nearest data center you can connect through. If you're on pc and look in the lower right hand side of the screen you can see a ping bar that will give you a rough estimate of what to expect connection wise. If it is yellow then its probably going to be not a great experience, if its red its definitely not going to be a good time.
The Killer can see the Survivors Ping ingame. But not vice-versa.
Also, seeing your own Ping as Survivor does not really matter. Sure, if the Bar is yellow or red, you should get out of the Lobby, but if you have a solid Ping of 30, you can still get really stupid Hits if the Killer has a high Ping. Because you cannot see the Killers Ping, they might live far away from the Survivor and have a Ping over 100 or something like that. And this is the important number, which cannot be seen by the Survivor.
And there is no reason why this is hidden.
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IMO DS is mandatory. Killers will almost always tunnel and the game can be over pretty quickly if you are on your second hook immediatly because you dont use DS.
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You question is "Would this nerf Dead Hard?"... Not "fix".
And the answer would be "Yes, it would nerf Dead Hard".
And I dont think that this is what the players want. Because most players complained about DH for distance, which would be the only purpose of this Perk if you would remove the I-Frames.
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@PleassBuiltInNoed said:
Validation is honestly absolute BS especially on deadhard.
I used that perk forever on survivor and it did not fail a single time in any of my games.
Seems like it always was the issue of survivors having bad internet = high ping, but hey, bhvr gives them validation that basically messes up everything killer has earned and you have no way to counter the stupid behaviour of how validation works.
Oh my. Of course, you NEVER were exhausted on the ground. This was on issue for years, but you NEVER had this...
And no, the Killer did not earn those Hits which get validated. Because otherwise they would not be validated. Before the validation, the Survivor just ended up exhausted on the ground. And you cannot say that the Killer earned that.
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At least for Blight, it is really strange that they did not nerf Alchemist Ring AT LEAST. Blight-players know how stupid this Add On is, they used them when it was announced that Blight will receive Add On-Changes (for a Midchapter Patch some months ago), which turned out to only be a buff.
So Alchemist Ring and the Speed Add Ons should go for Blight. Basekit Blight is fine.
For Artist, I dont really know. I almost never see her and I did not play her that much to have a really good opinion currently. Crows damaging unswarmed Survivors is somewhat stupid, because it forces lose/lose-Situations. But dont really know how to fix that.
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@douggie123 said:
All day I've ran into 3/4 flashlights, bodyblocking survivors, two keys, adrenaline, crappy dead hard. Easily abused loops. Nerf them how can you not see that survivors are broken. Killers have like 1% chance of succeeding with survivors having the other 99% most often than not 4 man escapes. Nothing stops this crap camping subsides it a bit but we should not need to camp or tunnel to succeed. The devs are actively promoting camping and tunneling. Please sort the survivors out.
@douggie123 said:
Survivors are overpowered.
Just had a match:
Crappy mmr gave me
Survivors with 4 flashlight, 4 head ons Everytime I walk past a locker head on stunned. Chasing one survivor. Smash hit into head on. Followed by flashlight. And the devs see this as fine.
Third thread of you like that. Now with even less content than before.
Maybe stop going to the Forums after you had one bad game?
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2707866#Comment_2707866
I'll take it, so long as survivors who are partied together are indicated as such in the lobby
I'm okay calling the four identical Megs in my match "Meghan 1-4"; I'll even give them cute nicknames based on their behavior--when they're all healthy it'll be a surprise to see who becomes injured when in chase with a non-obsession!
Edit: As that felt strangely off-topic, I'll say again: sure, leave names for the end, but only if I can see who's working together (it'll save me time checking this way, which is even better!)
This is a completely different topic and should also not be the case. Killers are already cherrypicking enough when it comes to Lobbies to find the easiest games aka stomping 4 Solos.