Aven_Fallen
Aven_Fallen
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Both sides are toxic. You just notice more Survivors, because there are more Survivors. If 10% of the Community are toxic, you will notice 10 out of 100 Killers. But if we consider that there are 4 times more Survivors, you will see 40 toxic Survivors.
Also, if there is 1 toxic Survivor in the game, you will remember that guy, but not the 3 players who were not toxic.
However, Killer-toxicity has more impact on the actual game. Whatever the Survivor is doing to be toxic, none of it actually hinders the Killer of playing the game or getting Bloodpoints, Kills, whatever. Not so much the other way, the Killer can deny the Survivors to play the game by being toxic.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/2363121#Comment_2363121
Russians play in EU because devs refuse to buy them servers
BHVR uses Amazon Game Servers, which are not supported in Russia. So we are stuck with Russian players on EU-Servers.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2363116#Comment_2363116
You never know. And given that they said they were running into English players, I was making they assumption they may be playing on NA servers.
Granted; I don't know how servers are set up for European and other areas of the world.
Russian players are usually connected to European Servers (maybe also to other Servers, if those are more close to Russia/where the respective player lives since Russia is "quite" huge).
And well, English-speaking... Most of Europes Countries speak English, I doubt only UKlers are complaining about Russian players.
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The Rift is usually released 1 day after the Midchapter-Patch. So I guess just the downtime between the two Rifts will be shorter.
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@Power_Guy said:
I am sorry you are going through that.
Sadly, the previous 4 years in the US saw racists and bigots being able to be proud of their hate, given who the POTUS was. Now they can't comprehend that everyone hates them again; they still think being a bigot is acceptable.
I dont think that many US-players play against Russian players.
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@Sypherpathic said:
I can't. The PTB is just marketing. They don't make any real changes based on feedback. They usually want to show something off to generate excitement.
Pretty much this - the PTB is just Marketing, a showcase of the new content. To build Hype. The Devs said in a Livestream that they have like 3 or 4 days after a PTB-Launch to make changes, afterwards, the Patch is basically ready and needs to be submitted to all Platforms.
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@Wavy said:
Trickster is the new Deathslinger now. Yay :/
When it comes to "annoying to go against" - yes. But, the big difference is that Slinger at least can miss and will have to reload. With Trickster, you just have to hit 12 out of 60 knives to down someone. And getting a few knives in while someone is vaulting a Pallet or Window is easy.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2360644#Comment_2360644
I read it. I'm still confused how SOI was considered a healing action but not mend. If you don't mend you get put into the dying state so you have to heal your mend. Just a weird one in my book but liked Nurses before finding this out so still does what it has been for me.
Mending was released when Snap out of it was changed. So they decided at this point that it should not be considered a Healing-Action, because it would make 0 sense to keep it a Healing-Action when Mending is not considered a Healing-Action.
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@TwitchyMike said:
https://forum.deadbydaylight.com/en/discussion/comment/2360531#Comment_2360531
That too. Agreed.
https://forum.deadbydaylight.com/en/discussion/comment/2360325#Comment_2360325
And again I stress to not dumb down a game that already isn't that complicated or really that hard. It has a high skill cap as it should. Go play dark souls and than tell me this game is hard.
I think you did not really understand what I wrote. Let alone that I always say that DBD is an easy game.
@Bwsted said:
The main difference between good and bad survivors is decision-making. Mechanical skill is increasingly unimportant due to trends in killer power design.
To go back to your opening question, I don't see a way to nerf decision-making.
If you want to nerf looping, it's redundant when you can play a killer that's oppressive in the 1v1 and there are plenty. The others are for more casual play as very different powers cannot be made equally strong. Which is where the whole argument 'all killers should be viable' falls apart, on a side note.
Unless you factor in the killer into map generation to try to achieve a sort of balance across the board. But imagine if bhvr or anyone else could ever get it right.
https://forum.deadbydaylight.com/en/discussion/comment/2360325#Comment_2360325
I remember when OhTofu suggested that, but I don't think it's ever going to work without fundamentally reworking too many things.
Hit detection is already trash and unsafe pallets are guaranteed hits against laggers.
Powers work in different ways and there are some that simply require to pre-drop safe pallets, while unsafe pallets are useless.
Bloodlust, as you mentioned.
Enduring, even without SF.
Yeah, most likely it would be too much Changes so it is very unlikely that it will happen. And I agree, Bloodlust would only be one factor which would need to be removed, Enduring is a good example, because the Stun is probably too short to allow the Survivor to gain distance to the next unsafe Pallet, making the Tile unfair again.
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Maps should consist of only a really small number of safe Pallets/Tiles and mostly consist of unsafe Pallets. A good Survivor can actually utilize those, a bad Survivor will not get much use out of the unsafe Pallets.
And, furthermore, a bad Survivor will not waste that many valuable ressources. If you have a Map with 8 safe Pallets and said bad Survivor uses 5 of them, they got a chase of 1 minute and killed their team in the process. If you have 20 unsafe Pallets and the Survivor manages to use 5 of them (if they even manage to last this long), there are still plenty of pallets left to be used.
THIS would make a difference between good Survivors and bad Survivors. Obviously, Bloodlust needs to be gone with that changes, otherwise Killers would just get free hits all the time because they just need to hold W instead of trying to mindgame unsafe Tiles.
I cannot really think of other ideas which would help to keep Survivor-Skill but only punish bad Survivors and not good Survivors OR which might make good Survivors weaker, without having bad Survivors suffer.
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They can and should nerf Hag in other ways. For Trapper, I feel that it does not really matter in a Chase - even if Small Game triggers, you will most likely be in a bad spot at this point, since you need to evade the Trap, which results in sub-optimal Looping, which results in a Hit (most likely).
And to be honest, if you step into a Trap outside of a chase, this is on you. Even without small game detecting Traps, there is 0 excuse for stepping into Traps while not being in a chase.
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@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2360013#Comment_2360013
It's just that you don't even try to tell me a good point. No matter how good a player is, if the survivor is good, he will use the vaults as much as he can, he will not fall for the killer's mind games and he will not waste pallets.
A killer like Demogorgon, Doctor, Blight, etc., can prevent a survivor from abusing strong loops / using vaults and pallets a lot if they use their secondary power, but an M1 killer with a power that practically does not help at all in the chase all you're going to get is a 2-3 minute chase.
So a Survivor who is good is actually getting rewarded when they are better than the Killer player? Yeah, really unfair...
I dont really know how easy you want Killer to be, but it looks like you struggle a lot and want a lot of handholding.
Anyway, as I said, individual Killer Buffs are fine and needed for some Killers. But general Killer Buffs are not really something they should go for, neither for all Killers nor for specific groups (like M1-Killers).
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@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2359939#Comment_2359939
kekw
https://forum.deadbydaylight.com/en/discussion/comment/2359941#Comment_2359941
So are you going to ignore the fact that an M1 killer can only hit a survivor with the Bloodlust? Bloodlust takes too long to stack to wait for it to stack twice and take down a survivor thanks to Bloodlust. You waste an immense amount of time.
All the M1 killers I have named are not good killers. Not only because of their weak power, but because they can only hit with an M1, so even in just vaults they can loop you for a bit.
Bad Killer players who play M1-Killers can only hit Survivors with Bloodlust at unsafe Loops. Players who are at least somewhat decent at playing Killer can do that without Bloodlust.
Again, I am talking about the player here, not the Killer-Character.
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"or even unsafe pallets"
If you get looped around unsafe Pallets, this has nothing to do with the Killer, this is a case of git gud. Besides, Killers already have their mechanic to help when they get outplayed at unsafe Tiles, this is called Bloodlust.
Seriously, unsafe Pallets are fair, Killers dont need to be buffed just because they are too bad to catch a Survivor at fair Tiles.
When it comes to general Buffs, some Killers need them, but not because they are M1-Killers, more because their Power is not as good as it should be. Myers would be a prime example, heavily outdated.
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The only real answer is Double-Bubba for Double-Facecamp.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2359077#Comment_2359077
Yea, you're spot on. It would be nice if they would rework her to remove the fatigue/screen darkening, increase her speed and only give her one blink or something, but Behavior would be burned to the ground if they touch her further.
As things are though, I've accepted her as part of the game and actually have fun versing her. Stealth is strong against her and it is fun trying to juke her, even if I only succeed 40% of the time. It's like playing in Hard Mode during a single player game.
Exactly. The Fatique would be another big factor which would need to go or be reduced by a lot so that new Nurse Players are not in Fatique for an eternity if they miss a Blink and swing.
I also dont mind Nurse too much, even before the Nerf only multiple Blinks and Omegablink were annoying to go against for me. Exception is Infectious Fright or slugging Nurse-players, however, this is more on the player itself and less on the Killer.
@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2359077#Comment_2359077
Something like increasing her Movement Speed to 4,4m/s at least and if you want to keep the Blink Mechanic, nerf it heavily (like not being able to blink through Objects)
Sounds like a weaker version of Blight tbh
But yeah,reworking would be a REALLY hard task
This is basically to keep her power. You can also rework her completely with a whole different power, but this will be even more of a backlash. Reworking her is probably impossible, at least if you consider the feedback you get when changing her power drastically.
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Nurse will never be changed. The thing is, she is a big design failure, a relict from a time where so much stupid things were in the game. Nurse is one of those stupid things, yet, she cannot be changed.
You cannot really nerf her, unless you want to nerf her into Oblivion so that she basically stays the same, but is super-weak.
She would need a full Rework, which includes making her more accessible for newer players and also includes that she is actually playing DBD and not her own game. Something like increasing her Movement Speed to 4,4m/s at least and if you want to keep the Blink Mechanic, nerf it heavily (like not being able to blink through Objects)... So basically that she can catch Survivors without using her ability, however, her ability helps her doing os.
BUT - this will never happen, the outcry would be too big. So we are stuck with a design failure, which cannot be corrected.
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I mean, you seem to think that they count, otherwise you would not be so upset about it.
If they find a Key in a Chest and escape due to poor luck, I simply dont care. It is not my fault that they escaped.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2356153#Comment_2356153
https://forum.deadbydaylight.com/en/discussion/comment/2356172#Comment_2356172
https://forum.deadbydaylight.com/en/discussion/comment/2356174#Comment_2356174
https://forum.deadbydaylight.com/en/discussion/comment/2356226#Comment_2356226
https://forum.deadbydaylight.com/en/discussion/comment/2356234#Comment_2356234
https://forum.deadbydaylight.com/en/discussion/comment/2356251#Comment_2356251
https://forum.deadbydaylight.com/en/discussion/comment/2356271#Comment_2356271
https://forum.deadbydaylight.com/en/discussion/comment/2356331#Comment_2356331
https://forum.deadbydaylight.com/en/discussion/comment/2356347#Comment_2356347
https://forum.deadbydaylight.com/en/discussion/comment/2356524#Comment_2356524
They ARE comparable in terms of strength, if not mathematically then statistically.
On nurse maybe lethal is overall better, but on all the other killers 4 coup de grace stacks and 1 at the end are much stronger, because you can win so many more mindgames with it, and even 1 single stack would be better than lethal pursuer.
Once you've seen the not being repaired gens at the start, you already know which are the other ones they're repairing.
So your point of comparison is basically that they are both Killer-Perks?..
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@IsJustMe said:
https://forum.deadbydaylight.com/en/discussion/comment/2357458#Comment_2357458
Its BHVR they will think about this ;) iam sure many players will not have the time to rank up every month from 20 to 1
Its funny - they changed Rank Reset some time ago with the explanation that someone who does not play as much will not have the same rewards like someone who is playing a lot. Meaning that those people dont get to Red Ranks as quickly and will miss out, this is the reason why they made Rank Reset basically non-existent. (I mean, it is logical, someone who plays more will get more and this is how it should be, lol)
And on the other hand, they give Rank Rewards which will be achieveable if someone plays a lot. So the complete opposite of why they changed the Rank Reset back then.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2357443#Comment_2357443
I am wondering about rank resets. i really don't care about 250k but if i go to rank 20 back, this will be big problem. Noob killers, noob survivors, this is nightmare.
Since Ranks will not be used for Matchmaking anymore, this should not matter. Someone can be Rank 20 and still be really good at the game (but just did not rank up at this point).
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When the Skillbased Matchmaking goes live, they will introduce Rank Rewards. You will get BPs based on the highest Rank you reached each season.
E.g. 250k for Rank 1, so if you reach Rank 1 with both roles at some points during the season, you will get 500k BPs.
https://forum.deadbydaylight.com/en/discussion/217721/developer-update-january-2021
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It is not bannable, unless said person does this over multiple games to the same Survivor. Personally, I would just go afk and let them teabag at this point, why even bother? If this guy wants to be a dick and feels good about it, let them be.
And regarding AFK-Survivors... It is not nice to kill someone who is AFK, because it screws over the other Survivors. However, the AFK-Crows get annoying after a while, so I can actually understand people hooking AFK-players, this is the only way to get rid of the constant noise notifications, which are just irritating.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2356756#Comment_2356756
Once infinites are quite literally destroyed, we may see that change reverted.
It should be fine to add Drops next to Top-Floor Windows. Or make those into open doorways. E.g. the Myers-House would be fine with there would be no Windows on the Top Floor, but doorways (and the Window downstairs should be blocked all the time, but this is another story). Because with this, the Killer will not lose time while vaulting and the Survivor still gets to use the Stagger Reduction.
I was a big fan of Balanced Landing until the change, mostly because it just felt better with the Stagger Reduction. But now I am used to the Stagger, so it is fine for me, but when they first changed it and I ditched BL, it felt really clumsy when you drop and get the stagger.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2357377#Comment_2357377
You mean stacking slowdown perks shows that someone's isn't planning to tunnelling out survivors asap.
If you want to play fair, you need to bring slowdown perks.
If you want to have a good game where you make the most of your power and have as many chases as possible, and give survivors a chance to unhook and loop you enough for everyone to rack up a load of points, and still have a chance of winning, in other words, if you're a good killer, then you need to bring slowdown perks.
Otherwise 5 gens pop in 4 minutes and everyone escapes, you get about 3 hooks, and everyone walks away with a terrible score.
You can also play fair and dont rely too much on Slowdown-Perks. And with Slowdown-Perks, I feel the game becomes laughable easy.
Like, when I levelled up my Nemesis, I used Ruin/Devour Hope for a long time (the only Gen-Slowdown I usually use is Corrupt Intervention, however, it did not pop up in my Bloodweb until the very end...). And when Ruin was up, it was so easy to win, not even close to being a challenge.
Granted, it is more challenging now without Slowdown-Perks (other than CI, as mentioned above), but it was a little bit pathetic how much value Ruin gives if it stays up for more than 30 seconds.
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Yeah, it hurts to see that people are playing 3 Slowdown-Perks + BBQ (Because, you know, when you are bad at Killer, you at least want more BPs, eh?).
Sadly this is also advertised by some big Streamers.
Stacking Slowdown-Perks, especially on a Killer like Spirit or Nurse, just shows that someone is really not confident when playing Killer.
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Yep. Those evil Survivors.
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Self Care itself is a good Perk. It is the people who are using it who are the problem.
There is nothing wrong with using Self Care in smart situations. Just the amount of players who use it in the Corner of the Map against Sloppy Butcher, while their team is dying on the Hook... Those make the Perk look worse.
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@IMhereRUN said:
Im confused?
I can’t be the only killer that wishes 100% of survivors brought flashlights every single game.
Why not a tip on how to counter medkits to force a 2nd survivor to heal the 1st? Or a strat for how to play around hatch keys?
Flashlights, no one cares about flashlights
Yep, always the best if they bring Flashlights.
My favorite part is if another Survivor is downed under a Pallet and the Flashlight-User is looping said Pallet. You just know they will attempt to CJ-Tech. And ofcourse they fail with it, because their favorite Survivor Main Youtuber takes 50 attempts to get two games where it works (and those two games will show up in their video), but they dont see it and think it is a super tech, which works all the time.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2356618#Comment_2356618
I don't really think there needs to be more incentive to cleanse.
People really underestimate the power of having all four survivors be perma-injured, unable to stealth and revealing what objects they've touched. Combine this with her basekit fountain used at the right moment, and not cleansing to buy yourself time against Corrupt is a death sentence unless you're on, like, Lery's. Even then, a good Plague can snowball like crazy.
A team over-cleansing is arguably worse for Plague than a team who doesn't cleanse. In over-cleansing games, you're essentially forced to stay in Corrupt Purge for the entire game - Corrupt is strong, true, but nobody being infected really reduces the true strength and snowball potential of Corrupt. At that point, you're just playing a killer with a good chase power that she has to keep reloading, with very little map pressure and with everyone healthy, which completely defeats the reason WHY Plague is good - an extremely good snowball power mixed with vulnerable survivors who are easy to track.
Plague is probably my most played killer at this point besides Deathslinger, and I can tell you that a good team that mass-cleanses is SO much more difficult to beat than a team that doesn't cleanse. She is honestly perfectly fine as she is - the only thing I'd change is altering the fountain spawns on maps like swamp to be more in line with the other maps. Maybe give her a basekit action speed boost for interacting with infected objects, to help in chases against infected survivors.
I mean, power-wise she is fine. As I said, she is a strong Killer.
However, I find her quite boring to play, because if Survivors dont cleanse, I am playing an M1-Killer with Instadown after a few minutes. But this is just my opinion and I am well aware that fun is highly subjective.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2356639#Comment_2356639
The fact you are defending keys means you are a one trick pony who only plays survivor, anyone who even plays killer for 10% of their playtime and even most 100% survivor mains know this item is bs and needs a major rework, only people who defend it are people who like using it. Hmm...
I never use Keys and I even said in another post that they should have changed both at the same time. But I also dont cry about Key as much as others and blow this problem up to insane proportions.
And nah, in fact, my Killer Rank is higher than my Survivor Rank, I was not able to reach Rank 1 as Survivor for whatever reason this time. But Killer was as easy as always to get to Rank 1.
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Cannot really believe that someone made Balanced Landing even worse.
In general, why should an Exhaustion Perk-Overhaul be that complicated? DBD is a super-easy game overall, nothing is too complicated in this game. So why should things be that complicated?
Let alone that you only keep Smash Hit as it is, which is most likely the weakest Exhaustion Perk.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2356627#Comment_2356627
One Chase 3 Hits and 2 speed boosts are fair? Oh lord!
And no, him tentacle is not strong like this. If survivors are bad, they will drop pallet early and they will give him free hit. But smart survivors can dodge him tentacle so easy. They can make him run around pallet. And they can fake drop pallet or vault windows. Tentacle is not strong. Huntress is better if we talking about range powers.
Nemesis needs buffs.
Can we stop comparing Killers? Otherwise we can negate every argument with "Nurse is stronger".
And yes, I think it is fine to give them the initial Speedboost, because the number of vaccines is very limited. You are basically preparing for future chases with this. And this is the reason why I think that the Speedboost via Zombie Infection might be something which should be removed - you go out of your way to be an M1-Killer on purpose, not infecting the Survivor (which means - no tentacle Hits later and also the possibility to delay tiering up, if this did not happen already) in exchange for not giving them a Speedboost, and they get this Speedboost anyway.
And as I said, I played him a lot lately, so in my opinion, the Speedboost he gives on the infecting tentacle hit is alright.
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@HollowsGrief said:
https://forum.deadbydaylight.com/en/discussion/comment/2356583#Comment_2356583
Who. Cares? It's been over 6 months then, that's an okay time frame for you is it? Like it or not, moris use to keep keys in check, very few people would bring a key because there was a very likely chance the killer would put on a mori and tunnel them out of the game asap. That determent is now gone and there is no reason to not bring a key now. Why not bring one, it's a free escape after you and your team FAIL, what can the killer do? Bring Franklins? Well how about I just last second switch at 6s then.
Not sure if it is really a fail, if multiple people escape with a Key, the Survivors did the majority of the Objective.
And no, I dont get Keys very often. The only time where I had an increased number of Key Escapes in my games was when they bugged the Spawnrate. And even old Moris would not have changed anything here, because I would not have equipped it, since the Survivors did not bring a Key but found it.
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I also played him a lot lately (got him from P3-1 to P3-50 with all Perks during the Event). I think the Speedboost on the initial Hit is alright, his tentacle is pretty strong so I think a drawback like this is ok.
Maybe remove the Speedboost when Zombies hit the Survivor, kinda annoying to go for M1s to not give them the Speedboost and they are able to run into a Zombie, get infected and get a Speedboost.
Also, his mutation rate should be increased a little bit with the respective Add Ons being nerfed.
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@Killing_Time said:
All she really needs is...
1. Using fountains DOES NOT FULLY HEAL SURVIVOR, IT JUST REMOVES INFECTION.
2. If all fountains safe corrupt, they REMAIN CORRUPT!
3. Gens with vomit on them causes regression.
4. Fully infected survivors can't repair gens.
How the heck can someone even post those ideas and not realize that 2 and 4 would be gamebreaking?
There are 5 fountains on the Map, so Survivors are able to cleanse 5 times and afterwards, they cannot complete a single Gen. Yay, good idea. I see you put much thought into this.
@Topic:
Plague is fine power-wise. She is a strong Killer. However, there should be an incentive to cleanse so that she gets her Corrupt Purge more often. Being injured the whole game with non-removeable sounds is not enough apparently, so there needs to be more.
In exchange, her Corrupt Purge should be nerfed a bit. It is a very strong ability (which is the reason why Survivors dont cleanse).
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2356583#Comment_2356583
Moris and Keys used to balance each other quite nicely. Much the same way old BNP and Mori balanced each other out back in the day. They should have never nerfed Moris so badly and left keys exactly the same. There should have been a rework done on them both at the same time. Now, Moris are almost useless. The only thing they prevent is a potential DS at endgame, a stun save, or similar to stop a Killer from getting that last hook.
If there wasn't an achievement linked to using a key, they would probably have been nerfed long ago. I'd imagine it's difficult changing out achievements on console though. This is probably why they haven't done anything with them even though they have promised multiple times to balance them better. At this point, it's a waste of time trying to get them to do anything though, obviously they have better things to do than fix a broken mechanic.
I mean, they should have nerfed both at the same time. However, if this was not possible, I am always happy if at least one broken thing is out of the game. And I have seen Moris far more often than Keys.
I am also fine with Moris being useless. They should just be an animation, nothing more.
And well, you cannot really compare Moris to Keys IMO. Keys are much weaker than old Moris. Old BNPs are compareable to old Moris, but thats about it. Took them way too long to nerf Moris in the first place.
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"almost a year"... Moris got nerfed in December. It is just a little bit more than half a year.
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It is one of the best Chase-Perks. If you add up Stacks, you have a really fast recovery after a Hit, meaning that the Survivor cannot get much distance. So it is useful on many M1-Killers.
And really good on Killers who can bypass the M1 with their ability.
E.g. I run STBFL on Killers who are either already strong in Chases (Doctor and Clown) to min-max their abilites or on Killers who can save Stacks (e.g. Deathslinger, Demo or Trapper).
But even outside of those, it is a good Perk on M1-Killers.
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Give them time. This happens basically every time a Killer gets nerfed. E.g. when Spirit got her first Nerf (If we want to call it that, in fact, they only removed the most broken stuff...), nobody played her for a few weeks, until they realized that she is still strong.
I play Freddy sometimes (not my favorite Killer to play), and he is still good. But I did not use the Slowdown-Add Ons in the first place, so not much changed for me.
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The number of possible Survivors is pretty small. We would need to aim for a modern age or future Survivor, this leaves us, if we look at the games, with Castlevania Bloodlines, Portrait of Ruin and Aria/Dawn of Sorrow. And neither of the Main Protagonists would be a Belmont.
You may grab Julius from Aria of Sorrow, but he was only a Side Character... Also, regardless of who you pick, the Protagonists always were very powerful, including magic and stuff like that.
So you would most likely really have to go with a Side Character and there would be little to no possibility to iinclude a Belmont. And Castlevania HAS to have a Belmont in my opinion. (You can argue that Julius might work, since he suffers from Amnesia in the game at first, however, he was still aware of his powers)
For Killers, sure, Dracula or any other Antagonist would work. But thats about it. And THEN you have to think about their power, which is a whole different story.
I really like Castlevania, but I dont think it would fit in DBD.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2350494#Comment_2350494
Deep wound vfx with dream world or madness 3 is the real #########. Literally a black screen.
In general, it does not really make sense that it gets darker over time. Before it went darker when the timer went down, but now, even if the timer stays, it gets darker, resulting in not being able to see anything at some point.
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Its hard to understand that people still think that holding Victor is a good idea. Charlotte might not have a Power, but she is still a 4,6m/s Killer who can chase like every other Killer with that Speed, while one Survivor is basically taken out of the game. So you have half the team occupied.
This only benefits the Twin-player.
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Arent there two Gens in the Main Hall by default? So the Killer would basically only have to defend the Main Hall...
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The Death Throes Compilation will be changed (most likely) with the Mid-Chapter Patch:
- "Death Throes Compilation: When Main Event ends, The Trickster's knives are replenished."
To your Twins-proposal:
This is not a healthy Add On. Yes, Victor is slower, however, if you chase a Survivor with Charlotte, they will go down, no matter what. Either Charlotte hits them or Victor downs them. This is a Lose/Lose-Situation, those should not happen.
In general, I prefer weakish Iridescent Add Ons. Some Iridescent Add Ons are or were too strong, but I rather have a strong Killer and weaker Add Ons than the other way around (e.g. I dont mind Nemesis Iri Add Ons, they are terrible, however, Nemesis itself is solid).
But obviously, some Iri Add Ons can be looked at, because they are shockingly bad.
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Charlotte looks like Americas next Top Model? Ooof.
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I mean, yeah, I was able to get all Perks on my Nemesis and got all Perks back again on every Survivor (except the new ones).
However, it will be a sad realization when the event ends. Then you can only do one Bloodweb as Killer after a game and not 3-4 like currently.
And as Survivor, you will be able to buy like 5 things after a game. Yay.
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@TerrorUnleashed said:
https://forum.deadbydaylight.com/en/discussion/comment/2347900#Comment_2347900
I'll start making that a habit, thanks mate.
And nah. I've had the unready button there every time. It's just absolutely ludicrous wait times... All I want is to play the game.
"And nah. I've had the unready button there every time. It's just absolutely ludicrous wait times"
I mean, it is probably because not many players are in grey Ranks (maybe you will have more luck in a few days when Rank Reset hit on the 13th), but having the Unready-Button must not mean anything. Sometimes the games looks like it is searching for a match but is exactly doing nothing.
This happens very rarely, but it happens.
But again, most likely it is indeed long wait times due to not many players in your Rank.
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@NoOneKnowsNova said:
Apologies for asking this, but what's that Smashed Bulb?
Add-On obtainable via the last Halloween-Event.
It makes your Flashlight flicker.
