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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • @Sonzaishinai said:

    I have not seen a single person against this change. Even the survivors are chill with it.

    OoO also seems to be a much stronger perk outside of swf if those are the actual changes to it.

    Actually really surprised. The survivor side has really shown it's maturnity compared to how when a killer perk gets changed the whole forum turns into a whine storm

    Even in Solo Object will be weaker, but it was also too strong in Solo. Knowing that the Killer is coming to you from far away to get distance immediatly was still strong, without any way of communicating their actions to other players.

    But the Object-Change is solid, even tho the Aura Read is not that useful IMO. Sure, you see the Killer with BBQ, but you know where they are and healing in the Terror Radius should not be done anyway.

    But as I said, it is solid, Object will not be a bad Perk, it will be less used than before, but this is highly appreciated.

  • Nah. Survivors are used to Nerfs and will adapt without opening a Gajillion Threads on the Forum.

    While I see the DS-Nerf as debateable (but more in a point that it is still not a true Anti-Tunnel Perk), people who used OoO and dont know what they are doing are simply lying.

  • You might to censor the name again. Two times you missed it. The other persons name always on their first message per screen and your name in the upper middle of the second screen.

  • It is not an actual anti-tunneling Perk, since you can still get tunneled and just slugged or the timer runs out during the Chase. But it is not useless.

  • His lunge is the same as any Killer. The only exceptions are Myers (shorter Lunge in Evil Within 1 and longer lunge in EW3) and Lunges coming out of Power (Spirit and Wraith).

    Freddy has the standard lunge, it just looks wonky because he is short and has a small weapon.

  • Not really. You would remove a potential mindgame to give two straight buffs to some Killers who are clearly not the worst Killers in the game.

    Your idea mostly applies to Billy, but why would you remove something which is somewhat skill-based (revving the Chainsaw in a way that you can trick a Survivor into thinking you commit to it to follow up with an M1) to give two buffs, which affect all players, regardless of how good or bad they are?

    Obviously better players will profit as well, but I would rather keep it in a way that people who are experienced with Billy (and Bubba) get rewarded for their experience with those Killers.

  • @ChurchofPig said:

    The developers think the perfect game would have 2 escapes and 2 kills (as the average) which is barely better than Nurse across all levels. I think we're lucky we still have strong killers at all with how they want their game balanced. I also find that interesting because the killers objective is to kill and yet the devs don't appear to see it that way. I think they are trying to head in the right direction with some of the nerfs and buffs happening soonish, but it still feels off.

    This does not mean that every game should be aimed to have 2 Kills and 2 Escapes, if you take all the games played, it should even out somewhat between that value. Currently, this is not the case, currently most likely Killers get a little bit more than a 2K on average, but thats about it.

    From what I see the most results are either 4 man escapes or 4Ks, anything in between is more unusual, since DBD is a game of snowballing - is the Killer able to apply pressure, it will be a 4K. If not, it will most likely be a 4 man Escape.

    The "2 Kills/2 Escapes"-ratio should just make sure that there is no Killer who 4Ks every game and there is no Survivor who escapes every game.

    But it does not mean that the ideal game would be 50% of the Survivors escaping, if this is the general number, it is good.

  • @DemonDaddy said:

    If you can't get away in 60s, your survivor skill are not as great as you think. During that time you can transverse the map, break chase, hide, or just occupy the killer while gens pop. If you need more than a minute then your doing something wrong.

    Sorry, this is bad reasoning. I dont really agree with the increase of timer (I would pause it while running or downed), but you cannot really escape a Killer during a Chase.

    If the Killer wants to get you, they will get you eventually, the only factor is the time it will take them. The only exception would be that they give up chasing you, which does not mean that they lost you, they decided to not go after you anymore.

    So you can easily get tunneled, waste 60 seconds of the Killers time and STILL get hooked again, without getting to use DS. So it is not a "true Anti-Tunnel Perk" now. And yes, it is good to waste the Killers time, but this does not change the fact that you get tunneled.

  • This "This is a 1v4"-argument is always flawed, because while it is true, you cannot just ignore the 1v1. The 1v1-aspect is important as well.

    And honestly, with the quality of Survivors, some games feel like a 1v3 or 3v2 sometimes.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917664#Comment_1917664

    give me a source and quote? If you mean that one penits post, people keep twisting that and he didn't say its not anti-tunnel.

    @Peanits said:

    No, the only time it was mentioned was in this blogpost from before the changes went live: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest

    The idea of it being purely to stop tunneling came from the community.

    (YuiKim beat me to it, but I figured I'd repeat it just in case.)

    Here. Dont see how anything can be twisted there.

  • @MrPenguin said:

    "As many have said, DS was not intended, ever, to be an anti-tunnel perk."

    Those people are wrong, DS was intended to be anti-tunnel and anti-farm from the beginning.

    Quote from the devs about DS in its redesign/rework/w.e.

    "players were able to use DS a long time after being unhooked, where it no longer serves the purpose to protect you from being tunneled/ farmed"

    Source: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike

    But Devs have also stated that DS is not an Anti-Tunnel Perk.

    @Topic: Reducing the Stun-Duration would render DS useless. When it was 3 seconds, you were not able to get away at all, since roughly half of that time (around 1,5 seconds, I think 1,3 was it to be precise) was used for the animation, which allows the Survivor to get away 6 meters.

  • @GannTM said:

    I would’ve been fine with Undying getting nerfed if they would’ve nerfed DS and Object to compensate. But you know BHVR needs to protect their precious survivors.

    First of all, both DS and Object will get nerfed in the future.

    Second, nerfing one thing does not mean that there has to be any compensation.

  • No details, they just said that every Killer will get looked at over time. Next ones are Freddy, Demo and Huntress, they said that Pig is actually in quite a good spot.

    But no mentions of any Pig-Changes.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916982#Comment_1916982

    It's only good then you tunnel the weak link out of the game. Whenever killer for whatever reason decides to tunnel a really good looper, he loses and often even doesn't manage to catch the looper in the end.

    Killer has the option to go after whoever he wants, for whatever reason. Yes it sucks to get tunneled but it's your job as a survivor to get away, your ability to loop the killer is the main defence and punishment for his decision to hard tunnel you. It's 4v1 so you depend a lot on your teammates to help you with that, taking hits for you, doing gens fast, etc.

    Bad ranking system results in easier targets for killer resluting in more tunneling as it really plays off vs mediocre teams. But when met with 4 optimal survivors, it guarantees a loss far more then victory.

    I am just stating my opinion, I am fine with this change. And I know that the Devs will be called survivor-sided anyway when the next thing on the killer-side gets nerfed.

    I will just adapt, and if I get tunneled to often, I just play something else. But I think my points are quite valid that it is not an actual anti-tunnel Perk with these changes, it just fits this description from the Killer Side, but not the Survivor Side.

  • "With this change, it becomes an actual anti-tunnel perk."

    Not really, because you can still get slugged instead of being picked up so that the timer runs out.

    Or, you get chased for 60 seconds so that the timer also ran out. It is more anti-tunneling, but it only benefits the killer-side of "anti-tunneling".

  • Umbra, I like that she is really good at the game and chill while playing. You wont find endless balance discussions in her stream and she is also aware of the other site whichever role she is playing.

    Same goes for Tofu, but for Tofu I mostly watch his Youtube-Videos.

  • @TheBigBingus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1917155#Comment_1917155

    problem with that is that they could abuse it if it had no timer by not doing anything and always having it active.

    This would not really a problem, at least not for the Killer. A Survivor not doing anything to be invulnerable is basically the same as a dead Survivor.

  • Yep, this was what I had in mind as well. I mean, I did not expect that they turn away from the new UI. IMO this would be the best decision, but I never expected that. But doing exactly nothing, aside from adding colorblind-options (which might have been more forced to come sooner than initially planned, but this is just speculation) is simply cheap.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916838#Comment_1916838

    You need to understand that that perk shouldn't be a single solution to tunneling, it would make it mandatory for something that needs to have natural discouragement to lessen the tunneling issue without removing killer's options of gameplay.

    Once you stall enough time, you aren't beiing tunneled as hard tunneling is removing someone from the match really early, not giving them almost any time to play. Survivors will never have a way to completely stop the killer from focusing on single one of them.

    " for something that needs to have natural discouragement to lessen the tunneling issue without removing killer's options of gameplay."

    Yeah, and this is the big problem - tunneling someone out of the game ASAP is still too good for the Killer. You see it quite often - Killer tunnels one person, they get picked up, no DS. There is nothing what prevents the Killer to do the same thing againg - Boom, 3v1, 5 Gens. Thank you, game is over.

    And yes, I 100% get tunneled if the Killer is going right after me after the Unhook, even ignoring other injured Survivors next to him, even if he does need 60 seconds to get me. That is tunneling.

  • Yeah, I agree.

    especially because a good bunch of Threads was written with A LOT of Feedback regarding the UI in a constructive and respectful way. And honestly, bruteforcing the new UI into the game just drives away people who gave this constructive feedback.

    Something like "New UI sucks!!111" will always be written, those people would not go way. But those who took their time to write explanations and even improvements will not do that anymore if their opinion is thrown into the garbage bin.

  • Whatever you want to call it - you are wrong on that one.

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916869#Comment_1916869

    Not hitting it would DISABLE the perk for the remainder of the match, not DEACTIVATE it. The perk used to only DEACTIVATE after 60 seconds so it can be reused, now it deactivates whenever a survivor wants.

    Nope, not hitting it just deactivates it and it will be available after the next Unhook. You just need to make sure to not hit anything, aka missing it by pressing the Button too early/too late will disable it, but not touching any buttons and just letting the Skill Check go through will deactivate it until the next Unhook.

  • If you want to save DS, you can already do that right now - just dont hit the Skill Check and you have your DS after the next Unhook.

    That DS now deactivates when the Survivor is tapping a Gen does not really change the possibility of saving it until the Lategame.

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916765#Comment_1916765

    Yeah, but It can also quite disencouraging,when you have a slow start with faster early gens. Even thouh that's not always the end, when you snowball later. I think putting it into as a part into a tally screen in some form of statistic would probably do the same and better, because most of the time it matters how player feal when the game is over than midgame.

    True, even tho, this is something that should be general understanding of players who play Killer - the game will progress fast at the start and drastically slow down the better the Killer plays, since the longer the game lasts, the more shifts it into the direction of the Killer.

    And I feel that this cannot really be solved with any ingame-notification.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916750#Comment_1916750

    It helps you get away as much as it did before, the anti-tunneling potencial wasn't touched at all.

    You'll never be able to 100% stop killers from tunneling with just a perk, that's impossible. It gives you a chance to get away when caught too early and has extremely strong synergy with other perks. Perk synergy needs to be a consideration as one perk shouldn't be foolproof and give you everything by itself.

    I'm not againt making it's anti-tunnelnig abilities stronger but it should be something that helps you get away, not waste killer's time. So more along the lines of removing grunts of pain, blood, scratch marks after activating DS. This is still a very good change for the perk.

    They could have paused the timer for the Survivor while running or while being slugged. This makes it not possible for the Killer to tunnel that one Survivor, UNLESS this Survivor progresses the game. (Obviously it would need to be deactivated in Endgame, because otherwise it would be a 100% escape)

    I am quite biased here because I am one of those Survivors who uses DS without running straight at the Killer or repairing a Gen in their face. In fact, I am always glad if I dont need to use it, because this means, I did not get tunneled (because from the way I play, whenever I get to use my DS, I actually got tunneled)

  • @Freudentrauma said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916651#Comment_1916651

    Yeah, but the total hook counter is just wasted space and unnecessary information ingame. A killer doesn't progress lineary. Your first survivor can suicide on the first hook, or you on the ninth. It rather belongs to the tally screen as a nice statistic.

    I mean, for me, I dont need it at all. I keep track of all this stuff already, it is not that complicated IMO. I will gladly take the old UI without any new features, if this will ever be an option.

    However, what the Devs had in mind was to give the Killer something positive to look at. The only number the Killer sees is Gens being done - the Hook Counter, even when it is vague, is an increasing number if the Killer is doing well.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916704#Comment_1916704

    It was still too strong in the current state. If it proves too weak ( I don't think it will) they can buff it again later.

    Let's see how this work out and give feedback if more changes are required. This perk is not easy to balance properly as it seems.

    Yeah,but not every player using DS is jumping on a Gen in the Killers face. What I want is an Anti-Tunnel Perk which is a big middlefinger to the Killer, when he goes after me after I got unhooked.

    And my DS is gone when I get slugged (and I dont have Unbreakable) or when the Killer takes too long chasing me. This is nice, I waste their time, but in the end, I am still dead because I got tunneled.

  • @crowbarman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1916670#Comment_1916670

    Never saw a Mori that let me kill 3 survivors instantly with 1 gen remaining. I seem to remember having to catch them, down them, and hook them at least once. Maybe I am misremembering and there was an instant "Kill all" button that I forgot to push.

    If you have a Mori and still have 3 Survivors alive with 1 Gen remaining, you were not good. Whenever I used a Mori, I never went under 3 Gens.

  • I said from the start that OoO will be changed this year.

    And the changes look pretty solid, it will still be a good Perk, will be less used for sure, BUT it will not be garbage at all and the most important thing is, it is not busted anymore.

  • Thing is, they want to make it more anti-tunnel, but it does not work anymore when I get slugged (aka tunneled) unless I equip Unbreakable AND if the Killer needs 60 seconds to catch me again.

    I am totally fine with the restrictions they mentioned, they make sense. But this only addresses one side, making it anti-tunnel from the restrictions, without making the effect anti-tunnel.

  • I dont know, but I feel that is the start of the Killer playerbase opening Threads about Threads about Keys again.

    But the Devs also said on Stream that they dont compare Moris and Keys and the Key-question was asked because of the recent Mori-Nerf.

  • @Chilli_man2400 said:

    You didn’t read what they said they said they wanted to keep it to get more feedback from Xbox and PS4 users then change it.

    Thing is, you dont need to play with the new UI to see that it is not good. You dont even need to play the game or understand ANYTHING from DBD to see that the UI is too spread out.

    Also, the Portraits are quite nice, but they dont make sense if multiple Survivors use the same character. If there are 4 Steves, I will not have any value out of those portraits. If two Survivors are slugged, same here.

  • Keys are much weaker than Moris were. This is not something new.

  • @Toybasher said:

    The total counter hook widget for killer is also staying. Devs have confirmed on the stream it was to prevent tunneling.

    Which totally makes sense tbh. We all know that Killers love to tunnel. Now to do this, they have to use 3 braincells instead of 1 braincell.

  • Yep, big disappointment.

    I made a thread here:

    @Aven_Fallen said:

    Hello,

    the title is taken from this Tweet:

    https://twitter.com/DeadByBHVR/status/1352376021601955857

    This is one response to the WIP of the Colorblind Settings.

    First of all, it is great that Colorblind Mode is finally coming to DBD and I think it is awesome that colorblind people will have an easier time while playing DBD.

    However, the line in the title is also disappointing.

    Yes, it is great that colorblindness concerns regarding the new HUD (Injured State of Survivors) are addressed. However, why is all the (negative) feedback regarding the new HUD completely irrelevant?

    Whether I look at the Forums, Twitter or Streams of Content Creators (including Fog Whisperers), most people dislike the new HUD. And IMO it should really be considered that this feedback is really valuable, because while every Balance-change also triggers positive and negative feedback, this is mostly because people want their side to be fun and strong.

    However, if something which does not affect balance is changed AND gets such negative feedback, it should be really thought about if you want to go on with that.

    It is not even something "players get used to". Even personal taste is not the big factor (e.g. that it looks like a mobile game or does not fit graphic-wise), but people have objectively said what is wrong with the new HUD (e.g. it is too spread out, Portraits make sense, but dont when they are replaced with Standard Symbols,...) and it is really getting ignored.

    I did not have high hopes that the new HUD will be scrapped to begin with, however, I am still disappointed that the Feedback was just not taken at all. And I really hope that you have a WIP to show what your plans are for the HUD, because from what was added, it was not justified to change it that much.

    I am not one of the persons who says "I quit!!!111", I am playing DBD for a long time and I have fun while doing so, however, I know that the new HUD will decrese my enjoyment of the game A LOT.

    I know that my thread will not change anything, because it was seen that negative feedback regarding the HUD of 90% of the vocal playerbase is not important to BHVR, but at least I wanted to write down my frustration.

    Kind regards

    And one statement was that they dont ignore constructive criticism. And yet, they are ignoring it.

  • @Zephinism said:

    I think they'll just release more outfits you gotta pay $10 a piece for.

    Days of grinding events to earn the outfits in-game are over.

    Well, this was known since December.

    The Lunar Event will not have ingame currency or anything, it will probably be Hooks, Gens, Offering and ingame Lobby. Maybe Firecrackers or Items for Survivors/Add Ons for Killers. Probably Login-Awards and/or Codes.

    The only events which will be bigger will be the Anniversary and the Halloween-Event.

  • Only burning Map Offerings with a Build or if I have an Archive-Challenge (e.g. Pallet-Breaks = Burning Hawkins).

    And rarely if I get a bad Map a few times in a row, I burn MacMillan or Autohaven to have a normal map.

  • I still dont think that DS needs any changes. I am doing just fine, I got hit by one DS today, this must have been something like 55 seconds+ and I hooked another person in between, but this happens once in a while. And I highly doubt that I am the exception.

    But IF DS gets any changes, it should be a big middlefinger for tunneling Killers. This is not the case if DS just has its timer paused while in chase, because the Killer can still slug and pick up the Survivor later (which means he still tunneled), or he can look down.

    So the Timer would need to be infinite or stopped while running and slugged and deactivated when doing one of the Objectives (Totems, Healing, Gens).

    But like I said, I dont have any problem with DS and I play enough Killer to say that without any doubts.

  • @pandorayr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1915909#Comment_1915909

    I think survivors can play with friends but not with me.

    For this reason I ask for the game notify me how many players are on swf.

    I mean, this will never happen, but just because I am curious - what happens when you see that you are playing against 4 Solos and still get beaten easily? Your excuse why you are not as good as you think you are is gone, will you accept it then or will you search for the next excuse?

  • Going for the raw percentage is pretty wrong. Survivor at Rank 5 is also only around 9,7%, do you all accept then that Survivor is not easy? Probably not.

    Also, lets compare some Adepts - Nurse has been done by 1,6%, while Hag is only at 1,5%. Quite a bunch of Survivor-Adepts are also lower, does that mean that Hag and those Survivors are harder to play than Nurse?

    It is quite normal that Achievements which happen later in the game are less common. To reach Rank 5 as Killer (or Survivor), you have to play more of the game than just 10 hours.

    (Like, I played Dark Souls 2 for a while a few months ago, I only played it on Console before, it is not my favorite of the Series, but I wanted to give it another go, as mediocre as it is - the first Achievement, creating a Character was done by 93,7%, the second one, to die for the first time was done by 91,8% already. Third Achievement, beating the first Boss, was done by 68,3%... Those are all not hard things to get, but you see that the number is decreasing the later you are in the game. This is the same with DBD)

  • Flashlights are the worst Survivor-Items. So not really a problem.

    And why should you get this kind of information as Killer anyway? You should always keep in mind that the guy with the Medkit might heal fast, so dont just injure him and think you get Map Pressure. Same that you should always consider that the guy with the Toolbox might dump it into the last Gen.

  • Easily "You have to play flawless to win as Killer while Survivors can make many mistakes".

  • @beached said:

    I will say that mori's are definitely a lot less useful now but in my mind they do achieve four things really:

    1. Complete Counter to DS, if a survivor is death-hooked and you don't want to pick them up after a recent hook you can literally just mori them.
    2. Avoid wasting hooks, especially in hook dead-zones.
    3. Inability of other survivors to pallet save or flashlight save when that survivor is on death hook.
    4. Even more bloodpoints and pip progression than previous one-hook mori's.

    Basically this - having a Mori is still better than not having it.

  • On Steam it is Binding of Isaa Rebirth. Other than that, World of Tanks, despite having over 35k Battles, I am still bad at this game, lol.

  • Devs always prefer the role you are not maining.

  • Just want to add those images:

    Those are the old Moonlight-Offerings, the PIctures show the default lightning (first picture) and the brightest lightning (second picture):

    MistAndMoonlightDefault.jpg FullMoonBouquetEffects.jpg
    The Moon shining bright in the sky. Moonlight was a recurring ambient feature in every trial of Dead by Daylight and still is almost the sole source of light, with other sources of light including lamps, fire pits and fully repaired Generators . 1 Overview 2 Stacking Conditions 2.1 Exception 3 Change Log 3.1 Patch 1.8.2 3.2 Patch 2.3.0 4 Version 1.0 5 Gallery 6 Videos 7 Trivia The brightness of the Moonlight could be tweaked via the Moon Bouquet Offerings , which were disabled from spawning in t

    Current Maps are brighter than what was considered "brightest moonlight" years ago. I would totally love to have a brightness like displayed in the pictures, it looked way better.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912886#Comment_1912886

    Because one good Survivor can destroy a mediocre Killer.

    Let's take my SWF group for example. My buddy and I are Rank 1 and my two other friends are Rank 12 and Rank 10 respectively. If you use the average system (for Ranks but its just an example) we will probably get a Rank 12-ish Killer. Someone who doesn't really understand how to play against good Survivors yet.

    That's going to give that Killer a miserable experience and they have NO choice. If you go into a Red Rank SWF right now, and you are a low rank, you KNOW you are gonna play against really good Killers. With the average system, the Killer doesn't get a choice and that makes the whole experience feel even worse for them.

    Yeah, but lets say the Killer is Rank 9 and facing 2 Rank 1s and 2 Rank 19s. If the Killer goes for the higher-ranked Survivors, this is his own fault, he can capitalize on the Rank 19s. Obviously, this is with current Matchmaking so there is no guarantee that the Rank 19s are "real" Rank 19s, but with MMR it will be harder to go against weaker opponents by "deranking".

    And if I look at your example, the Average of 1+1+12+10 is not 12, it is 6, which is a difference, even if if is a small one. Like I said, according to Ranks, this Killer has two strong(er) Survivors and two weak(er) Survivors where he can capitalize on. He might not win a chase against the Rank 1s, but against the Rank 10 and Rank 12 it is completely possible and killing those will make it harder for the Rank 1s as well.

  • Unpopular opinion:

    Players who say you lose as Killer when you do just a slight mistake are doing way more mistakes than they think they do.

    I do mistakes all the time and still 4K most of my games. So either I am the exception or others are doing more than "one little mistake".

  • @landromat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1912886#Comment_1912886

    Voice comms boost your chances to survive no matter you're playing competitively or for fun, so survivors are always in better position if only average mmr counts

    Yeah, but you are basically asking that the Survivors will face a Killer who is better than them. So, even IF SWF boosts MMR (you dont know that at all, since you dont know what affects MMR), this means the Survivors are already matched above their individual Skill Level. But still you want a Killer who has an even higher MMR, meaning Killers should face SWFs which are weaker than them.

  • Whats wrong with the average? The Killer will have Survivors who are better than the Killer, but also Survivors where he can capitalize because they are worse.

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