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Aven_Fallen

Aven_Fallen

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Aven_Fallen
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  • Ok, this was discussed multiple times:

    If you are the last person alive and can get off the Hook (either via a Kobe or via Deliverance) the Killer will just wait. This means that people can just waste 1 minute of everyones time by not doing anything without any other benefit.

    When you get off the Hook, you will be smacked down. "But what if I have DS?"...The Killer will slug you. "But what if I have Unbreakable?"..The Killer will wait.

    Its not really worth to waste time on a lost game.

    If you have Deliverance and have not been hooked so far, you can try to be more aggressive, if your Teammates are on Death Hook. Especially if you want to use your Deliverance.

  • Freddy. Especially when already starting asleep.

    Spirit as well, even tho, when she does not have Stridor it becomes more bearable for me.

  • @MadLordJack said:

    So, you're victim blaming in a videogame whilst encouraging killers to play like pricks and ruin the experience of survivors that aren't running the second chance meta so they switch to the second chance meta and perpetuate the cycle of toxicity?

    Whilst Ignoring the fact that a team of small pp build is the freest escape of anyone's life and that DS is the lynchpin of that build and creates the in-your-face toxicity, such as... Literally anything survivors can do to abuse DS?

    Unpopular opinion: In the so called small pp-Build (still a dumb name, people should run what they like), not DS but Unbreakable is the problematic Perk. Worse design than DS IMO, most of the time not being used but when used, can be a complete game-changer.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867820#Comment_1867820

    To be fair,it was a Spirit.

    And we don't know how well your teammates played

    She was a really good Spirit-player, so I guess it was not winnable from us, even if we all 4 would have been in an SWF.

  • @xEcoLog1cDuk3Xx said:

    I feel like he needs a Rework. Similar to Doctor where he got an extra ability.

    Doctor did not get an extra ability. His previous ability was just split in two and making it more understandable for new Survivors why they scream.


    @Topic:

    Wraith does not need a Rework, he is solid. Can get some Buffs tho, like more Movement Speed while cloaked and less sounds while cloaked.

  • @Altarf said:

    You've said in an earlier thread that you use coulro and sloppy on slugging builds. DS isn't very impactful in those builds. DS is impactful on killers that don't mass slug.

    Do you really expect me to believe you're getting constant 3-4k 12 hook games while eating every DS without meta perks as Clown? Really?

    To be fair, you can slug on every Killer. Slugging is a very powerful tool to apply pressure.

    And well, yesterday I went against a Spirit who ate 3 DS and still got a 4K with 11 Hooks and only 2 Gens done. But DS is too stronk.

  • I have played against 10 Bubbas the past 4 days and I can assure you, he is not OP at all. One of them was an Insidious Bubba, and he got way too many Kills (one Survivor tried to rescue me, even if he had Kindred... I dont know what is going on in their head if they see the Aura of the Killer going back down into the Basement and disappearing...), but thats about the only unfun match I had.

    "Second he needs a longer stun if he doesn't hit his chainsaw then he can just m1 you." If you get a M1, you already did quite well, because it could also have been an M1. You did even better if he used his Chainsaw a few times before. Always try to force Bubba-Players into M1s by using Windows.

    And especially, be aware of your surroundings. If you are in a deadzone, make sure you know where to go and be aware where he is, if you get caught in a Deadzone, you will go down, but often enough it can be avoided.

  • Tournaments in DBD are a Joke. No disrespect to those people who take their time to organize them, but DBD is no tournament-game.

  • @Chchchcheryl said:

    There are a very large amount of safe pallets on Midwich, as long as you're actually playing the pallet instead of either just running or repeatedly vaulting (because that never goes well)

    The Pallets on Midwich are not safe. A safe Pallet is a Pallet which needs to be broken, this does not apply to Midwich-Pallets (except for the two God Pallets in the Corners). Once thrown, most of the Pallets in Midwich are playable, if the Survivor does not get a Stun.


    @Topic:

    Yeah, I agree, bad for both sides. Too many unsafe Pallets, two God Pallets. There should be less Pallets, but they should be a little bit more safe. Also, there should be signs for Generators, they added those to Lerys with the Rework, no idea why Midwich does not have any signs.

    Also, there should be a permanent 4th connection between the two Floors, currently there are only 3 permanent connections, the 4th can be opened by the Killer. There should be 4 permanent connections and the 5th should be optionable via Breakable Walls.

    Also, the Center should have more access, from 4 sides instead of only 2 sides. While this would not really go with the original design, it is achieveable by Holes in the Walls. Last but not least, more Drops down would be great.

  • A good amount of Pallets broken (to charge Spirit Fury) are broken in Chases. Some have to be broken (like Long Walls, Jungly Gyms and stuff like that), others are a choice (do you want to break that unsafe Pallet to charge Spirit Fury or play it to get a hit?). This means you waste time to charge a Perk which will most likely result in a Hit or at least a really early dropped Pallet (if the Survivor knows you have Spirit Fury).

    If breakable Walls would count towards that, the amount of time spent in chases to charge Spirit Fury would be decreased.

    (In general, I agree to @Phasmamain , Spirit Fury is not really a healthy Perk and the more the game shifts towards unsafe Pallets, the more problematic it can become)

  • @TWiXT said:

    A few Buffs I recommend for Plague to streamline her ability without making it too Oppressive:

    1. Give survivors the Hindered status whenever they vomit for the duration of the vomiting (roughly 1.5-2 seconds). This is a small and periodic de-buff to survivors that makes the Plague more of a threat in a chase but not so much that she becomes OP or too oppressive.
    2. Also while a survivor vomits, give them a 6m AoE that infects everything within its radius. This allows the sickness to spread throughout the maps less predictably and reduces the workload on the Plague herself. Currently survivors spread the sickness to each other by rescuing an infected survivor, working on a gen with a fully infected survivor or healing a downed infected survivor, all of which require direct interactions, otherwise the Plague has to infect them and objects herself every time. Adding this will make the sickness spread feel more like an actual Plague, apply more pressure to the map for her, make the add-on's that increase infection time on objects more noticeable, increase the chances of the sickness spreading to other survivors, and help her gain the contagious (25bp) scoring events more often.
    3. Allow her to channel corrupt fountains from afar. Like Freddy's Gen Teleportation power, but I can't decide If I like the idea of her Teleporting to corrupt fountains which uses it up without giving her corrupt purge, or if she should simply be able to gain Corrupt Purge from across the map at the expense of her movement speed for 5 seconds. On one hand, If survivors cleanse they give her either incredible mobility or the best ranged attack in the game making it her choice in how to use them, on the other, she doesn't have to go to the fountains anymore and can gain her Corrupt Purge right after initiating a chase while giving survivors a small window of time to try and find cover, or gain distance from her. Either way would be a buff saves her precious time.

    With these 3 changes, she would make life a little more difficult for survivors and really emphasize the choices survivors make regarding whether or not they cleanse, and when to do it strategically. With the first 2 buffs, infecting the whole team and chasing survivors is given a stronger edge that would encourage them to try and cleanse asap, but then with the 3rd buff, they are either giving her the ability to traverse the map quicker, or gain Corrupt Purge at more ideal times without having to go out of her way to obtain it. I Like these 3 buffs because they keep balance in mind and allow her to focus more on the chase and keeping up pressure on the map, instead of how it is right now: where she spends the majority of the beginning of the match trying to infect as many survivors as possible so that she'll be able to apply more pressure by the mid-end game. This is incredibly time consuming and frustrating for the player, and the infection mechanic itself doesn't really pose enough of a threat to survivors that would encourage them to cleanse vs remaining sick.

    It's why I came up with these suggested buffs, but please tell me if you think they would make her too strong to go up against, because while I believe they have balance in mind, I also mained Plague for about a year since she initially came out... so I admit I am a little biased because I just want to see my go-to girl match up more evenly with the better designed and streamlined killers like Spirit, Bubba, and Blight.

    To your points:

    1. NO Movement-Speed penalty. Hindered is 3,75%, this means a Survivor drops to 96,25%. This does not sound much, but would almost be permanent Bloodlust 1 for the Killer, roughly the same Speed Increase for the Killer (relative) like NOED. You dont want to mess around with Movement Speed too much, having 3,75% Movement Speed would mean that many Tiles dont become playable, making it quite easy for The Plague to get a Survivor there. In the end, the game is balanced around 4,0 m/s on the Survivor Side and 4,4/4,6m/s on the Killer side, except for Bloodlust and certain Perks which either have requirements (NOED) or are quite weak on their own (PWYF).
    2. While this would indeed remove workload from the Plague, it would make her even more boring IMO. Currently, if nobody cleanses, you use your M2 for a while and afterwards, you are an M1-Killer. This would just decrease the use of M2, which would result in more M1-gameplay. Yay. Also, for Survivors, it would be really annoying if you get infected by someone running around next to you. Now you can easily avoid being infected (not going for Unhooks of sick Survivors, not working on a Gen with a sick Survivor), but this would make it way harder and more out of control for the Survivors (yes, like a Plague, but eh).
    3. I dont think that every Killer now needs a Teleport to an Object. It is not that Plague is weak or anything, so she does not really need the "Freddy-Treatment".


    @Topic:

    In general, when it comes to Plague, the biggest flaw is that she is boring and her design is kinda flawed. On the Survivor-Side, it lowers the amount of BPs gained because Healing is no real thing anymore, you are a constant oneshot and if Plague gets her Corrupt Purge, she has a stupid strong ability. And I think, running around as noise-making Oneshots is a good sign that Corrupt Purge is strong, if Survivors prefer that over Plague getting her Power.

    When it comes to the Plague-side, she is just boring. Like I said, some M2-action and if nobody cleanses, you are an M1-Killer with Instadown. I am currently grinding her (got a Build, except for BBQ 3 so far), and one game was super-boring (nobody cleansed), another game was more fun (because they cleansed).

    IMO she should have some incentive to cleanse for the Survivors, some action speed debuff (even tho, nothing too hard, we know the Devs dont want this since the Freddy-Rework) or that Survivors go down after a certain amount of time being sick (while not in Chase). Just something you want to cleanse, but dont have to do so immediatly. Also her Corrupt Purge should be slighly weaker, maybe let only a certain amount of it deal damage or something like that.

    When it comes to cosmetics, two reasons - first, she is indeed not very popular. This means that the Team will more likely focus on Cosmetics of Characters which are used more often. And second, her Design is nothing which allows that much variation I guess, because every Skin so far released looks roughly the same. Plague has a great design by default (I am using her complete Prestige-Set, since I think it looks awesome), but evey Skin created so far is like "Yeah, looks like Plague".

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867238#Comment_1867238

    https://forum.deadbydaylight.com/en/discussion/comment/1867248#Comment_1867248

    So basically, the game has been re-equipping my red add-ons for me on my Doctor, letting me think that I'm still using the original ones? Oh wow, I never noticed.

    Thanks for the explanation.

    The game always re-equips - except for Trapper, which is a Bug.

  • @UncleStabby said:

    I honestly believe that wether an RBT is active or not, it should still kill them if they try to leave with it on. Itll add just a little bit more pressure to the end game. Currently, as soon as the generators get finished, her power is effectively useless, and for a killer who's whole point of being is 'i want to play a game', she seems the tiniest bit underpowered. That and a new menu theme/chase music are my only change ideas for pig.

    The only change id make for trapper is mirroring his playstation cover art. His hooks are on the wrong side in the image.

    Traps are meant to be used during the Trial, not to save up until Endgame to have a bigger chance to get a Kill with them/because of them.

    And IMO it should be easily possible to get 4 Downs before End Game to not have a useless Power.

  • Fun fact: This triggers Dead Mans Switch. I was really confused when it happened to me and the Gen was blocked afterwards for like 5 seconds.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866675#Comment_1866675

    well when i'm in chase right away after deep wounds and have not stopped running, it does not get darker. however if i stop running (to mind game or what not) it does. so my comment still stands, and no "GREYING" the screen can make it very hard to navigate in dark areas.

    See at the edited Link:

    Original file ‎(1,920 × 1,080 pixels, file size: 317 KB, MIME type: image/jpeg)

    This is way more visible.

  • @Freki said:

    https://forum.deadbydaylight.com/en/discussion/218598/please-change-deep-wounds

    old borrowed time did the same thing without the blood on the screen. and you didn't complain about that then did you? no. The effect is to simulate the NEED to mend instead of continue running. I have never had it darken once I get into that state and the killer is still right behind me, only when the chase is gone and i'm no longer running does my screen get darker.

    Old BT had a grey color on everything. This was far more visible than Deep Wound. The problem with Deep Wound is that even if you are chased, the screen becomes darker. When Legion was able to decrease the Bar with Feral Frenzy, it become darker the smaller the timer. But now it becomes darker over time, aka you get chased by the Killer and the Screen simply goes dark.

    Mending is obviously no option in this case.

    EDIT:

    https://deadbydaylight.fandom.com/wiki/File:381210_screenshots_20170501202704_1.jpg

    Untitled Image

    You cant tell me that "old BT did the same thing"

  • @bkn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866602#Comment_1866602

    ok, from a game dev design point, whats your suggestion than? What is your opinion about the games balance based on? Feelings?

    You ignore that this game can be won by one side 100% of the time basically,and claim thats exaclty how pvp games are designed to be... lol. you are not even biased but also ignorant as hell.

    You are definitely not an objective person, since you dont have any arguments and ignore facts.

    Your Depip-Squad comment has the same value of someone posting the 50 4K-Streaks of Otz. If (nearly) every Killer can get 50 4Ks in a Row, this means Killer is too strong.

    Which is not the case. People who are very skilled at the game (like Otz or Marth) should not be the case for the majority.

    Most of the time players who complain heavily are not even good at the game. But this is the case in every Onlinegame.

    In general, I dont think that DBD is that imbalanced. It will never be completely balanced, you cannot balance a game which features Killers with such different Power Levels. And I also think that every Killer is viable at Red Ranks for most of the games. Against good Survivors, the number becomes smaller, but for the general Survivors at Red Ranks, you can play any Killer.

  • I come to the conclusion that you might need a new Keyboard. Your Capslock might be stuck.

  • @bkn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866560#Comment_1866560

    its from mid 2018, and in the current state of the game the outcome is basically the exact same... probably even worse considering that Nurse and Billy got hard nerfed, and ruin works in a way that is favourable for pushing trough gens now.

    If i run the same experiment today, nothing has changed regarding the balance.

    I think, everyone who has a mild knowledge of game design should ignore the Depip Squad. Same the other way around, if some Killer gets 100 4Ks in a row, this does not mean that this Killer is OP or anything.

    So yeah, Depip Squad-comments have to be ignored, maybe then people will stop bringing up this nonsense.

    And yes, like I said, almost 3 years.

  • Fractured Cowshed. I never expect to win on this Map.

  • @bkn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1866526#Comment_1866526

    like i said, another balancing expert. you dont take anything into consideration at all...

    What if a sweaty SWF basically wins 100 games in a row and provies data? Is it the games fault, or are the killers just bad?

    https://docs.google.com/spreadsheets/d/1--ynBWebOR-AqfV4OesP7uUjbbAVVeVVmWy0ihfYI-c/edit#gid=0

    Ah, Depip Squad, yeah, data from almost 3 years ago is really valid. I forgot that Forum Killers go against people like Marth all the time, sorry for that.

  • Basically this.

    If a game lasts 4 minutes because the Killer killed everyone, the Survivors were just bad.

    If the game lasts 4 minutes because the Killer was bad, it is the games fault.

  • @Aztreonam78 said:

    I wish if the upcoming rank rewards were Iridescent Shards instead of just Bloodpoints. Those 250k Bloodpoints can be obtained easily by just playing Killer 4-5 times with BBQ and pudding, they don't feel special, but iri shards..

    More like 3 games. But, in the end, it is more than nothing and personally, I am looking forward to the bigger Rank Reset, might take some more time to be back at Rank 1 then.

    (Also I might try some Killer Adepts, while not being easy, they will certainly be easier)

  • @DetailedDetriment said:

    Monto has mentioned allowing people who have Legacy to choose one piece of clothing to get legacy effects on, while everyone else gets to choose one Legacy set. I think this would be a decent idea, especially since it would give back Legacy to players like Puppers who lost it due to a bug.

    Legacy-effects will not happen. This would mean that BHVR would have to create a "Legacy-Version" of every Cosmetic. Quite a lot of Work for not really much benefit.

    When it comes to lost Legacy, BHVR should restory Legacy-Items for players who lost it, based on the Achievements. Yes, it might be possible that this person does not get the Legacy he actually got back in the day, but it should not matter if someone has the Achievements for Legacy 2, had them on Dwight, and gets them restored on Nea, if they like to.

  • Legacy will not come back. Also, there are people who lost Legacy, so those who lost it, should not get anything, while those who have a Legacy 1-Meg should get all the other Skins?

    What about players who have a lot of Legacy-Cosmetics? They would get less than those who only have 1 piece and they cosmetics which they actually played for will not be special at all.

    And not everyone who has Legacy is playing that much, e.g. I have around 5400 hours, there are Legacy-Owners with less playtime.

    I am all for something like Devotion-Rewards, but that should not have anything to do with Legacy. And well, when it comes to Devotion, the Devs have not talked about Rewards so far, so highly unlikely that something is coming for players who play for a long time.

  • Beast of Prey-->You have to keep in mind that it only makes the Killer Undetectable for Consistency-reasons. The original effect was to remove the Red Stain (and Bonus BPs, added at some point). Removing the Terror Radius is just a side-effect of making the Perk consistent with other Perks/status. But it does not really have any use.

    Furtive Chase-->Maybe there are some super wombo-combos, but I always felt that the Perk was entirely useless. Probably the change of Obsession is quite nice, but when it comes to Terror Radius-reduction, not useful at all IMO.

  • Only because a Perk is used often does not mean that it has to be nerfed. This was ONE point when reworking Ruin, but not the sole reason for the rework. Most players run BBQ for the Double BPs and not for the Aura Read. If they would move the Double BPs to Thrilling Tremors for example, most players would use Thrilling Tremors.

    If they would remove the Aura Reading from BBQ and double BPs would be the only effect, most current bBQ-Users would still use the Perk I guess.

    The only problem I have with BBQ is that it should encourage to go for different Survivors, but it really does not do a good Job on that. You can camp and tunnel 1 Survivor out of the game and still get your 4 Stacks of BBQ. Like if you promise a kid some sweats for being a good kid, but give the sweats anyway when it does not behave.

    But I dont see any reasonable solution for that, and even if I would think about a solution which would truely encourage the Killer to not tunnel or camp while not being abuseable by Survivors, it would probably too complicated to waste time on that. So it is whatever.

  • Yeah. Same like "Ruin is not good because it gets broken in 20 seconds". Meanwhile, before it was reworked, nearly everyone used it despite way worse Totem Spots.

    Back in the day only The Game had decent Totem Spots and still nearly everyone was running Ruin.

    People just like to complain I guess.

  • You evil people who play with friends dont deserve any BPs!!!!!

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1863796#Comment_1863796

    I agree, just look at Iron Maiden and Huntress.

    I think that it's so hard to upset the Survivor meta because they don't really have anything unique. It really comes down to a few questions. Can this perk extend chases? Can this perk speed up gens? Can this perk allow me to waste time? If any of these are answered yes, the perk COULD be meta.

    We haven't had any like that since Soul Guard and before it, MoM.

    Exactly, those are the questions that are relevant for new Perks. Either Objective Speedup or Time Wasting. And I highly doubt that BHVR will ever release a Perk which straight up increases Genspeed (I can imagine something like Totem Cleansing tho), so it all comes down how useful those Perks will be in a chase or helping to reduce the pressure done by the Killer.

    Iron Maiden on Huntress is a good example, even buffed this Perk will most likely only be played by Huntress-players (maybe Twins and Doctor as well, but not as common). Infectious Fright is another example, it is not useful on most Killers but on those where it can be used, it is very strong.

    But for Survivor-Perks, I dont really see the potential to shake up the Meta with any release, yes, some players may use Perks (a friend of mine is running Deception for example), but the requirements to replace a Meta-Perk on the Survivor-Side are really high.

  • No, it isnt. Basically, if it is a 3v1 before at least 4 Gens have been done, the Survivors will lose. Of course if there is no big Skill Gap between Killer and Survivor and those 3 Survivors are way better than the Killer.

    In general, DBD is a game of snowballing - the most common results from my experience are 4Ks or 0Ks (I would even count Hatch Escapes or 1Ks due to camping one Survivor during EGC to secure that Kill to those, since both can be avoided by slugging or simply not camping the Hook). If the Survivor Team loses one part of their team early (which is 25%), they will most likely lose, resulting in a 4K. If the Killer cannot take one Survivor out early enough, they will lose, getting a 0K.

    Of course there are results in between, there will be games with 1Ks, 2Ks and 3Ks, but from my experience, the most common results are either 4Ks or 4 man escapes.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862476#Comment_1862476

    Eh, both sides have some pretty awful perks.

    Beast of Prey, Predator and Monstrous Shrine come to mind for Killer.

    For Survivor, Empathy, Up the Ante and The Mighty Pebble.

    This is correct. But while Survivor Perks have to compete with the already existing Meta, Killer-Perks can be good for the Power of some Killers. Granted, this is not really the case anymore, aside from Undying, the last year of Killer Perks was not really that good. But if we look at the Oni-Chapter, Yuis Perks are not good. Too many restrictions for Lucky Break and Any Means Necessary, only Breakout CAN be good, if you make a build around it. But Nemesis can be used on Myers for extra Stalk or was useful on Bubba with PWYF, while Blood Echo can have niche uses with Plague and Legion.

    So Killer-Perks at least have the potential to be used, even when they do not become Meta, because they can help some Killers.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862476#Comment_1862476

    Yeah, 128 M is practically the entire map. Furthers my point, why bother add this restriction?

    Good points on nerfing/buffing. They are scared of making strong perks. Not sure why. Buffing these niche perks will still never make them meta (unless it is an entire perk rework) but at least it would make them more tempting/useable.

    It is not really a restriction, since it does not restrict anything. 128m is an area of 16.384m² this is far bigger than Mothers Dwelling which is 12.032m² big. And there will be no Map which is bigger than what Empathy or Wake Up can cover.

    They changed it, to make it more consistent - every Perk has Range Requirements in meters, except for those which stated "unlimited". So they changed it to a value in meters, without actually changing how the Perk works.

  • IMO it is preference. Do you want to be a little bit faster, Fixated is better. If you dont care for that extra speed, you can use Urban Evasion to be a little bit more stealthy (and to have a Perk against Hag and Pyramid Head).

    Personally, if I would want to use one of those Perks, I would go for Urban, since I dont care much about those extra percent of Movement Speed when I can have more stealth instead.

  • @HectorBrando said:

    While 128 meters isnt as much as infinite meters is almost the entire map except on the biggest maps like Mother's Dweeling or Shelter Woods if you are in a corner and the injured person or Exit Gates are on the exact opposite corner (Exit Gates wont spawn like that anyway), the reason for the change? no idea, maybe they feel 128m isntead of infinite looks/feels better, maybe for performance issues, maybe because is easier to code new maps with that distance instead of infinite, who knows?.

    It is not "almost the entire Map", it is the entire Map. 128 meters are more than enough to cover every Map in the game. Like Empathy used to be with unlimited Range, but for consistency they changed it, but it did not change the Perk at all.


    @Topic:

    Aside from those 128m-Restrictions, I feel that BHVR is too scared to bring out strong Perks. Killer is a little bit better since Perks can be used on SOME Killers, but for Survivor, the last Meta-Perk is some years ago, if we dont consider Mettle of Man.

    On the other hand, it is easier to buff something which was too weak than to nerf something which was too strong.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862249#Comment_1862249

    I mean i wonder how powerful nurse would be if all her "bugs" were patched.

    Yeah, according to this logic, they would be buffing Nurse.

    But eh, DBD-Forum, what to expect. Bugfixes are Buffs now.

  • @Zozzy said:

    They are working on making it even more braindead.

    They don't like that you can become exhausted on the ground if you try to time it when the killer swings, so are probably going to prioritize it somehow to take that away from the killer and make it work 100% of the time without effort.

    So making things work as intended which got bugged due to Dedicated Servers is making them "more braindead" now?

    So, whenever a Bug get fixed, this is a Buff for that respective side?

  • Honestly, I dont have faith in it. The first time it was released was just horrible, with Hillbilly I got people on their first game. And this even after like 30 games with 4K/12 Hooks in a row where I even decided to go M1 only in some games or just used the Chainsaw all the time sniping people of Gens.

    Even if my MMR would have been super-low with Billy before, those 30 games should have increased it, still I got players with 0,0 hours in the game, meaning they could have been in their first game. And this should not be possible at all, I have over 5000 hours in DBD, regardless of which Killer I play, someone with 0 hours should not be in my game.

    And I doubt that it is better now, because you dont get any news about MMR, not even slightly hearing how it will work. I still believe they should scrap it (at least when it fails again) and focus on improving the Emblem-System and introducing a bigger Rank Reset.

  • Depends when you take out this person. IMO anything before 4 Gens are done is usually a win for the Killer, if the game turns into a 3v1 before the Survivors are on the last Gen. Of course only if there is not a big Skillgap between Killer and Survivor.

  • @ZaKzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1861596#Comment_1861596

    for the first 3 tries, the chance to get out is lower than what it is now. So survivors are less likely to get out in the beginning, but more likely towards the end. Right now survivors have about a 25% chance per attempt to get out, with the change, for the first 3 tries, they will have about a 16% chance to get out. Before, by attempt 6, the chance of still being in a trap was insanely low, like 5-10%, now that chance has been increased. This is an all around buff to traps, and it increases their efficiency by a lot.

    Exactly. It was basically the worst thing as Trapper to see someone step in a Trap and they get out immediatly. This is actually faster than disarming the Trap at this point. With the changes, it can still happen, but will be less likely. And if this means that attempts 1-3 (which are 1,5 seconds each) are less likely to grant an escape, I am all for it.

    Also, nobody should have to try 10 times to get out of the Trap.

  • @MadLordJack said:

    If they hadn't added the caveat that allowed a transferred totem to keep its tokens, I would maybe agree. However, the simple fact is that who TF needs Ruin when you get all the game stall and map pressure you need by running Devour Hope. Gens flying by? Wait til you get three hooks, they'll stop like a truck into a reinforced concrete wall as everyone scrambles to cleanse Devour.

    Plus, it's still okay with Ruin. Two effective Ruin totems is plenty decent, it's just not game-winning like Ruin/Undying currently is.

    Edit: I reread your post and I kind of see your point, but also just adding in TOTH and a mobile killer and suddenly it's even worse than current Undying.

    I agree. Devour Hope is basically the best Slowdown-Perk in the game, once it reaches 3 Stacks. I have never seen a match where Devour Hope reached this stage and anyone was still doing Gens, especially, because the Killer got Hook Number 4 (and afterwards Stack 4) at this point when the Survivors know that Devour Hope is in place.

    I also like that you can go for other Hexes now that Undying lets keep the Stacks. Because, lets face it, it was a Perk that helps Hex-Perks, but was only used with exactly one of them.

    Let alone that Totem Spots are improved all the time, when the Asylum gets reworked one of the worst Totem Spots in the game will most likely be gone. And a Map with good Totem Spots + Ruin and old Undying can mean that the Survivors might never be able to cleanse Ruin. And Hex-Perks are not meant to stay up all game, if that would be the case, they would not be tied to a Totem.

  • @Zeus said:

    They could have been working on it even before they decided to rework blight's POV.

    This.

    They were most likely already working on those animations before Blight was even released.

  • I dont think so. In general, I guess the new gas will be an improvement for Clown. While the Afterpiece Tonic could be thrown around like nothing, throwing the Antidote like a Madman will result in having a bad game as Clown. But being more careful with it, will probably be an improvent.

    (e.g. the Antidote does not go into effect immediatly, so you can throw it to the Survivors and they will have no effect, but the cloud will be yellow when you walk through it...It is a matter of getting the timings right)

  • Nah, I also almost never get hit by DS. Most of the time it is either because someone decides to jump into a Locker despite me not even chasing them (if you want to get tunneled, sure, I can do that) or if I want to change my Obsession for STBFL.

    I am also pretty sure that those people who claim to never tunnel and get hit by DS, are in fact tunneling. At least my own DSes are coming from tunneling, but I am not that kind of player who jumps into someones face with an active DS.

    But sadly DS will probably get nerfed at some point so that players who did not use it in an abusive way will also suffer from it.

  • After thinking about it, I dont think that I will like the new UI. It just looks silly. No offense to the people working on it, but it just looks bad and not fitting.

    I would prefer if that change gets reverted/not into the game.

  • Yes, it will be easier. 14 points instead of 16 points. So Killer Adepts are still not as easy to get as Survivor Adepts and still should be changed IMO.

  • Its not about being to lazy to do Totems, it is about doing 4 Totems before Ruin is gone, lol. Which is the opposite of lazy.

    No Hex-Perk should stay up the whole game.

  • @OmegaXII said:

    You forgot a flaw. Totems have ######### spot and can be cleansed in first 30 secs. So the new undying will be gone in first 30 secs without doing anything for you.

    Rip undying. It was not so reliable before, and now it is even more useless.

    Saying that all Totem Spots are bad is simply wrong. There are ton of really good Totem Spots, but nobody talks about them because this is a killer-sided forum.

    I wrote it in another Thread, I had a game against a Blight, it lasted around 12 minutes (he got a 4K) and I cleansed 3 Hexes during that game and knew where another was. He was a Streamer so I watched the VOD and he still had Ruin AND Undying up. So even if I would have been able to cleanse that Hex, there would have been a 50% Chance it was Undying. No idea where the last totem would have been.

    Hex-Perks are not meant to stay active for the whole game. And with the always improving Totem Spots, that can happen with Undying.

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