Aven_Fallen
Aven_Fallen
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The mortality rate of the Corona Virus is not that high. You need to stop looking at absolute numbers, sure they look higher, but when looking at percentages, it is not that high.
The problem with Covid19 is that you can basically be infected and dont know about it for up to 14 days. So people who are going to social meetups because they have no symptoms are insanely stupid, because not having any symptons does not mean that you are not infected. But this is the difference between Corona and a regular flu - you run around, possibly for two weeks, infecting others, while not knowing about the Virus.
This is the main reason why Countries are on lockdown and are closing basically everything where people meet, except for the things you really need to live.
As long as you are not super-old or have some serious illness already, you will get away with a mild Corona illness. The goal is to protect those who are at risk (which is the reason why I am currently not visiting my grandma). But in the end, the majority fo world population will get the Virus anyway.
And when it comes to people asking for double BP-events... Many people need to stay at home, and even if you have work to do at home, it can get boring really quick when you only stay inside. So asking for double BP-Events is not a bad thing in my opinion. Hell, Italy got Pornhub Premium for free, so other platforms are thinking about the people inside as well.
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@Oberon said:
Apparently, killers just need to let those two gens go because the devs don't care about killer agency.
The goal is not to win the game with 5 Gens still up.
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And here we go again...
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I will P3-50 her with all Perks, eventually. But I dont see that everybody will do that. The thing is, if a new Survivor comes out, this Survivor needs to either have a Backstory people can relate to or a really good Design with cool Cosmetics, to become a Main. If this is not the case, there is no reason to switch the Main Character, especially since people dumped money in Cosmetics of their Main, which can be quite a lot (or not so much if you are a Adam-Main :P ).
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@Mister_xD said:
i dont get what the problem is here, killers have been losing their add ons after a game ever since the release of DbD.
they are a one time use now and thats fine by me. brings the two roles a little closer together.
The difference is:
Killers only have Add Ons, Survivors have Items AND Add Ons. And while this also goes for Killers, a lot of the Survivor Add Ons are useless. Now, as Killer you have 20 Add Ons, while as Survivor you have almost three times the number of Add Ons and Items.
Furthermore, an okish Killer game is a really good Survivor game, when it comes to BPs. AND Killers have it easier to get double BP with BBQ, compared to WGLF. When using WGLF you not only sacrifice a Perk Slot for Double BP, but also have to go out of your way to get those Stacks. With BBQ you get Aura Read (which is not useful on any Killer, this is true) and get your Stacks for playing the game.
With BBQ, one Killergame is a Level 50 Bloodweb. This cannot be said for a Survivor. Like, I got 3 Stitched Bags with my Trapper in one Bloodweb. Cannot say that for some Survivor Add Ons I would like to have...
The funny thing is - it was always told that Killer get more BPs, because they lose their Add Ons. Fair enough, in my opinion. But why should they get more BPs now?
If we want to bring the two roles closer together, we should remove the double BP-Part from BBQ (or tie it to a more difficult action) and give Killers around 30 Add Ons, which they dont want to have.
@Topic:
The only reason for this change was to cater to Killers. Just in a way "Look, we are nerfing Survivors". There is no real logical thought behind it.
At least escaping does not feel rewarding anymore, so I could care even less if I escape or not.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1161679#Comment_1161679
It retains them -- if you die.
If you escape? Still lose your add-ons.
Which kind of shows how random and ill-advised this whole change was.
It's almost like they just slapped this change to "nerf" survivors, except as a killer play, I don't really care if survivors lose their add-ons or not, and as a survivor, it just annoys me. And I'm the player who doesn't use items 95% of the time anyways and if I do, it's through some meme plundering build.
It is still in the game that you lose your Add Ons when escaping while burning a White Ward? This was on the PTB and was mentioned. This is the most stupid thing tbh, dying is better than escaping at this point, because the Add Ons are worth at least 6k BPs, while escaping only grants 5k BPs.
And yes, I would agree, they just changed it to give some "Nerf" to Survivors to please Killers. It makes no sense at all, considering Survivors have more than double (almost tripple) as many Add Ons and Items as Killers AND get way less BPs during a Trial.
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@venom12784 said:
Keys are not the same as moris one is a an item the other is a offering. Once a mori offering is burnt you can not use it again. A key can be used in multiple games, even if you die you there are adons that you can keep your key.
Moris are more powerful. You can easily use a Mori with 5 Gens left, for a Key you have to do either do some Gens or wait for Survivors to die (and still have to do Gens, if you want to escape with multiple people). Even a green Mori is too powerful, because removing 25% of the Survivor Team early on is probably an ez win for the Killer.
Not that Keys are fair by any means. Moris need to be nerfed (a lot) and Keys should lose the ability to open the Hatch. In my opinion Keys should focus on Aura Read of other Survivors and the Killer (while Maps focus on Environment).
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Freddy is insanely braindead. I played him from time to time at Red Ranks, when I had a Daily. I dont have him leveled, but I got 4Ks and 3Ks with Hatch Escape, by only using Fire Up Tier 1. While I prefer standard M1-Killers (mostly playing Pig), this is too boring for me. I should not win that easily with a Killer with only 1 bad Perk.
When facing Freddy, these are my Major Issues:
Ignoring BT-->This should not be possible. Freddy should not be able to camp without having to fear BT. Waking up before an Unhook does not help because he can simply hit before the Unhook.
Reverse Bloodlusting-->This is something I see many Freddys do. Simply not break the Pallet and spam Snares. You will get the Survivor eventually.
Dream Pallets-->Not much of a problem when you are awake, I think it is kinda neat to need to remember which Pallet was already present while you were awake. However, during a chase you will get to a point where you are in an area where you dont know if any of the Pallets is real and if one is real, which one. Not much effort to get a hit here.
Sleep Mechanic-->I think the sleep mechanic is implemented in the best way possible. Survivors will fall asleep over time or when getting hit, both is fine in my opinion, because otherwise Freddy would not get access to his Power. If it would be only via time, Freddy might have to wait 90 seconds until he can gets to use his Snares/Pallets, if it would be only via a Hit, he would need to hit someone first to have access to his power, which can take a while with a good Looper. But this constant waking up (aka running full Map to get to the Clock) just to be put to sleep after a Hit is simply annoying.
Overall, I think Freddy is the most boring Killer to play as and to play against, he is way too easy and simply braindead.
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Sadly it is latency. But there are two issues with their latest Stream about this topic:
1st-->They think that 150 Ping is "pretty good Ping". It is not. I mean, even the indicator in the Lobby is yellow, which indicates that the Ping is not "good".
2nd-->They only talked about the Ping of one person (the Survivor) to the Server, but not that the Ping of both players is important. So while you as Survivor might have a Ping of 40 (which is actually a good Ping), the Killer might have a Ping of 200. And this results in these BS-Hits.
(or lets say before Dedicated Servers you saw that you have a Ping of 90 and decided to play that. Now you have a Ping of 90 and the Killer as well, making the difference between you and the Killer a lot bigger)
It is a major flaw that as Survivor you only see your own Ping but not the Ping of the Killer.
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@Nurgling7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1160711#Comment_1160711
We're talking about slugging, not gen rush.
Someone who thinks it is cool to slug all 4 Survivors before hooking them one by one should not complain about "Gen Rush".
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Its boring and not necessary. It also removes the interaction(s) between Killer and Survivor (multiple Chases, multiple Hooks, etc.)
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@Booper_Of_Snoot said:
https://forum.deadbydaylight.com/en/discussion/comment/1160632#Comment_1160632
it wasn't a buff. it was a QOL change much needed
Removing the Chargetime Increase from the Range Add Ons was a Buff.
Iridescent King got buffed.
Putting reversed Skill Checks into the Basekit was a Buff.
Adding Add Ons which reduce the Cooldown after Shock Therapy was a Buff.
All of it not really needed IMO.
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@Gonourakuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1160651#Comment_1160651
a killer can have map pressure by just ending chases fast what doc does very easily pls he has his enormous terror raduis that make you always wonder if he coming to you and his skillchecks passives that can screw you very easily
yes spirit need skill
no it isnt , his lunge is one the longest in the game alongside freddy and tier 3 myers
Sorry to say that, Mr Red Rank:
Doctors Lunge is the same as Freddys and any other Killer (except TIer 3 Myers).
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@MasonOliver123 said:
https://forum.deadbydaylight.com/en/discussion/comment/1159301#Comment_1159301
What does it mean then, what actually comes under the "kill", a sacrifice is different is it not.
If it reads "kill" it means sacrifice or Mori. It is optional to use a Mori.
If it would read "by your own hands", you would have to use a Mori.
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@Gonourakuto said:
https://forum.deadbydaylight.com/en/discussion/comment/1160632#Comment_1160632
Idk in what rank you play but i play in red rank and in red rank he is as strong as i mention him to be , he is stupidly OP
Sorry Mr. Red Rank.
You are talking about Map Pressure - with a Killer who does not have increased mobility?
You think Spirit needs Skill? Except for having ears?
What do you mean with "charged attack"? His lunge? Its the same as any other Killer.
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@raulblideran said:
https://forum.deadbydaylight.com/en/discussion/comment/1160632#Comment_1160632
He was bad, one of the worst, at best he was unfun against, now he is viable. He DOES NOT need any nerfs !
Doctor was not bad after his Rework. He was good, but the Buffs with the latest Patch were not necessary.
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I dont agree that he is that strong as you mention it, but I think his recent buff was not necessary. He was already good and did not need further Buffs.
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You are not supposed to wiggle out. Wiggling exists so that the Killer has to use a hook which is nearby and cannot decide between any of the hooks on the Map (which would most likely be the Basement).
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Yep, happening to me as well, as Killer. Since the Survivors in my Lobby are also leaving really fast, I assume the same is happening to them.
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Just wanted to mention, it is happening again for me.
This time as Killer, first game of the day was with Green Ping, the 4 Lobbies afterwards I got had yellow Ping (1 time) and Red Ping (3 times), with 230 up to 300 Ping.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1159877#Comment_1159877
This was already buggy before dedicated servers. This bug came when they introduced spirit if I recall correctly. Since then never fixed.
I only have problems with Grabs since Dedicated Servers. And the way it works (or not work, lol) is also different. Before I at least got a Hit when the Survivor managed to stand up before I grab them, now I dont even get that.
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You can thank those WONDERFUL Dedicated Servers.
btw. I am looking forward to the next Archives which will include Grab-Challenges (most likely).
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@drimmalor said:
https://forum.deadbydaylight.com/en/discussion/comment/1159774#Comment_1159774
That's why it's a test run. They won't know how they are performing, or if they meet their targets, until they can see it in action over thousands of games. It's an entirely new mechanic - it takes time to get right.
To be honest, you dont need to be a genius in game design to see that Breakable Walls that 100% need to be broken, because otherwise the Loop is way too strong, are bad game design. This is the case with the Saloon.
It is simply not good to create a super-strong Loop with breakable Walls, making it a really weak loop when the Walls are broken. There is exactly 0 choice for the Killer to break those Walls, he has to spend the time doing so.
When breakable Walls were announced, I thought they might be something which has some strategic use, but the way of implementing them proved me wrong. The Walls in the Saloon are a No-Brainer to break.
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Prove Thyself is a bad Perk, mainly good for the BPs. You will be more efficient with Survivors on different Generators anyway, since you will not need Prove Thyself for that and the Killer has a harder time to defend those Gens.
Prove Thyself is only really useful when the last Gen(s) are being done, because then Survivors most likely group up.
But I always feel that people who complain about Prove Thyself did not understand what the Perk actually does.
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Really disappointed.
I thought they might be an interesting feature where the Killer can have a thought process to give himself options. Like "Should I break this wall?" when it would give good access to the Basement, but will open a Balanced Landing-Spot. Just as an example. Or something which let them get the Survivor they are chasing, but will create a strong Loop for future Survivors.
Something with Risk/Reward.
But the current implementation of Breakable Walls is the proof of bad gamedesign. People on this forum are saying that the Devs should not balance for Rank 15s, but apparently it is ok when its done for Rank 15-Killers. Because breakable Walls in Tiles should not exist. Period.
The only breakable Walls that are acceptable on the new Map are in the Saloon, but this is the same bad game design that is responsible for the Ironworks Window - you have a super-strong Loop when not breaking those walls. A Killer HAS to break those walls, otherwise the Survivors have a long Loop. This is poorly implemented.
I mean, sure, you can use those breakable Walls to fix god windows, but there is no point in putting a breakable Wall next to the Ironworks Window, when you can simply put a doorway anyway. I think the Killer should not have to spend 2,6 seconds to break one of those walls to compensate for bad Map Design.
In my opinion, they should scrap the feature of breakable Walls. They have problems with Map Design and they should not open another can of worms. They should remove the breakable Walls on the new Map, add Doorways in the Saloon to counter the strong Loop and call it a day.
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Because those games fit the narrative (even tho, they win most of the time anyway). But you know, if you have a video where they lose two Gens early, then it fits the narrative of Killers not being able to play properly. That they win with a 4K and 2 Gens left is not relevant for people posting those games.
Furthermore, the fanbase is kinda....eh. Tru3s Chat is a big circle Jerk glorifying him. What do you expect from people like that? Of course that they post every bit of information they get from him (completely ignoring the result of the game (because this is not relevant anymore)).
But his fans also believe in him being a White Knight in a toxic Community, while he is as toxic and salty as the next person...
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When did it start that exploits or general things which should not work that way are called "techs"? Is this some attempt to give DBD more Depth than it has?
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According to the Devs, this change was done because people who cannot play much would have been reset way more than people who can play more. So someone who cannot play that much DBD will not be able to achieve the same results like someone who plays a lot.
Yes, this was the reasoning. And yes, it is dumb, because in every game someone who plays less than others will have less results.
Personally I prefer old Rank Reset. Getting Reset from 1 to 5 is lame. And if you manage to get to 4 before Rank Reset, it is exactly 1 Rank you lose... Not really a reset in my opinion at this point.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1158580#Comment_1158580
I don't think your actually getting the point of the thread
Its another "Gens go too fast, here is a video of tru3 where he wins in the end anyway"-Thread.
We have a bunch of them already.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1158583#Comment_1158583
Actually, quite a few times i saw discordance highlight 2 gens on both ends of the map. You can only protect 1 gen at best in those case
Which is ok, because the goal for the Killer is not to prevent any gen from being completed. In the video linked 1 Gen was left, so the Killer did his Job.
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Oh, a tru3-video where he gets a 4K.
How unique.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1157075#Comment_1157075
How is it exploiting? They get no points for standing around invisible.
You get XPs, which result in Rift Fragments.
@Tactless_Ninja said:
Eh.
It's a free game, so do gens then leave.
Though it's surprising how much time people waste when they know killer is AFK.
If you play vs an AFK-Wraith, you will most likely depip, because you cannot get any Points in Evader or Benevolence.
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First of all, can we make Dead Hard work on Dedicated Servers before talking about changing it?
Second, if the Devs nerf Balanced Landing, sure there will be more Dead Hards. If you nerf one of the few good Perks Survivors have, it will break down to seeing the same Perks over and over again.
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@Seanzu said:
It's the only consistent loop in the game, it's in (almost) every map, it's the most learned loop for both killer and survivors, putting a breakable wall in it was a weird decision, but breakable walls could absolutely have an impact.
Take ironworks of misery for example... imagine if they just plonked a breakable wall right here - I'd enjoy this map 10x if i had the option to break this wall
https://us.v-cdn.net/6030815/uploads/764/M6E0Z3ZJOZR2.png
honestly i'd prefer the locker was moved and the breakable wall where the locker is because i think the current one i proposed it too close to the window
The thing for me is:
Those Loops like the Ironworks Window are the only places where I would say a breakable wall is acceptable. No need for breakable Walls at Shack or other Tiles (like T/L-Walls, which also have breakable Walls...). But at those Loops, there can be a permanent Doorway anyway. The Killer will break this wall 100%, because it is a No-Brainer to break it. No Killer will keep the Ironworks-Loop as it is.
So why should a Killer even have to spend 2,6 seconds to break this wall?
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@Deadman316 said:
Only the Ebony Mori should be reworked because it can be used on everyone and it's a big gamechanger. Killers should have to hook a survivor twice before they can use it.
Ivory Mori is a Gamechanger as well. You should not underestimate the amount of pressure which is dealt when one Survivor (=25% of the Team) is dead early in the game.
An Ivory Mori can turn the game into the Killers favor as easy as an Ebony Mori.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1155496#Comment_1155496
You say that yet some of those perks are essential in making the killer role less miserable. With the rampant issue of gen times, you can't blame killers for having to bring anti-gen rush perks.
I know there is Stridor, but the idea of ''just bring this perk'' to counter it isn't entirely viable, as once you are in a game, you cannot change your perks at all.
That's like how people said ''just bring iron will'' to the counter spirit argument, where it was invalid.
"I know there is Stridor, but the idea of ''just bring this perk'' to counter it isn't entirely viable, as once you are in a game, you cannot change your perks at all."
Funny. "Just bring this perk" is an argument that Killers like to use.
"once you are in a game you cannot change your Perks at all"... Erm... This was one main argument why Spirit Is fine as she is. "Just bring Iron Will". Seeing a Perk as a Counter for one Killer, when you cannot know for sure which Killer you will go against is not an argument.
But glad that people realize it, when it affects themself.
Honestly - you can still use Blood to track. Iron Will is a really useful and strong Perk, but Blood cannot go away. And it is true, if you REALLY have a problem with Iron Will, you can use Stridor. It counters Iron Will, the Killer Perk trumps the Survivor Perk here. And even without Iron Will, better Tracking with Stridor is not the worst thing to have.
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@Kurrmiu said:
I'm experiencing the same since the new patch. Most lobbies are at least yellow ping (around 150) or worse.
I only have it since a few minutes.
And even the other 3 Survivors in my Lobby had a similar ping, we played that Lobby with ~300 Ping and it was not as funny as someone might think. But its not like I was at a wrong Server, the other Survivors and also the Killer (who was from Austria, so I doubt that his Ping was any better) were also on high Ping.
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@Accullla said:
Are you playing survivor and how are your queues? They might be expanding the regional limiters in order to reduce queue times
Yes, Survivor and Queues are really fast. But this is the usual case around this time of the day.
If they expanding the regional limiters, they should first learn that 150 Ping is not "pretty good ping". Let alone 290.
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What? You mean, what everyone expected did not happen? Now, thats a surprise!
I had exactly one guy saboing in my Killer games. Missed one hook because of that, but no big deal.
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@Peanits said:
It should be fixed, yes. Fingers crossed.
It was fixed. Sadly you unfixed it again, when we will only get reset back 1 color.
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More Totems = less time used on cleansing them.
Especially as Solo it is already really difficult to make sure that 5 Totems are cleansed, especially on some of the new or reworked Maps. It is not easy to find 5 Totems on Badham or Hawkins for example. But if there would be more than 5 Totems, it would be even more unlikely that all get cleansed. And because of this, people would cleanse less Totems. Lets say there would be 10 Totems, I would not bother cleansing them. Usually I cleanse every Totem I find, but with 10 Totems it is highly unlikely that all Totems are gone at the end of the game, so I dont need to waste 14 seconds for some Boldness Points.
You can compare it to Self Care with the Healing Nerf - people spend a longer time doing something (healing/Totem Cleansing) so they wont do it and will stick on Gens.
The only advantage would be that NOED will activate more often, but I dont think if it should be the goal that the biggest training wheel of Killer players gets more use.
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@Vampire said:
https://forum.deadbydaylight.com/en/discussion/comment/1153385#Comment_1153385
then maybe have the countdown go back to 60 for when in chase
Better:
Timer is way shorter.
Timer does not go down when in Chase or downed.
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I am a big fan of her clean arms and hands. /s
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What if I get chased right off the Hook? And manage to get chased for 30 seconds before downed?
The Killer clearly tunneled me in this case - or is it not tunneling anymore when he is bad and needs 30 seconds to down me?
(Your thread already exists btw. It is written down around 500 times each day. But I am sure yours is special)
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Yeah, I agree on that one.
I dislike Challenges with Protection Hits, because it is really rare that they make sense. But 10 Protection Hits in total is way too much, thats a lot of unnecessary Hits.
Or, to quote one of my Solo Team Members today "Finally done with Protection Hits, now I can play the game again".
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@inferjus said:
What nerf did she get?
When people are sitting on a Gen or being healed their Hitbox is adjusted to fix the model. Before when doing one of those actions you would have had the normal Hitbox like if the Survivor was standing.
Dont see much of a problem there tbh. Hatchet Hitboxes are still very generous and Dedicated Servers carry even more. Huntress is not in a bad spot, even tho those Hitboxes got fixed.
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@Todgeweiht said:
Tru3 fans whining about him not 4king in the first minute of the match is an immedeate yikes from me
Sure they do, because this is the gameplay Mr. "I play both sides" wants. He wants to have constant 4Ks with the Survivors not having a chance.
@Topic:
Yay, a tru3-video where he got a 3K. How unique.
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@GHOSTfaceP3 said:
isnt that race girl Korean ?
Yui is japanese.
@Topic:
If we want a North Korean, there can only be the rice chancellor Kim Jong-un.
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1152014#Comment_1152014
Hook Tech.
Sprint Burst on demand Tech
DS-into-locker(-into-headon) Tech
Tactical Disconnect-To-Give-The-Hatch Tech
Seriously though, I feel Sabo (Or at the very least a toolbox) will become meta similar to DS, BT, DH, and Adrenaline.
Can you stop calling things like that "tech"?
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1151672#Comment_1151672
Alternatively, when people see how easy it is to do, it may become meta.
I highly doubt it.
Yesterday evening I only saw Saboteur two times in my games. And only one hook got sabotaged, and this was not a problem for the Killer, since he was able to hook me on a different hook.
As long as sabotaged Hooks are not gone forever, it is not worth to spend time saboing (and I include the time the Survivor will waste running behind the Killer/next to an injured Survivor). Sabotage might have become a little bit more viable, but nothing that will be seen frequently.