Aven_Fallen
Aven_Fallen
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https://www.youtube.com/watch?v=_1DNS_alCtQ
I think it is more like this.
Just to summarize: According to Tofu, the Queue Times are because of the SWF-change. More players are in the Red Rank Pool than before, because they get dragged by their Red Rank Friends. Meanwhile, in lower Ranks, the Queue times increase for Killers, because those matches are not available for them anymore, since they are in the Red Rank Pool.
And I would agree on that.
At least, it is not because less Killers are playing the game because it is annoying or draining. I highly doubt that Thousands of Killer players decide at the same time to not play Killer anymore, because the Queue Times got long basically instantly.
(The new Rank Reset System is still Bullshit btw)
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Yeah, the lightning is not good at all. Some Maps are in bright Daylight (Ormond for example - some dark, abandoned, snowy Lodge would be great. But it just looks bad...). If you stand on Thompsons House, you can watch full Map from there. If you stand in the Middle/close to Shack on Ironworks, you can clearly see everything inside the Iron Works.
And yes, people will say that Killers wont be able to see anything, but this is simply not true. Back in the days Killers also were able to see Survivors, and I highly doubt that an evolutionary process took place which weakened the eyes of Killer Players.
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Yeah, this is happening from time to time with Trapper. I was bugged once, which resulted in me flying up in the air, every time the Killer did a swing. He had way too much fun with that, lol
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Thing is, and it is the same with the "conclusion" of another Content Creator that Wraith is one of the Top 4 Killers:
As long as you dont do testing with ALL Killers, you cant have any Data. I mean, I can play Legion and win 50 Matches in a row. Would that mean that Legion is very strong? No. Because when I pick Billy and win 50 Matches in a row, then Huntress and doing the same, and so on, every Killer is equally strong? No.
You see Otz playing a lot of Trapper, and Otz is a REALLY good player. However, you cannot say for sure that he would not have similar or even better Results with Myers. Or Hag. Or whatever Killer he would like to play.
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As DLC: Myers.
With Shards: Clown
Yeah, I also dont know what I was thinking.
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Four (4) universal Charms will be permanently earnable in The Tome as Level Completion Charms, but any found in The Rift will disappear from The Archives once The Rift closes.
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@CandyBard said:
https://forum.deadbydaylight.com/en/discussion/comment/958712#Comment_958712
Considering the oppressive amount of videos on youtube about Wraith being strong, by killers, I would say your belief that he's weak is definitely not well-grounded.
I mean, just between the two of us, when we are alone here... You are joking, right? I mean, you can tell me, nobody will ever know.
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You are already on a 3v1. Do you really need all Perks at this point?
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Plague is the best Killer for this Perk, however, other Perks are stronger on her.
(Which is a general problem with Perks like that - they are nice for specific Killers, but not worth taking a Perk Slot)
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I mean, its not that bad that the by far best Killer in the game needs the most Skill to be played.
Regarding Ultra Rares--> I dont think that anything can be done about those, EXCEPT they remove them from all players and compensate them with the BPs (in old price) they spent before. Because everyone who played Nurse a while has a Shitload of them, since they were brown Add Ons before. So making them really strong could cause some trouble, because Ultra Rares should be rare, which is not the case for the Nurse Ultra Rare Add Ons.
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@Unicorn said:
https://forum.deadbydaylight.com/en/discussion/comment/955889#Comment_955889
I read, I'm just saying you wouldn't have to worry about the speed boost AT ALL if totems were cleansed. I completely understand where your coming from though when you look at it from certain perspectives. Either way, someone will be caught regardless of speed boost.
So the Killer plays only good when he gets a 4K?
I dont think so. Sometimes you need to push some Gens to get a chance of escaping.
But well, keep your crutch, I dont care that much tbh.
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@Unicorn said:
For lower ranks I understand not having all totems cleansed (and solo queue), but for higher ranks if you let NOED happen thats kind of your fault.
So, its my fault if the Killer plays so good that there is no time to do Totems? You know, in High Ranks, also the Killers get better. Sure, some are whiny and still Potatoes, but they are better.
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@Mellow7 said:
https://forum.deadbydaylight.com/en/discussion/comment/955486#Comment_955486
Because survivors don't need to de rank, survivor is just naturally more fun than killer, less stress and less focus you have to put in as survivor so you can goof off and chill. I don't think you understand that people don't wanna play video games to feel stressed. Why would I torture myself playing Killer against rank 1 swfs when I can just switch the role and have a much greater experience overall.
Neither side should derank to have lower Tier Opponents.
But well, Killers are Snowflakes.
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Probably Monitor&Abuse on Doctor.
But when combined with other Teachables... Knockout on Leatherface. Because it is totally pointless, if you are using BBQ.
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Yes, ágree with you.
No, I have not read it.
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- remove the BP cap or increase it
- make devotion (player level) meaningful
-->You can tie it to devotion. Each Devotion Level grants 200k BPs (just a number). So someone with Devotion 10 can have 3 Million BPs saved.
- fix the sound and make it high priority
Obviously. But I guess they are on it or will be, once they are back in the office.
- let us combine cosmetics in the shop before buying them
Yes, nice QoL-change. Also first person view for Killer Cosmetics, because thats the view that the Killer will have most of the time.
- let Trapper reset his trap on the spot
Yes, and give him more Traps.
- remove the repetitive button pressing at struggle state. We aren't monkeys.
I love you, just for that. Yes, make it automatic with a button to give up.
- introduce survivor rage quitting leaving a husk to pick up and hook by the killer.
Eh. I also want something for Survivors then. Because a Husk does not help me to Survivor, I am still screwed, regardless if the Killer gets his BBQ Stack or not.
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@Brucecastro81 said:
Wreckers' yard is by far the most balanced map because of his small size and common loops, HadNoFunField is the most bruh thing ever: Impossible to check generators, god loops at every house, giant fences that also can be infinities... at Haddonfield you litteraly can just run the entire map without getting hit due to 177 loops that exist
Haddonfield is fine, BL was the problem :]
@Magnificent_Bats said:
For all the time I've been playing DBD I still haven't learned any of these so-called god loop spots! I think if i did it would kill some of the fun of the chase for me.
There is not much to learn to be honest. Just run the respective window as often as possible. Those God Loops (referring to Iron Works, Abattoir and Torment Creek here) are all without any Pallets, so you just need to run straight for the Windows. As Killer, I dont mind when people are doing it, when they are there. However, I get a little bit pissed, when they ignore strong Structures (like Jungle Gyms, or long Walls where you can look over), just to run to the strong Window, because thats the only place they know how to loop.
It is more important to combine several structures IMO. Like not sticking to a Jungle Gym, but combine it with a nearby Structure, to get the most out of the Jungle Gym Pallet.
@Topic:
Most of the maps are pretty balanced, especially when it comes to Kill Rate. However, some Tweaks can be made to some Maps, but highly imbalanced are only a few.
Just my thoughts:
Coal Tower--->Fine. The Tower Loop is strong, but not Bullshit as other Loops, and the Map is really small.
Groaning Storehouse-->One Strong Window which should be closed all the time. Other than that, pretty balanced, even tho, RNG can ######### with this Map (two days ago I just had one Hill in the Middle area, the rest were Tank Tracks...So nothing to work with).
Ironworks of Misery-->Window needs to be next to a door, otherwise it is fine.(Lightning is horrible on it, you can stand on the middle of the Map and see everything clearly in the Iron Works....)
Shelter Woods-->One of the Maps which should get reworked, giant Deadzone in the middle, sometimes really wonky RNG that makes the Map spawn with like 3 Pallets (at least it feels like that). One of the old Maps where you can clearly see it is old.
Suffocation Pit-->Fine when it comes to Main Buildings (even the stronger Window is not that problematic), the Middle can get some Rework, because you have 5 Structures back to back. And Jungle Gym into Jungle Gym into T-Wall into Jungle Gym is not cool (against competent Survivors. Potatoes will just use the Pallets one by one).
Resting Place-->I dont like this Map. As Killer you can camp a Hook while half Map away, because Survivors need to cover so much distance. I feel it is kinda balanced, but it can easily be turned to one side or the other (Survivors doing a 3 Gen-->Killer has an easy Life... Survivors not 3 genning themselves-->Killer will have a hard to come back from that).
Blood Lodge-->one of the most imbalanced Maps. Needs some high wall central structures in the middle to have some chance of mindgames. Middle is full of Loops where you can look over, which results in Killers having to follow the Survivor from Pallet to Pallet.
Gas Heaven-->RNG sometimes wonky, middle can spawn without anything or lots of good Pallets. Otherwise, this Map is quite ok.
Wretched Shop-->One of two windows should be closed all the time. Otherwise its balanced.
Wreckers Yard-->one of the most balanced Maps, has a variety of Loops which are mindgameable and unmindgameable, decent size.
Cowshed-->RNG is what ######### this Map (like all Cornmaps). You can have long Wall Loops into Shack into Jungle Gym. Again, vs Potatoes that might not be that bad, because they only loop one structure, but vs good Survivors, it will be a hard time to catch them, when they can combine multiple Windows and Pallets.
Thompson House-->One of the most imbalanced Maps. Not only RNG, but also the Thompson House itself with 3 strong Loops attached to it.
Torment Creek-->Aside from RNG, back window should always be closed. Otherwise its fine.
Abattoir-->Strong Window should be closed, otherwise its fine.
Rotten Fields-->The other Map where you can see that it is really old. Horrible for both sides, too big for Killers to patrol and giant dead zones for Survivors.
Disturbed Ward-->Most broken Structure in the game, BL Nerf was not necessary, because this Structure is strong even without BL. 4 safe Pallets and multiple Windows. And you can reach it as Survivor all the time, from anywhere on the Map (except vs Killers like Hillbilly or Leatherface, because they might Insta Down).
Chapel-->Balanced, but quite lazy in my opinion. A separate Map for Clown, more circus-themed would be nice. But when it comes to structures, it is balanced.
Haddonfield-->Nerf to BL not necessary, this Map is not enjoyable for Killers, even without BL. Strong Loop on the Basement House (with see-through stairs), Myers House still strong. They should have added Doorways instead of Windows at the Myers House and close the lower Floor Window, and thats it. Long Fences which can be bad for both sides (but mostly Killer).
Pale Rose-->RNG is horrible on this Map, can spawn without anything in the middle, otherwise it is quite balanced, but I hate this map.
Grim Pantry-->Pantry is too strong as a loop, other than that, it can, same like Pale Rose, spawn with nothing to work with. Not good for either side in my opinion.
Lerys-->Will get a Rework. a little bit of RNG Tweak is needed, because you can have multiple rooms with Pallets and Windows back to back, but also no Pallets at all in some areas. Would also be nice to add some landmarks (maybe pictures) and some signs where Generators are located.
Mothers Dwelling-->Structures are ok, but too big. Imbalanced because of that.
Temple-->Again, structures are ok, but too big.
Badham-->Pretty balanced after the Rework, the Pallet Approach is good. All Pallets outside of Buildings are 100% playable by Killers. Sadly Bloodlust is too much for this Map, because no outside-Pallet needs to be broken.
The Game-->Bad Map, but somewhat balanced. Good Totem Spawns and small, also hard to find Gens, which is good for Killers. However, a Gajillion of safe Pallets and really boring gameplay. There are only a few windows on the lower Floor, other than that, there are only Pallets, most of them safe. The area next to the Bathroom has 4 super-safe Pallets. I wish for a better Rework on this, less Pallets, more Vaults, better indication where Generators are. It has good aspects for both sides, but I hate this Map for both sides.
Family Residence-->Fine, a little bit too much tall grass. But thats it.
Sanctum-->Also, too much tall grass, but otherwise fine.
Ormond-->Needs a Rework. Auras and especially Scratch Marks are not that good visible. Too many strong Structures which can be bound together, Main Building fine since BL Nerf (but this could have been done without nerfing BL...), too big. Also the worst atmosphere, because it is played in bright daylight. Some dark, snowy Map would have been nice, missed opportunity.
Hawkins-->Pallet Approach is great. I think this Map is balanced, but I have problems with hearing on this Maps, because there are so many sounds. But can be totally up on me only.
Yes, I was bored. So I would say, the most balanced Maps are Coal Tower, Wreckers Yard, Chapel and new Badham. Imbalanced are Haddonfield, Disturbed Ward, the RNG of Farm Maps (Thompsons House in particular) and Ormond.
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Imagine OP would have been talking about deranking as Survivor. The Shitstorm on this forum would be real.
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Can confirm, happened to me a few days ago as well. :P
Was it on Cowshed?
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BL was the problem, Haddonfield is fine now.
(Aside from that, have to agree with @Umbrae_pk above - let the Devs do their Job, they are not clueless at all about their game, even if their ideas for it do not match YOUR own idea, it does not mean that they are doing something wrong)
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@Speshul_Kitten said:
I think she’s still great and I wouldn’t necessarily call her collision change a “nerf” though.
- She can phase to a survivor at a pallet without the survivor knowing she is there since her collision no longer give the survivor the indicator in which they could immediately drop the pallet when they feel her collision occur.
- The second reason is that when survivors are body blocking an injured survivor, she can now phase through them and down the injured survivor instantly, (assuming you’re good with your ears).
As far as the vaulting change, it hasn’t affected me personally at all, as I usually fake phasing while at a window to read the movement of the survivor, then proceed to actually phase and down them.
Add-ons: They seem to work very well still, the Wakizashi Saya and Katana Tsuba still give you enough of a speed-boost to make a difference and down the survivor.
The Amulet on the other hand says “slightly decreases movement speed while phasing” but it actually makes her feel much slower and in my opinion, isn’t worth the duration extension that comes with it. As for Prayer Beads, this one was a nerf indeed; however, it actually is fun to play as-as it gives more mind games to the team you’re going against since they never know if you’re coming to them or not.
Hope this helps, try them out for yourself though!
The Amulet is insanely slow, even with the green Speed Add-On, it feels awful. btw. you can still Gengrab with Prayer Beads, I had Survivors staying on a Gen, because they did not bother to let go of it after a while in the Match. But obviously, way harder than before.
@Topic:
She is still very good, easily the second best Killer (after Nurse, even tho, this will not apply when you are playing on Console). I do not notice her Lunge-Bug that much to be honest, what is annoying are the Sound Bugs. So even with Stridor, you cannot hear Survivors, even when they dont use Iron Will.
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Thats the proof. :)
A totally fine Perk was nerfed, limiting the number of actual useful Survivor Perks (making it unfun, because everyone will run the same Build, if they keep going with that), while a Bullshit Map stays as it is.
So yeah, Haddonfield is fine, BL was the problem. :]
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@Jacksansyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/953930#Comment_953930
All of the killer challenges are extremely easy, only the 4 kills in the basement is hard, because survivors can deny it if they want. I got every single challenge in 1 match each, first try each.
Yeah, I was being sarcastic.
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@Keene_Kills said:
Noticing a trend here. Enjoy current The Game while you can; it will be next. #SurvivalRateComplaints
I thought those statistics are not relevant. Guess they are when Killers want to spread their narrative.
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BL got nerfed, those Maps are fine now. :]
@Topic:
I like it. One of my least favorite Maps, probably right after the Swamp Maps. More variations would be nice, also some open area would be cool. And I hope that there will be a better indicator where Gens are, I hate it to run around and cannot find any Gens.
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I had a fun time, but it was too short for me. I liked to have the Premium Pass from the beginning, because ranking up the Tiers was more rewarding.
I got a little bit tired of all the whiny comments on the forum tho.
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I mean, this is the standard "underwear" that every character got. Same with the Skirts of the female Survivors.
Not that I have ever looked under one of those. Obviously.
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Because the Challenges are SO HARD. Like playing Killer in general is SO HARD.
You know, it is not acceptable that some challenges might need three tries. It should be done in one Try. So there is more farming. Simply people who dont want a challenge, who want it easy everytime and want to rewarded for it. But who can blame them, DBD is a casual game, after all, and nobody is really forced to get decent results.
Personally, I dont experience farming that often. Wrote it in another thread, for me, I get a farming Killer in like 100 games on average. Sure, when a new Tome Level came out, it was a little bit more, but usually, after the first evening, I dont have any farming Killer anymore.
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@GeneticBlender said:
The game SHOULD be balanced around the best players, because they are the ones that stick around and keep playing. You can always get better if you keep playing. If you balance around low ranks your balancing around unskilled people so as they progress and get better anything that already benefits them will benefit them substantially more. Anything that doesn't they are gradually learning how to counter.
Why would you ever balance your game around the low end ranks and not your high end ranks. since anyone who is going to stay committed to the game is eventually going to end up in that high end rank system.
Funny thing is, when people are arguing like that, they only mean Red Rank Survivors. Why not Red Rank Killers as well? You know, not talking about the mediocre Killers, the good Killers.
Like, for example, a few days ago, someone posted a thread with a Killer Buff, based on a Rank 9-Killer. So thats fair? Balancing for the Top Survivors but also for Rank 9 Killers instead of Top Killers?
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I dont think that a Perk needs to be buffed which is already in nearly every Perk Build.
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Gen Times are ok. Ruin is also not a good Perk for Gens, once you are in high Ranks, people will more likely hit the Great Skill Checks and not search for the Totem. In low Ranks, Ruin is way stronger, because of all the failed Skill Checks and that people let off the gen, just to find Ruin.
While the Gentimes are fine, the Map Design is not. Once you actually start hitting and hooking people, you gain a lot of Map Pressure. But if there is a structure that lets the Survivor run away for a long time or forces the Killer to abandon the chase, sure, nobody will be able to apply enough pressure at those points.
(Also people should not pay that much attention to the first Gens done... Sure those are the fastest, Survivors are at their strongest without any pressure put on them and all Ressources still available... Usually once the first chases are going, the game slows down)
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Getting punished because of being good in a game. Nice, I like, I like.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/950053#Comment_950053
Maybe I worded that poorly. Holding sprint burst and then releasing it while walking is not an exploit. Activating it mid chase (While running) due to some strange interaction with specific survivor items is.
Ah yeah, that thing. This is fixed, luckily, so I thought you were talking about holding it at 99%, walking shortly and using it then.
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I mean, Survivors dont have many Meta-Perks. So removing one will result in another Perk taking its place. This happens with Dead Hard. Its annoying, I would also prefer to use Balanced Landing, but I guess its fun to see the same Perk Builds over and over again (especially with now good Survivor Perks coming for like the last 5 Chapters or so).
@BadMrFrosty said:
I've seen a sprint burst comeback since balanced landing nerf. Sprint burst was never really bad tbh, it just sorta forced you to walk a bit to hold it (unless you use the holding exploit).
This is not an exploit.
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There are a few things I would like to have for PIg. In general I think that she is underrated, she has good Slowdown-Potential with the Traps, once you have like one or two Traps on peoples head, when you are in a chase, the game is basically hold at this point.
However, a few things I would like to change:
Her Ambush:
I dont think that her Ambush is good as it is. It can be useful on some Loops, but thats it. Most of the time I use the Ambush just to get some BPs, in areas where the Survivor would have gotten an M1-Hit anyway. You are better off by just chasing someone with 115% Movement Speed, than trying for some Dash-Mindgames at Loops, most of the time.
Her Traps:
Her Traps are fine from the way they are designed. They also dont need to be active during EGC, they should not work that way and this is fine. However, to spice up her Traps, you MAYBE can think about the key not being in the first Box, which would result in people searching at least two Boxes. But thats a MAYBE.
However, I think her Add Ons can get some love:
Amandas Letter-->Change from pink to purple. No other changes. I think Amandas Letter is quite good as it is, but not as a pink Add On. Because you will most likely also have to use a Map Offering, because otherwise it might be wasted. Nobody wants to use Amandas Letter on Rotten Fields. for example.
Amandas Secret-->
- Gain a notification when a Survivor removes a Reverse Bear Trap.
- Auras
- of Survivors removing a Reverse Bear Trap are revealed to The Pig for 6 seconds.
- Disables The Pig's ability to see the Auras of Jigsaw Boxes.
This is what it does. And it is one of the worst, if not THE worst Add On of her. I dont see any way why I should use that. What I would like to see:
Increase rarity from purple to pink.
Effect: The Key is ALWAYS in the last Box. Also the Timer should be increased so that it will not be too deadly, it should waste a lot of time, but not be something that would basically result in death nearly all of the time, which can happen with Extra Boxes or Tampered Timer/Crate of Gears.
(Also an Idea that came to my mind, that in NO Box is a key. The Trap will not kill the Survivor in this case, but will fall off when the Timer runs out. This would be really cool with the rigged way of Amandas games, and also a tracking tool, however, when people realize that the Traps will not be deadly, they will not search Boxes, negating the Slowdown completely for tracking, which is not really that useful I would say)
Then I have some Add Ons I would like to see:
Stronger Version of Combat Straps-->A yellow and MAYBE green Version which is basically Combat Straps, but better.
Add On which removes her Roar-->Maybe yellow. Something that helps when the Pig actually ambushs someone.
Stronger version of Last Will-->Two extra Traps.
Those are the Add Ons I think can be reworked to my suggestions:
- Utility Blades-->Survivors caught in a Reverse Bear Trap suffer from the Haemorrhage
- Status Effect.
The most useless Status effect, no need to have it on Pigs Bear Traps as an own Add On. Either tie it to the Mangled Add On, or make it baseline (I mean, that person has a Trap attached to his Jaw, they will be bleeding).
- Razor Wires-->Moderately increases Jigsaw Box Skill Check
- Trigger odds.
More Skill Checks? Cool, less time to get rid of a Trap! Awesome! Does only help vs new players, experienced players will not have a big problem with that, it will benefit them.
- Interlocking Razor-->Tremendously increases the Regression penalty of failed Skill Checks on Jigsaw Boxes.
I mean, can be nice in combination with Razor Wires, and if people start to panic, they will miss Skill Checks. But again, this is something that punishes bad Survivors more than good Survivors.
So the stronger Combat Strap Add-On can either replace Razor Wires or Utility Blades.
The roar Add-On, also Razor Wires or Utility Blades.
And the two extra Traps can replace the Interlocking Razor.
Another aspect. Cuteness:
How dare you?! Pig is cute enough, and now boop that snoot!
Anyway, I think this would finetune the Pig a little bit. I dont think that she needs major Buffs, she is 100% underrated. But making her Ambush a little bit more worth it and finetuning her Add Ons will help her.
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BBQs Aura Reveal is not that strong. It can be countered by lockers or sitting behind Gens, and for most of the Killers, it does not help that much. Even if you see nobody, this does not mean that they are close to the Hook.
While certain Killers really get a lot of BBQ (Billy, Spirit, Huntress, Nurse...), so either Killers with high mobility or a high range, others will not get anything from it. Like, why use BBQ on Hag? When you are there, they are gone already. Same with most of the Killers, it is nice because of the BPs and not because of the Aura Read.
Also, why is BBQ such a good Perk? ---> You want people to buy the DLC. You get Leatherface (one of the weakest Killers in the game) with two other Perks which are also weak (or maybe mediocre, at best). It is the only selling argument of the DLC (besides people who simply like the character of course)
I would rather see WGLF buffed in a way that you can accumulate more stacks, which would make it fair for both sides to use their extra-BP-Perk, because WGLF forces you to play a certain way while BBQ give extra BP by just playing the game.
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Its not difficult. Use Tar Bottles, a good Bag and maybe bring a McMillan Offering. Or Yamaoka would also be quite good for that.
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Not sure between my answer and that:
"Survivors constantly vaulting pallets and windows to annoy you and get your attention at open gate"
My answer:
I simply dont get what is so good on getting a Stun. I run in basically every Pallet, using Enduring on almost all of my Killers. And one step of becoming a better Killer is to not respect Pallets, so its quite clear that Killers at high(er) Ranks will not respect them.
"Survivors constantly vaulting pallets and windows to annoy you and get your attention at open gate"
Thats more like a "You won, just go out"-thing. I am not mad at losing, if they were better, they were better. But no need to show off.
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Do you think players learned something else from this Tome except "Crying will help"? Like "Test it, before complain"? Or "When you have easy challenges, you will be finished after one day, so dont complain that you got nothing to do"?
I doubt it.
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Killers saying that the game should be balanced around Red Rank Survivors.
Also Killers: Balance the game around Rank 9 Killers (like this thread wants to have it).
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One of the biggest crutches in the game for free? Yeah, sure.
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@ReviloDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/947567#Comment_947567
Oh my, thank you very much! That is a pretty rough bug to deal with if you're slugging!!
Yeah, it does not only affect slugging, it also can happen to injured Survivors. They can make injured sounds, being healed and when injured again, they are completely quiet.
It is basically like this since the Oni-Chapter got released. I would expect a Hotfix when they are back in the office, but maybe also during Midchapter. They rolled out a Hotfix for some Bugs earlier, but since they were not able to find the issue with this bug, they could not fix it and they did not want to do a Patch before they are all out of the office.
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Yeah, it is a bug. And has nothing to do with Iron Will.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/947493#Comment_947493
They're still playing nurse regularly? I'm surprised..
i myself cannot enjoy her at all after the nerf. After patch, i played her almost exclusively, but i don't find any fun playing as nurse even 4k.
That's why i started playing legion and some other killers now.. at least i'm having fun, even they're weak
I dont face the same players all the time, so I dont know if they are playing them often. I see way less Nurses, this is correct. But I dont see that guy anymore who played with Franklins, Infectious, BBQ and Ruin, while always using Omegablink or Green Extra Blink + Green Range Add On, lol.
And also some of the Nurses I faced were low Purple Rank Nurses, who were clearly new to playing her. This is not really representative because the Results would have been the same with old Nurse, I guess (one guy was in his first Nurse game...).
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First of all, Movement Speed set to 100% when starting his Chainsaw.
Second, I would change the Mechanic to Billys so that it does start when the Chainsaw is fully charged, instead of holding it at this point. This would give Leatherface some Mindgame Potential, but he would still be a lot weaker than Billy because of the missing Map Pressure.
Add Ons need a full rework, together with the shared ones of Hillbilly. Like a Tuning Guide is too strong for a green Add On on Billy, but I would not consider it as too strong for Leatherface, because Leatherface is so bad.
So yeah, change the copy&paste Add Ons and make the unique Add Ons meaningfull, the Chili Add Ons do not prevent any noticeable benefit. And more Add Ons, I would rather see some of the Copy&Paste Add Ons removed and replaced by unique Add Ons.
This would also buff the Reputation of Leatherface a little bit, he looks even worse than he is, because you compare him to Billy anyway, because their Kit is almost the same (many shared Add Ons and a Chainsaw).
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/947486#Comment_947486
Only 1 question. Are they having fun doing so? Are they enjoying playing new nurse?
I dont know. I asked them or wrote something like "Nurse is weak, btw.". One time I got a "Nah, still the best Killer" back, but I did not ask if they had fun. I would say, if they play her, they will most likely have fun, otherwise they would not pick her.
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Sure, I dont have any problem to do so. He can even sacrifice me in the Basement, if he helps me to get a Blackpip at least. I will not help if someone is pretending to farm, just to get his Basement Hooks. But if someone farms and wants his Basement Hooks afterwards, sure, go for it.
Even tho, I think when I can do it, others will probably also be able to do it, so just try.
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@TheCoolDBDGamer said:
Why the heck would you over nerf nurse like that devs? You've lost 95% of the Red Rank Nurse Players since you reworked and nerfed her.
Of course she was OP at low ranks, but at red ranks against toxic coordinated swf groups, it's a must to have old nurse/Spirit.
First of all, the words "toxic" and "coordinated" do not have to be named one after another. A coordinated SWF is not toxic, just because the Killer might lose the game.
And well, the good Nurses are still playing. But yeah, I dont see that guys anymore who only played Nurse with Omegablink or Three Blink with Range Add-On, this is correct. Basekit Nurse was not fine, there were Nurses which only equipped one or even no Perk and no Add On, how can this be fine, when every other Killer in the game (maybe with the exception of Spirit) has to struggle to find 4 Perks, which will help out the most?
And even with new Nurse, I have seen two Nurse players who only used BBQ and were winning the game quite comfortable. Sure, maybe before not 4 Gens would have been done, but still. She is the best Killer.
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Yeah, the DC penalty does nothing except that people who have to DC because of Hostage Situations, Bugs, Game Crashes will get punished. People who want to ruin other peoples game will simply go afk or kill themselves on Hook.
Like, nothing can be done about a Killer who decides to face the wall and go afk, because he does not like the Map he is playing on. Sure, there is a report system, but this will take a long time to kick in.
Meanwhile, a Survivor can kill themselves on their first hook, if they dont want to play. Nothing can be done about that, because you cannot punish something like that. People will try to attempt escape when they are new, you cannon ban them. They will try to attempt escape when they want to give the other guy the Hatch. Or it simply happens, because the game is like "Nope, you are not struggling" (happened to me yesterday, after like 300 Struggle Points, I simply died, while still mashing Spacebar).
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Yeah, people use the term "Gen Rushing" when they lose. Like, I have had games where the Killer called a "Genrush" when it took like 10 minutes to complete all Gens. In 10 minutes you would have to complete around 8 or 9 Gens to call it a Genrush.
But content creators spread the narrative. A Youtube Thumbnail aka "4 Gens in 3 minutes!" attracts more than the real 13 minute game, where the Killer got a 4K, because the Survivor 3genned themselfes...
It does not matter how many Gens are done in the early stages of the game, sure Gens are going fast at the start, no one needs to be saved from the Hook, nobody is getting chased and IF someone is getting chased, this person has all ressources. The Killer has no pressure at all, so sure that Survivors can do Gens.
