BOSS242
BOSS242
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- BOSS242
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Man i love this game and have for years but if it doesn't get some excitement injected soon in the form of something new (breakable pre-thrown pallets ain't it), fix the massive list of bugs, and find a way to shorten queues I think this ride is about over!! Please tell me im wrong! Hoping I am. :'(
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@jiraiiya_a said:
https://forum.deadbydaylight.com/en/discussion/comment/987741#Comment_987741
I don't think this is the answer..if cross come in the game then the pc players will have the advance
If they can get fps to at least a consistent 60 for console we'll do just fine playing against the master race xD also not "needed" but controller sensitivity bein turnt up would finish closing the gap if fps was rockin'. :)
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Should be a simple mathematical equation
Take the rift points you get from the challenges and add them together.
Now figure out the minimum number of games it would take to complete each challenge (i.e. kill 10 survivors=3 games or survive by exit gate 10 times=10 games), and add 1 rift fragment (xp reward) for each minimally required game needed to complete all challenges in all 4 pages of the archive.
Those two numbers combined should equal what it takes to finish the last tier of the pass.
That way if you finish the challenges you finish the rift. (Im done w/ the challenges but still have 7 tiers to grind that seems crazy to finish and still need to play like 70 matches in the next 3 days!!)
Also this would make it where if a challenge stumped you you would just have to play X number of games (3-5) to make up for that missed challenge.
This may still leave the grind to be too much or less likely but maybe still too little. Yet you could always just dial in the xp per match to award +/- however you needed to make it feel right.
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Maybe its like this, replace the word "fun" with interesting. I know its "fun" for you to just run survivor teams over but its not very interesting game play for either side. More "fun" means less brain dead. So yes they are SLOWLY removing all the things people use to make a "feel bad" gaming experience for the other side.
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Maybe the tv settings?? I play on playstation and i've never noticed an issue??
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@Peanits said:
It's definitely not meant to be fair. At that point, the survivors have failed to finish the generators and failed to find the hatch first. The EGC is meant to end the game at that point, not give you a 50/50 chance of escaping. If anything, it would be unfair to the killer to give the survivor an even chance at escaping after they've beaten the survivor multiple times by that point.
So if i have this right, it unfair to the killer cuz the survivor who's 3 other team mates were out played and that survivor didn't play well enough to carry 3 other players in the match should only have like a 10% chance of escape?
I guess it makes sense, it would kinda be like if killer got something stupid like one hit downs and speed boost for all the gens being done. xD
I don't think people are asking for a 50/50 shot at EGC but it shouldn't be 90% hopeless either.
It could be something small like hatch reopening after a minute. They could still just close it again but It would make killers add the hatch to their patrol during EGC just enough to add play and in turn "fun" for both sides.
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Yes but i figured it was b/c of when i play, very late night early morning. 4am-ish middle of the US.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/638635#Comment_638635
1.It Is not humanoid. It is bipedal.
And that's where I'm done with you. Raptors are humanoid if you believe that. Bears are humanoid too then.
Walking on hind legs does not make it humanoid. Period. Perhaps you should touch up on your vocabulary instead of trying to insult others to defend your wrong points.
2. It is not horror. It is not scary. It is a scifi show, tad of comedy ffs. It has horror elements and nods, but it is not horror. It's a teen show that uses horror as a tag to get more viewers. Hemlock grove wouldnt be horror, and it's far darker that ST.
3. It IS a shallow excuse. Is the demogorgon STILL the threat in s3? You conveniently didnt answer. Because if not, they took the killer from earlier seasons, and survivors from later seasons to fit their own rules because otherwise it wouldnt work. They literally had to hobble the content together to make it work. They're only adults NOW.
Who cares? It is horror, they are adults, and you know what they mean by humanoid (can't walk on 4 legs) so stop arguing semantics.
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I couldn't agree more that i firmly disagree with that 100%! At least 50% of the time.
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@drkiwie said:
https://forum.deadbydaylight.com/en/discussion/comment/613298#Comment_613298
I have to agree telling survivors the killer has no-ed is a bad idea (survivor main)
Yeah! That would be as dumb as telling the killer you have no mither!! Right? Just stupid ;)
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@Steve0333 said:
The EGC actually has nothing to do with this. The same situation also existed prior to the EGC except that survivors would hide and make the match go on forever.
I have an idea for a solution though. Since we all know Left Behind is useless in its current state, devs could actually make the perk very viable by changing it. Instead of 75% increase to gen repairs, they could make it to where left behind grants the survivor 75% speed increase to opening gates IF they are the last survivor.
75% is high but YES THIS!!
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Yes it should be free. It would be sooo much easier to get people started and turned on to this game. Imo once it went free this game would grow like crazy!! And thats always a good thing!
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"it"s fine just stop talking about it!" Could we not have said the samething about MoM or DS? I never ran or currently run MoM, DS or NoED, why? B/c the are crutch AF!! Or at least all 3 use to be, 1 is now in a good place, 1 is nerfed out of use.(a perk people paid for btw and now all 3 Ash perks are trash) the last is NoED. And if half or more of a group (almost all survivors, most good killers and some 50/50 players) feels something is wrong with this perk then HOW IN THE F, can you say it's in a good place and is perfect the way it is?? I play both and i HATE this perk!! Not cause it's OP i just think it feels bad to use and have used on me. It may very well be balanced (don't think so but maybe) but if it's "not fun" to sooo many why can't we just chance it to something everyone can live with. B/c obviously a lot of people don't like it or they would have stopped talking about it by now if it wasn't a problem!! And PLEASE FOR THE LOVE stop saying breaking totems is a fair counter! It's not! If it was one then yes but all of them? With no way of knowing how many have been found by others? On farm maps maybe but, the game? The hospital? Ruin is one of the best killer perks out there, you don't think it becomes OP if you had to break all 5 or 6 totems to turn it off? Basically the counter to NoED right now.
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@Horus said:
No
Y?
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/553927#Comment_553927
This would be absolutely dreadful and make survivor even more boring to play.
I don't think so really, the regression is what makes ruin so painful right now i think, hitting a good and having it work against you just feels bad and that wouldn't happen. And how is a game mechanic made more boring and brain dead by making it harder and require more skill??
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@Boss said:
Ruin could still be a thing in this situation.
Make it apply +5% regression on Good Skill Checks, then make it pause on Great ones.
Yeah would just turn it to old ruin, but would feel less oppressive due to the fact that now it's not much worse that a normal gen, so maybe more survivors would try and work through it?
I really hate it when my team won't work through ruin. I understand giving a quick look round before getting started but my god!! DO SOME F'ING GENS YO!!
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@MJ_Out said:
Mmh, somehow I could imagine, that this way could work really good. Maybe 3 seconds would be a little bit to harsh, but the idea is fine, I guess.
But in that case, what do we do with Ruin? Because hag need a third perk again if we would change it in that way.
As always you can play with the numbers, if 3 seconds is too long then???
And for her 3rd perk the sky's the limit! I've always thought a totem perk that would be cool is killers radius is drastically reduced by like something nutty like 50% and has no red stain, until totem breaks. But thats just an idea, idk really?? :)
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@Riddick said:
The thing is that Ruin completely destroys new players.
Maybe they could add a survivor perk that makes greats a little easier to hit?
Not astronomically easier, but something to numb the pain a bit.
And with that being said, SC's are a huge part of this game. Git gud at them, or die! XD
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@martin27 said:
So it's a larger problem at whole that needs to be sorted out. I don't think SWF should be removed or nerf but you go from 1 person being toxic to 4 people being toxic since the rest tend to join in, and i wish they could fix that.
You wish they could fix that most people suck and and are mostly just followers that will join in on something even if it's dumb or wrong just because the friends are doing it?
Me too yo, me too! :)
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/509556#Comment_509556
On the one hand, it is fair to assume to give things more time to better understand how something might work.
On the other hand "spin the camera to nullify GF's power" is an egregious bug to allow through. That'd be like allowing through a bug thay lets a non-sick Survivor heal from one of Plague's fountains.
Im not saying GF is awesome and they shouldn't touch a thing, what i'm saying is no one knows after one day! And they can make some small changes such as the hook seeing you, the time one hit last, seeing through small blocks (like corn) plus his biggest problem, how easy it is to break his ability, is rumored (maybe confirmed idk) to be a bug. So all im saying is give them a small break, because if everyone cries too much they may end up doing something too drastic before it goes live and then who knows how long before its fixed. Ask FREDDY!
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Yeah! Tell 'em Peanits!!
For real though, its been ONE DAY! My god give them a break. No one even knows how to play CF yet! REMEMBER FREDDY? He was nurfed instantly and look for how long he's at the bottom. I hope the devs have learned not to have knee jerk reactions to the community's cries.
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Do charms do anything or simply cosmetic?
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@Carpemortum said:
They stated tomes come out and stay.
They stated rifts come out WITH tomes, but are limited.
Archive/tomes are lore and free.
Rift is limited battlepass.
I'm fine with the archives challenges. But not the "play this much or dont get this item ever" rift.
Am i crazy? I love the idea of cosmetics that are limited time!! It's a HUGE plus! It gives a real reason to grind. Am i the only one who feels this way?
Arguably the 3rd biggest reason to grind behind skill building and game useable items, such as perks, is bragging rights. I wish all event items and even normal store items were like this. I find it underwhelming to grind out events or buy some costly outfit just to have any player at any time come in slap 5$'s down and get every item i spent the last year grinding for!?! I want to pop into a lobby and show my accomplishments to the other players especially as a solo player or the killer! How cool would it be to finally come face to face with your killer and know by their get-up that this one's no joke!! Instead of "oh this guy spent some money."
Just think about it, that's all I'm sayin' :)
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@[Deleted User] said:
the best way to balance noed is giving the survivors a sound. kinda like a notification (totem breaking sound) every time a totem that is not hex gets cleansed. no need to nerf noed itself. just closing the gap between swf and solos is enough.
Love this idea! So simple!! Its genius!
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@MegsAreEvil said:
"NOED is fine" OMEGALUL
I know, right?? Im tired of it to!!! Thats why im asking for people to come up with new answer both sides like. Not a nerf/buff really just a way that more people like to play and play against NoED. Anyone who says "it's fine!" Must not be as tired as you and i are about the constant conversations involving NoED! :)
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@doitagain_ said:
A totem counter on the HUD isn't happening because it serves literally zero purpose besides countering a single perk the killer may or may not have.
So 1 point for why to have a counter and 0 points for why not to.
Having one reason is still a reason and just cause it would only help for one perk in the current game with a counter they could add more perks that trigger dulls and it would feel more like the 2nd optional objective that it should be.
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@Auron471 said:
i would prefer a totem counter on the hud or something. But at the same time, that kinda destroys NoED's usability IMO.
How so?
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@Cymer said:
The statistics clearly shows, that the more SWFs you have, the higher your survival rate gets, therefor it offers a non reproducible advantage in comparison to solos and no in game mechanic to date can sufficiently close this gap, thus SWFs are OP!
I think they are about equal other than the likelyhood of being rescued from hook timely and collectly when with friends goes up about 150%! That is why you have a higher survival rate in SWF. I think adding kindred to the base kit of survivors would close this gap a few percentage points. And the 49% of SWF rate is goal not the 41% of solo so Swf is par not the OP.
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Is it possible to get a ps4 player count? Maybe with times and regions. If not actual numbers then maybe a time/level of use bar chart.
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You can have MoM and everything that gives survivors an extra hit but survivors want everything that one-shots removed. Oh, wait, what? All thats fair and balanced. Its just the survivor stuff that needs nerfed? Ok, got it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/370829#Comment_370829
Add it to Small Game or Detective's Hunch and you've got yourself a deal.
Small game, and done.
Let's call the devs and have them write it up.
I believe the lawyers can handle it from here, really pleasure doing business with you :)
There! Now was that so hard? XD
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Still think NOED would be 100% fine on both sides if they just add a totem counter to the hud for both sides.
Change my mind!
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Monstrous shrine-
Each time a survivor is hooked in the basement for the first time, gain a token.
1 token- 3% increase to your movement speed.
2 tokens- 5% regression bonus to any generator damaged by you for the remainder of the trial.
3 tokens- 2% increase to your movement speed. (Stacks) (5% total)
4 tokens- all survivors are affected by the broken status effect for the remainder of the trial.
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Left behind-
If you're the last survivor left in trial, LB activates granting you the ability to repair generators 5/10/15% faster and Generators you repair have no audible or visual cues upon completion.
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No Mither-
You are affected by the broken status effect for the duration of the trial.
You do not leave pools of blood.
Grunts of pain caused by injuries are reduced by 75%
Grants the ability to recover from dying state 5/10/15% faster and to fully recover from dying state.
Gain 50/75/100% more bloodpoints in altruism category.
(Side note: remove visible indicator from hud on killers display)
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No one left behind-
After the exits are powered, NOLB gains you the ability to read the auras of ACTIVE totems with in 8/10/12m and gives you a token for every active totem remaining on the map. As long as NOLB has at least 1 token you preform altruistic actions 15% faster.
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This is not happening-
when unhooked inside the killers terror radius for 10 seconds any damage taken that would put you into the dying state will instead apply the deep wound status effect 7/10/12 second mending timer.
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How do I apply for your marketing team? I would love to work with dev team! You guys just seem like my people 😊not_Queen said:@RuneStarr I like your ideas! Here is where we are on both.
1. This is something that the Community team really does want to make happen. It needs multiple level of approvals within the team and we are currently just drafting the project. Coming up with something like this (or similar) is one of our objectives on a mid-term plan.
2. We are currently expending the Marketing team here at DBD. The growth of the team will, in time, allow us to communicate better and more strategically about specific subjects and content releases. When it comes to the PTB, granted, it does take away the ''hype part'' but we need the PTB to be happening. It gives us a lot of feedback and allows us to pinpoint issues better before the official launch. I can't wait to see what you have to say about our communication on the upcoming chapter!
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What??? High rank perk???? Are you kidding??? It's the worst crutch I've ever seen in a video game!! Im a "high level player" XD and high level killers know that NOED is for low skill players that do not understand how their killer properly functions. You don't need NOED you need to get better at the game!TeaLeaf said:I said this on another post but I will say it again, They don't like Noed because its a good perk and it punishes gen rushing aka helps counter play it. The issue is Noed is balanced for high rank play, where it can either slow the game down a little at high rank as people deal with dull totems or net the killer a few kills when the gates are powered they would not other wise be able to get in a 3-4 mins rush. This goes very well with non-top tier killers. Its at lower ranks however you find the perk can slaughter newer players who don really understand the game yet and generally are less skilled. It also makes it where if a person combines it with camping a single target when the gates are open, to ensure usually that 1 kill at least when the rest of the match went fubar and survivors are forced with a feeling of helplessness. Survivors are very not use to having feelings of helplessness in this game despite the supposed nature of the game or being put in a situation where they should choose to cut their losses, noed can give a killer the power to make survivors make hard chooses under specific circumstances. Given the general self entitlement and toxisity of the community as well, this can be very amplified by the vocal minority who really don't want balance.
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I jave the same problem. Help please!
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Sorry but what does "soonTM" mean?
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Wow still no answer?
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I understand what you're saying. They need to keep working on the balance and killers need help in the chase and end game. It is the most important element to getting this game on track.Orion said:@BOSS242 said:
If you spend too much time and energy on only the big issue this game will die. Your idea of a small issue may be a huge problem for others so to say "until I'm happy none of your issue can be fixed" is about as entitled as you can get!
Do you really think survivors are going to stick around and keep playing if all you do is constantly make things harder for them?? But who cares right? "As long as the game plays how I want it to!" Open your mind a bit to the idea other people want to have fun playing too!!!You're still not getting my point. I'll give it one last try.
- When you fix issues plaguing one side, you indirectly buff that side. It's unavoidable.
- The game is in the Survivors' favor right now. That's a fact that most people acknowledge.
- Survivor fixes are usually small changes. This stems from the fact that Survivor gameplay is fairly basic compared to Killer gameplay. There are few interactions that can cause problems.
- To balance the game, new mechanics will have to be introduced, which will then need to be tweaked. This takes time.
- To fix every problem plaguing Survivors would tilt the balance of the game further in the Survivors' favor. Given what happened last year, when players (yes, players; they weren't just Killer mains, despite the propaganda) organized a strike in protest of the game's unbalanced state, this could result in a similar (or worse) event.
- If Survivor mains could bite the bullet for once, instead of expecting Killer mains to do it, and wait until the game approaches something resembling a balanced state, their fixes would have less of an impact on the balance of the game. At worst, it would go from "fairly balanced" to "slightly unbalanced", as opposed to going from "very unbalanced" to "unplayable".
- If the devs start fixing Survivor problems after the game is balanced, the balance changes required will be relatively small adjustments to their new mechanics that can be released in quick succession.
- If the devs were to fix every Survivor problem now, given that it'd just add to the unbalanced state of the game, it'd take longer to achieve a balanced state. New mechanics take time to create and adjust to. Even if they only fix some of the problems at the same time as they balance the game by introducing new mechanics, they won't have reliable data on either change. This means they'll have to push back one of the two, and if history tells us anything, they'll push back whatever benefits Killers.
All I'm saying is just because something may give the survivors a usable effect or ability you shouldn't start with a super solid NO. As you take power away from survivor (as they should) you need to give them something else to use and give killers the right kind of power. Take away my ability to run away from killer, than give me something to hide better. Instead they give dumb ######### like bitter murmurs that shows you where survivors are every time they complete their one and only objective?? How's that help killer close chase?? That's just taking away the ability to hide. I play killer a lot and I have no trouble finding people I just dont like running in circles all that much!! This game is amazing when both sides play correctly and I dont like seeing anything that hurts how clean player can play the game.
I just feel they can give and take away power from players but when you take power from one play style you need to at the very least leave the other styles alone. -
Soooo. What's the answer?
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If you spend too much time and energy on only the big issue this game will die. Your idea of a small issue may be a huge problem for others so to say "until I'm happy none of your issue can be fixed" is about as entitled as you can get!Orion said:@thesuicidefox said:
@AsePlayer said:
@Orion said:
The fact that you believe camping and "tunneling" are balance issues says all I need to know about your understanding of the game.The fact that you responded this way says all I need to know about your comprehension of the post
Yep. It's dismissive. "Killers need buffs therefore there is absolutely no problems playing survivor." No, both sides need a fix.
Wrong. The argument is "Killer are in need of buffs for balance purposes more than Survivors are in need of solutions to their problems, therefore balance should take priority over Survivor issues". Do you think it's unreasonable to focus on the big problem instead of solving small issues that would further tilt the game in the Survivors' favor?
Do you really think survivors are going to stick around and keep playing if all you do is constantly make things harder for them?? But who cares right? "As long as the game plays how I want it to!" Open your mind a bit to the idea other people want to have fun playing too!!! -
OMG! Nope they are not equal but one causes the others problems. All he is saying is maybe you should listen and try to fix the issues for both sides but with survivors currently having power role for experienced players it makes any suggestion for the game to get better for survivors a non starter for some killer mains who will only listen to fixes that boost killer experience. If we want this game to grow both sides need to get a lot more chill and exciting. As long as sweaty try-hards keep pushing for balance no matter how it effects the other sides experience especially for new players (without them this game dies) things will always get worse in one sides opinion or the other. Fixes should be give and take. Currently its just take from one side and to even suggest giving survivors a new fun toy is out of the question for some killers.Orion said:@powerbats said:
@Orion said:
The fact that you believe camping and "tunneling" are balance issues says all I need to know about your understanding of the game.The fact that you use that lame ass excuse proves his point that anytime a survivor or anyone posts something that some killer mains disagree with they resort to insults. Both camping and tunneling are gameplay issues resulting from how the game is designed.
The killer has to tunnel and or camp because of lopping etc. The survivor has to do those things because they can''t really lose the killer and od an evade style of hide and seek because of map design etc. No one is going to take you seriously unless and until you and the other stop resorting to insults because you can't debate.
Tunneling is not a thing; it's called playing smart, going after the weakest link, taking out the easy target. Asking Killers to play stupidly is not reasonable.
Camping is a Survivor-created problem with a Survivor-created solution. Survivors reward camping by hook rushing or otherwise halting all progress.
Looping is not used to win a chase. It's used as a means to waste the Killer's time with minimal risk to the Survivor, and has no gameplay counter other than playing a single Killer.The two sides are not equivalent.
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Alright, I get ya. So you would like for the killer to have to make a mistake for the survivors have chance to win instead of the other way round? Makes sense. But I also think things are getting better at least for straight up players.Orion said:@BOSS242 said:
What? If I understand you, you're saying it can be done but it's not easy so you need to make it easier? Maybe you just need to find the challenge level that fits you best. What every rank/killer combo that is for you.Any Killer can get kills if Survivors make big mistakes multiple times in a row. Doesn't mean the game is balanced.
I almost feel it's like its the gun control issue here in the US. hahahaha I know hear me out.
like some people argue, they keep taken power away from survivors which seems hurt New players and non toxic players more than the toxic survs you want to take the power from. Need to keep boosting killer for chase but stop and even go back on some of the aura reading stuff so survivors can hide otherwise we're just going to go unbalanced again but for the survivors again this time
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What? If I understand you, you're saying it can be done but it's not easy so you need to make it easier? Maybe you just need to find the challenge level that fits you best. What every rank/killer combo that is for you.Someissues said:Not until people realized that on High Ranked only very few killers are viable, and yet there still people thinking Killers like LF/ Pig/ Myer is fine on Rank 1. Sure you can still get 3/4k but it doesn't mean they are balanced and does not need any buffs
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See, if you're good it doesn't matter. I ready before the survivors even show up in my lobbies! I could care less what they bring and if they bring a lot of great stuff they might destroy me but about half the time I destroy them. That's how it goes you're not supposed to win them all.deadwolfwalking said:i enjoy swf teams most of the time. they seem overly altrustic and can get themselves snowballed under the right circumstances.... i'll hang somebody in the basement, chainsaw sprint gen-to-gen till i find someone else, chase them to a loop and then chainsaw sprint back to the basement and GOTCHA, #########.... i'm not a lobby dodger and i don't strap on Lightborn just because they got torches. i'm pretty good at tactical pick-ups and usually get an extra hit or two during transport....
And nope I haven't made it to rank 1 as killer yet but maybe that's because I'm not good enough to be rank 1 but maybe it's time to admit some of you aren't either.
So maybe you are good enough but how would you know if you haven't played against a flashlight in a year and half because it's too powerful :'(
Maybe you'd have more fun if you stayed to the low ranks you belong in anyways, instead of cherry picking your matches so you can win and rank up. Wow very impressive rank! Have you ever had to back it up? No? You just dodge? Super cool guy! -
Right!Aari_Piggy66 said:
That simply make perks like Franklin's demise and Lightborn absolute gambles. Unless you're suggesting at all Killers just pretty much mandatory equip them. So The Killers are supposed to go against four flashlights they had no idea about and couldn't bring any setup or counterRailY said:There are so many cases reported where killers will dodge a lobby when they see items (no matter what kind of items really)
or even bloody clothing. And that's the best case scenario. Worst case scenario they will DC at the begining of the match
and you will lose everything you brought with you.I don't understand why it's ok for the killer to Bring Mories/Tombstones and stuff like that while the won't accept any items from survivors.
Now survivors started 6-second swapping and it's a bloody war out there. Killer Mains vs Survivor Mains. Just remove this stupid feature please. It only promotes fighting
I've even been forced to not use my Auric Cell items that I just bought because WAY too many killers Dodge me and it takes 3-4 Lobbies until I get a game. I'm just stuck with my Green shirt and the default pants with Claudette for now.
That's silly