BananaBlooD95
BananaBlooD95
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- BananaBlooD95
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Comments
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@Junylar said:
Should maps have different numbers of gens?
Small maps 7 gens, big maps 8-9 gens would be good
8-9gens on big map? Would you increase the number of genre survivor have to do? Other wise you just make it harder for killer to patrol as survivor can put pressure on more gens.
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@rch614 said:
https://forum.deadbydaylight.com/en/discussion/comment/2217763#Comment_2217763
My favorite part is it used to not even have that downside. They looked back at that perk and then decided it needed a pretty big downside when literally only babies and adept Fengs use it lol.
Yep, Technician shouldn't add additional regression.
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@TheBus4K said:
- "While Intoxicated, Survivors that were hit directly with a Bottle of Afterpiece Tonic suffer from the Exposed Status Effect."
Definition of the Wiki. If I don't misunderstand, you have to hit a survivor with the bottle and also this survivor has to be intoxicated before being hit with the bottle, so I assume that it is necessary to use two bottles (one to intoxicate him and another to hit him directly), or maybe the "While Intoxicated" perhaps it simply means the duration of the Exposed, I really don't know.
If you've done that and it didn't work, then it's a bug, but it doesn't make much sense to put it in the "General Discussions" section. Do it in the Bugs section or send a ticket reporting it.
You expose them the moment you directly hit them with a bottle and it last for the duration of the intoxication.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2169945#Comment_2169945
But it's 1000 % fair to criticize a killer based on add ons. Basekit freddy wasn't bad on his own. But people moaned because they hated him WITH his add ons. To the point 4 of his add ons were nerfed in to useless oblivion. And his basekit STILL got nerfed.
So it's totally fair to say wraith is pretty busted WITH his add ons. And that's coming from someone who enjoys using him. I just understand how easy it is to basically dominate with him right now.
Basekit Freddy was well above the average and Freddy + add-ons was just annoying as ######### to deal with.
Base Wraith is decent, Wraith with his pink add-ons is strong.
For me current Wraith is in a good spot. Good, not too strong.
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Run Small Game, Window of Opportunity, Déjà Vu, Detective's Hunch & Visionary.
These perk will help you with the spawn of windows, pallets, totem & generator on all map.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2169879#Comment_2169879
I mean...Let's be real here. What else is actually important..? Getting quick easy hits is what the killer needs to apply pressure and get people off gens...I chase you to shack..You have to decide jump out the window..Keep going. And it's a no win situation. You jump the window. I catch you. You keep going I catch you before you can try to loop back to the window.
He's also good at traversing the map. And has add ons that give him built in tinkerer..Or seeing auras within 12m. He can know exactly where he needs to be with all seeing spirit
What matter is basekit killer, Pink add-ons are supposed to be good and/or heavily change how you play a killer.
Wraith with his last buff have; 1:Better than average mobility, still under all mobility killer. 2:Good at getting first hit when you get a survivor out of position. That's either because you made sure the survivor wouldn't see you until the last moment or he just didn't pay attention. Either way you outplayed them.
He's not too strong right now, he's good and that's it. On all the loop wraith can mindgame and get a hit while uncloaking, Bubba can do too and insta down, that doens't make him OP does it?
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@Sheldor said:
No. They are perfectly fine. Whenever a killer lounge hits his weapon anywhere in the map you should receive a hit.
Like in all those maps where you can jump out of the first floor and your hitbox extends 100 km into space and you still receive a hit even when you are already one full floor below.
That's a latency issue and 99% of the time on the killer's screen you're still or finishing the vaulting animation. Same when you drop a pallet and get hit, killer actually hit you on his screen.
We've had dedicated server for more than a year now and people still haven't understand that...
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/248127/general-consensus-on-wraiths-buff
I do feel they over buffed him..And that's coming from someone that enjoys using him. I felt he was in a good spot before they gave him back his speed boost out of cloak. There's some tiles/loops that should be safe, and be 50/50. But arnt because his speed boost makes up a large amount of ground quickly
He's good at getting M1 getting out of cloack, that's the only thing he's good at.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/248117/geez-its-march-19th-2019-again
I mean....A LOT of the player base are potatoes. Who dont understand counterplay to most killers or how to loop, etc. They're just proficient at crying on the forum and getting killers unnecessarly nerfed. And love doing it under the guise of things like "they're so boring to face !" In the relatively short time I've played this game. I seem to have a better understanding of the game then people with thousands of hours more then me. So they claim
Killer were on the weaker end of the game for so long that people playing killer had to get good to just get a 2k or even less. On the other hand survivor was so braindead for so long and you could escape relatively easily without knowing how to loop or counter each and every killer.
Imagine if survivor actually learned how to loop each tiles properly & learn to counter each killer. They'd still destroy any killer that are slightly under their level and wouldn't have a hard time against the best of all killers.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2163678#Comment_2163678
Don’t expect people complaining about survivor meta never changing to be taken seriously when perks that have potential to be good get nerfed and end up being niche. Pretty much every survivor perk killers have complained about since Inner strength has turned out to be just niche and lucky break is no different.
New Lucky Break is good enough to lose a killer for one chase on most map. If you can't it just mean you need to get better. On it's own it's quite decent, with Iron Will it's really strong.
A lot of survivor perk are ok on their own. Combined with other perk they can be good. Dance With Me can be mix with Lithe and/or Quick & Quiet and with that you can completely lose the killer on window with high wall like on plenty of main building, jungle gym etc.
Inner Strength is not niche. Break a totem early game, when you need to get healed you can do so on your own, no need to find an other survivor & take 16s to heal. Heck even on hook rescues. If the killer camp or tunnel, force a trade, get to heal yourself without any other survivor. & other situation.
Seem like you just got used to uber strong survivor perk and can't think out of the box to used some ok-good perk.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2163625#Comment_2163625
Dead Dawg is one of the maps that really shows it's made for its killer (and it's a shame so few people playing deathslinger make use of it on that map). Swamp is another example
Dead Dawg Saloon have 2 easy gen to do, main building is very very strong, plenty of breakable wall, most pallet are ok. If you don't waste your resources for no reason and know how to loop it's not that bad. It's slightly killer sided, nothing compare to how survivor sided The Game or Haddonfield is.
Both Swamp map are ok. They are on the bigger end so yeah when you do make the killer break 2-3 pallet in the same area you're gonna create a dead zone but that on the survivor. 2-3 good building for survivor that can waste good amount of time. They are no where near killer sided like some people say they are.
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@th3 said:
I played multiple games today with lucky break and it was trash. The timer ran out extremely quickly and the value obtained from successfully juking the killer was negated by having to run 3 perks the rest of the match. Even then quite a few maps have been coldwind and that was not as difficult but still irritating to use it.
All in all the timer is too short given that it decreases while you are healing ultimately making the perk run out extremely quick even when I successfully lose the killer.
I’d much rather it go back to pre ptb just because of how bad the timer is. It had potential to shake up the survivor meta but ultimate is trash just like 90% of the perks. Shame.
Most perk only truly shine combined with 1 or 2 other perk, especially on the survivor side and that's fine considering it's 16perks vs 4.
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Survivor playing stealthy with 0 or 1 hook while a team mate with 2 hook is getting chased. For the love of god, get your ass in front of the killer & force a 12hook. Being 4 survivor alive is way stronger than 3 and being 3 instead of 2 when there's still 2gen left mean you still have a decent chance of all escaping with the gate.
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@WexlerWendigo said:
They seriously need to not have half of dead dawg saloon be grass with almost no gens and no pallets/loops. Feels like the map wasn’t fully completed, and it’s extremely killer sided.
Dead Dawg Saloon have 1 quarter of the map where the killer will take more than 1min to chase and down 1 survivor (main building) + hang man gen who is also easy for survivor to do. Even completely open the main building is still strong. Other side of the street, like in front of killer shack/hang man, is also a decent place to run the killer. Being able to utilize all loop to their full potential and mind game the killer is key in this map. Oh and all exhaustion perk can be used in this map.
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@ItzPixelYT said:
Why is it designed to only work if the other survivor is being chased first, makes no sense when a killer is coming over to a gen and I decide to take the hit for someone else there who is 1 yard away from me and it doesn't class that as a protection hit...literally makes perks like MoM just frustrating to gain stacks
There wouldn't really be a way for the game to know who was the first target of the killer in that instance.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2156560#Comment_2156560
If you think this then you clearly don't know how coding works.
Funny enough, I might not code myself but looking at my friend code all the time when testing bugs in his private server of GTA SA, GTA V and other work, he keep them organized and when one particular thing doesn't work he take it out without affecting other random stuff.
How do you think BHVR was able to disable map if the map scrip was mix with other things? I guess they did some magic.
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@HollowsGrief said:
This window has always been a problem, it is way to strong and will likely stay that way. This dev team has no desire to fix unbalanced maps, I mean just look at what they did to The Game for crying out loud. They make maps and tiles like this because they either have no idea how strong they actually are or don't care, as for which it is who can say.
I guess it's because of their stats. The old The Game, I think, had a pretty good win rate for killer. The main reason being survivor, for the most part, NEVER bother taking a look at their surrounding and pre determining their path for any chase. So The Game being an indoor map & survivor being unable to see the next pallet/window mean they are horrible at running and lead killer to get somewhat easy game.
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@Lord_Tony said:
Anyone that says all killers are viable at red ranks never played trapper and it shows.
you telling me trapper can compete at red ranks like spirit and nurse? lol k
One could get rank 1 playing pre buffed Wraith & Clown or Legion. They either used to be C to D tier yet many like me managed to play them at rank 1 and I know many people who did Trapper at rank 1. Keeping rank 1 mean you know what you're doing, you're consistent & decent. Other rank mean nothing except that you play a lot or not. Of course you'll sweat playing old Wraith, Clown, Legion & Trapper vs strong solo or decent to strong coordinated SWF but that doesn't mean they're unplayable at red ranks.
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@TicTac said:
Was the overheat mechanic unneccesary? Clearly. But i think prenerf basekit billy would also struggle right now. The problem with current billy is that curving is not strong enough anymore. Im not an expert curver, but i think the missing addons are the problem and not the added overheat mechanic. They could have nerfed instasaw and crack billy without deleting every useful addon.
Exactly. They could have add the overheat kept most if not all add-ons but make them not stack or slightly nerf them. Voila.
A basekit killer should be decent or slightly under power and their add-ons should make them good. Oni, Executionner & Blight all fit that. Trickster is bad but his add-ons make his stronger/slightly modify him, same goes for Twins (her power sadly push her and make her a strong slugger but that's an other issue).
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2156447#Comment_2156447
But BHVR aren't the companies behind BFV. They're BHVR. And all other companies have failed where they've succeeded so their failures to fix bugs? Their lack of balance? It's clearly working.
To use a real example that happened Ubisoft have Disabled multiple characters in Rainbow 6 Siege some for weeks at time until the bug is fixed maybe we should steal business practices from Successful multiplayer genre's. (Stop excusing BHVR when the competition in their genre is worse then them (HSH devs) When their competition in other PvP multiplayer games is lightyears ahead).
Yeah just disable palelts alltogether. Or disable killers. Or disable lunging. What an amazing idea.
Also Your point doesn't negate his points as you are trying to (argue?) (convince yourself of?) the companies perspective when @BananaBlooD95 is essentially saying get your S together
I wasn't attempting to argue against their points because they hold no relevant to the topic. Do keep up xo
https://forum.deadbydaylight.com/en/discussion/comment/2156451#Comment_2156451
Then by all means look inside the spaghetti code, held together with blueprints and fix the chest bug or breakdown bug without removing Huntress' hatchets and making Trickster moonwalk whenever he throws knives, whilst now turning chests sideways. People "jokes" about the spaghetti code in this game for a reason- that's the very reason it's so buggy.
The thing about programming is you don't see what's wrong with it just by looking- there could be one semi-colon missing, or one thing indented slightly wrong, and the entire thing falls apart.
But if it's so easy- good news! BHVR are hiring specifically for DBD (or were until recently) and they pay exceptionally well for the development industry so give it a go.
But it isn't as easy as it looks, or sounds, especially with the blueprint base. Changing one thing there would genuinely break half the game. The foundation of DBD is made honeycomb and, as such, will break very easily.
Whether or not your script is clear or well written doesn't change the fact that you will never have 50% of X scrip (let's say X=chest) mix up with Trapper and the other part with Wraith scrip. You can't break hooks by touching Trickster's scrip, they are not related/link in any way shape or form. That's just not how it work.
But by all mean, believe that all and every scrip in DBD is mix together and it's almost impossible to change or add something (because let's be honest, adding or changing a scrip there's not much difference)
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2156061#Comment_2156061
Patch 4.6.0, March 30th
Patch 4.6.1, 14th April. Contained the following bug fixes:
- Fixed an issue that could prevent pallets from stunning killers under certain circumstances.
- Fixed an issue that could cause pallets broken with the perk Spirit Fury to leave a collision zone behind.
- Fixed an issue that prevented the Trickster from earning brutality points when injuring or downing survivors with blades.
- Fixed an issue that prevented the Trickster to earn Chaser Emblem points when injuring or downing survivors with blades.
- Fixed an issue that could prevent the add-ons Inferno Wires and Tequila Moonrock from increasing the duration of Main Event.
- Fixed an issue that could cause a small delay in the activation of the Wraith's post-uncloak speed boost.
- Fixed an issue that could prevent Decisive Strike from deactivating when a survivor unhooks another survivor once the generators are powered or the endgame collapse has started
- Fixed an issue that could cause Pyramid Head's power cancel animation to play while charging Rites of Judgement if the charge is quickly cancelled and restarted
- Fixed an issue that could cause the Oni to have incorrect rotation speed after hitting a survivor with a demon strike attack or after a demon dash.
- Fixed an issue that could prevent survivors from hearing the sound of the Blight's slam
- Fixed an issue that could prevent progress towards "Healthy Obsession" when healing the obsession.
- Fixed an issue that could prevent "Nerves of Steel" from properly tracking successful skill checks
- Fixed an issue that could prevent progress towards "Near Death Experience" if multiple survivors were downed during the match
- Fixed an issue where rank and pip changes in a public match are not correctly displayed in the Scoreboard if the user quits the Game.
- Fixed an issue that caused invisible collisions to block players on the side of exit gates in Red Forest maps.
- Fixed an issue that caused the Swamp maps to appears darker.
- Fixed an issue that caused the Survivor to be stuck between rocks after being hit by the Killer.
- Fixed an issue that caused the Survivor to be able to climb on a rock in Yamaoka Estate by using Dead Hard.
- Fixed an issue that caused Victor to pounce outside the map when facing the wall.
- Fixed an issue that made it impossible to have a full lobby when the Party Privacy is set to 'Public' or 'Friends Only.
- Fixed an issue where results screens sometimes do not correctly display rank and pip changes when a player quits a public match.
- Fixed an issue where a non-friend user that joined in a public lobby can then join the private lobby if both users have not backed out to the main menu.
- Fixed an issue with the "recently played with" feature which was not displaying players encountered during a trial.
- Fixed an issue that could cancel the Trickster's Main Event when activated with 0 blades remaining.
- Fixed an issue that prevented the Haste status effect's timer from displaying correctly when triggered by the perk Smash Hit.
- Fixed an issue that prevented the icon for the perk Smash Hit from displaying its activation state correctly
- Fixed an issue that could cause the Blight to collide with the lid of the hatch when visible and open.
- Fixed an issue that could cause survivors to become stuck in lockers when facing the Twins if hit by Charlotte when leaving a locker held closed by Victor.
- Fixed an issue that could cause the Trickster to remain stuck in the Main Event pose when performing certain actions just before entering the Main Event cooldown.
- Fixed an issue that could cause Victor to be able to pounce through vaults (pouncing over them is fine!).
- Fixed an issue that could prevent the Tricker's main event from ending correctly if the Aim Blade input is held.
- Fixed an issue that could allow players controlling Victor to see activated survivor glyphs.
- Fixed an issue that could prevent The Nurse from being slowed during her fatigue if stunned after or during a blink attack.
- Fixed an issue that could prevent Hex: Ruin from activating when a generator is no longer being repaired if one survivor is grabbed while another is repairing
- Fixed an issue that could cause the camera pan at the beginning of the trial to last too long
- Various crash fixes
- Fixed an issue that could cause the killer to not be able to pick up downed survivor on the basement stairs
- Fixed an issue that could cause the Trapper traps to clip in multiples places inside the Chapel stairs
- Fixed an issue that could cause the hatch to not open in the Gas Heaven's garage
With the exception of the Pallet Stun Bug, these were fixed.
Patch 4.6.2... doesn't exist.
Patch 4.7.0 has yet to release.
So... your point?
I like how the very first "fix" is still an ingame bug. And yeah one would expect major bug from 4.6.0 to be priority #1. Breakdown should be ez pz as it happen 100%. All they need to do is read their code and they will see what's wrong. Chest bug/key should also be easy, check the difference between the chest scrip with 4.6 and 4.5. Heck even the pallet one too should be easy. These kinds of bug only appear if you touch their respective script.
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@stvnhthr said:
lockers are broke too, killers can pull you out by standing beside them and even if they stand in front Head-On is broke. Deadhard is not working either, immunity does not kick in during the dash. So Deadhard, windows, lockers, and pallets are broke, but the killer mains keep crying about how unfair the game is because it is too easy for survivors.
Window & pallet vault have no issue. The small input lag+hitbox make some hit feel cheap but that's it.
Head On work as intended. Killer bait them most of the time and when they do it's hard to stun them.
Pallet stun are broken, from experience it work like 75% of the time.
Deadhard work as intended. The ping/input lag make it hard to use the immunity frame but it's still very strong to get the distance necessary to: drop or vault a pallet or vault a window.
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It depend on your emblem and rank.
No emblem=0 points
Bronze=1
Silver=2
Gold=3
Iri=4
To depip you need:
5 points or less in Yellow, 6 or less in Green, 7 or less in Purple and 8 or less in Red.
With 3gen completed you should get 3-4 points and few unhook+heal should give you 2-3 points. That's 5 to 7 points, staying alive 5min give you 1 point and 9min is 2 points. A 10s chase give you 1 point.
You must have ######### up really bad to depip, regardless of rank.
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@AhoyWolf said:
I think they should focus on improving the base game first before making this tool possible, but it does sound like an interesting idea!
They probably have a basic map creator to, you know, create map. Just polish it and give it to us.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2156129#Comment_2156129
Yeah, that can be a pain when playing Plague. I feel like there should be something done with her where it's less dependant on the survivors whether or not she can use her corrupt purge.
I'm ok with her having to kinda force survivor to cleanse like to unhook a survivor who's well placed between a 3gen or basement but the fountain's location are just bad for her.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2156072#Comment_2156072
Eh? Plague's a 115. I play her just fine as an M1 killer. I even run STBFL fairly often, as ill-advised as that might be. (She doesn't need many M1 hits if she uses her power, but Corrupt Purge offers her ways to get rid of the obsession without losing stacks, which is pretty useful to have.)
She's in a good position either way; either the team is cleansing enough that you're not limited to that one fountain way off in a corner, or they're not cleansing and they're all noisy one-hit downs. The sweet spot where she steamrolls is when you have fountains to spare and you find survivors that are fully infected.
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2156072#Comment_2156072
Plague is 115...
Yeah my bad I edit my last post.
Still having to reach some stupidly far away fountain hurt her and if survivor are smart they only cleanse when they need it so for the majority of the game, 66%-75% she's an M1 killer vs injured survivor
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2155920#Comment_2155920
While Swamp spawns are just ridiculous, overall I feel the fountain location is part of her counterplay. Good survivors know to cleanse in inconvenient areas, and the Plague in turn can leave those fountains be to force the next survivors to cleanse in more favorable ones. Now that denying her her power outright isn't really an option, the best you can do is cleanse at strategic times and locations. Not saying all fountains should be in bad locations, just that I think a mix of central and spread out is healthy. Plus, fountains at walls are last-minute godsends when they're close to exit gates or hooks.
Fountain location shouldn't be part of her counter play, she's already
110%(edit: 115%) movement speed so even if survivor don't cleanse at all she'll have a hard time. Also there's only so few situation where a survivor really need to cleanse, if they can cleanse at a ######### location for her it's just ######### bad for her.Hey wanna get your power? Get 10miles away for everyone and every gen to walk back at 115%, yay.
edit: point still stand, with 115% without more mobility it's a chore to get to your fountain.
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@GoodBoyKaru said:
maybe because they didnt release an update so there wouldn't have been a bugfix?
shocking, i know, but when the game updates is when bugs get fixed.
Patch 4.6.0 March 30, major bugs:
- No stun on pallet drop when the killer lunge
- Breakdown break hooks for the rest of the game
- Chest now have a better chance at giving keys than Plunderer's Instinct
Patch 4.6.1 April 14, fix:
cricket sound.
It's been more than a month and nothing is fix, except the palette stun which is partially solved.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2154748#Comment_2154748
Doesn't matter what Op is implying, killers just want easy games. It's all they want out of mmr, proven by the complaining when bhvr did their test.
Games as killer:
60%: You completely demolish survivor
10 %: Fair
30% You get demolish.
For me I just want more balance game. Being rekt isn't fun at all and demolishing survivor either.
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IDK I've seen some pretty long lunge & hit comming out of his power, like too long to feel right. I played him without add-ons and I didn't have a lunge as long as I've seen when playing survivor.
He got a buff in the last big patch & had a small lunge bug that got fixed recently.
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The worst map are:
Haddonfield : Houses are just too strong, car loops next to house are mindable but harder than your average mindable loop and there's also 3-4 god pallet.
The Game : There's like 10 god pallet and over 20 pallet on that map. I think I saw Otz or an other streamer with 26 pallets total, this is way too much.
For Haddonfield a lot of survivor just don't know how to abuse the house/loop & for The Game lot of survivor are potato in this map and run into nothing all the time. The stats
All Badham are bad for killer
Fractured Cowshed : Even with the worst RNG you can chain all tiles without too much troubble, if there's decent/good RNG even weak survivor will do well.
Rotten Field : Huge but doesn't have many structure. It highly depend on how well survivor can utilize those structure and how well your killer can deny them or patroll gen. Still bad for it's size.
Torment Creek : This map is as big as Rotten Field, have more structure, should be at least as bad as Rotten Field if not worst. Thing is I don't play often on that map so IDK.
Disturbed Ward : Big, really strong main building, decent to quite good looping near each gen. It's bigger than Rotten Field and have more loops.
Mother's Dwelling is by far the biggest map with 188sqT/12 032 m2 vs Disturbed Ward with 172sqT/11 006 m2 and Rotten Field with 160sqT/10 240 m2.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2155156#Comment_2155156
This map is quite literally nurse's heaven; it's her best map by a huuuge margin.
Demo is nice there, freddy is very decent (also best map possible for him), spirit is ok.
Unless you are playing against 5k+ average hours swf, it's overall one of the best killer maps.
The map is quite balanced actually. You have many mindable loops where most killer with an ability for looping can do well but you also have like 6god pallet/window where the killer have to break walls/pallet.
VS killer like Clown or Billy, stay in the class. Billy will have a hard time using his chainsaw in class and Clown won't be able to use his 10% MS speed bottle in addition to his slow down.
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People don't realize you can just close your client in the loading screen. Voila, the game doesn't stop because it start with 3 survivor.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2153956#Comment_2153956
Ghostface and Trapper can do well on that map. I play those 2 regularly. I got 4k by a deathslinger on there recently too. Im 'metally' fine btw, quite steely infact 🙃
Being able to win against potatoes doesn't mean the map is balance
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2154131#Comment_2154131
Wraith with add ons =/= Clowns lack of map pressure.
In fact, Clown still lacks pressure atm.
Clown was and still is better at looping.
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@[Deleted User] said:
Personally I disagree, I'd say most people play killer when playing alone because solo queueing is a nightmare. I do think survivors should earn bloodpoints for what their teammates do as well, so people who get chased the whole game can get points for objective and the people who sit on gens the whole game can get some boldness. I think it'd be a nice way to reward actually good teamwork
While it's suck to not get BP for being chased for 5gen, I don't want to give free BP to immerse player and those who don't do anything.
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House should be more open, like the Thompson House. Since there's more house and they are smaller, they need more doors (especially on the second floor) and the balcon should have railing. The house should be overall weak and their loop should be for the most part 50/50 with sometime a god window with a breakable wall that make the window really weak (like new Thompson House).
If house were a lot weaker it would help the killer a lot, anyway 1/4-1/3 of all the pallet on this map are god pallet.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2152471#Comment_2152471
I said 'generally regarded'. I've seen people flip-flop on whether Deathslinger should belong in A or B.
Even if you consider him to be in B, then that's still 4 out of 6. Over half, so my point stands.
It vary from C to A with him. Personally I don't see why he should be A when Huntress & Oni are A and way stronger than him.
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@Superyoshiegg said:
https://forum.deadbydaylight.com/en/discussion/comment/2152523#Comment_2152523
...Knock Out also gives the afflicted Survivor the Blindness status effect, which is probably what OP was referring to over the visual impairment for a few seconds.
No, he's saying he had the Blindness status effect for the entire match and Knock Out only give you the Blindness effect while in Dying state.
Hex: The Third Seal give you the Blindness status effect from the moment you get hit to the moment the hex is broken-> As long as the hex is there you're gonna have the Blindness status effect.
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@Superyoshiegg said:
make all 110 killers 115, why they so slow? no reason other than giving survivors a chance
You'll notice that all the 110% killers either have ranged based powers (Huntress, Deathslinger, Trickster), or their power is very effective in the right hands (Nurse, Spirit, Hag).
Five of those six killers are generally regarded as S or A tier. Them being 110% instead of 115% is for balancing reasons, otherwise they would be too powerful and make all the 115% killers such as Trapper, Wraith, Legion, Clown, etc redundant.
just delete keys
The problem with keys is that it allows the Survivors to jump in the hatch immediately. In my opinion, the only change keys should get is some sort of unlocking animation that takes a few seconds.
bring back hatch grabs
Do you want hatch standoffs to return? Because that is how you will get hatch standoffs to return.
when the killer has the entity blocking them from leaving through the exit gate
You realise the Entity is always blocking the Killer at the gate, yeah? It's not something that sporadically occurs because of a perk.
5 of those 6?
Nurse, Spirit are S+, no doubt.
Huntress and Hag are A.
Deathsligner is B and Trickster is D (maybe C with his buff)
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@Nebulaewaves said:
Has anyone else has noticed that when a killer hits you with the perk knock out on that the blindness lasts the rest of the match? It doesn’t seem like that should be happening based on the perk description. Is this a bug or something I was unaware of?
You sure it's not HEX: Third Seal?
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@unluckycombo said:
Tbh, I actually don't mind the Billy change. (There were a lot of his add-ons that needed to go, even if he could use some help now) and while overheating is crappy, I definitely think it's not the worst. I think the biggest issue is just saw inconsistency. I can't tell you how many times it looks like Billy should have gotten a saw hit, and he just... doesn't, be it on Killer or Survivor side. Heck, I had one game against a Billy as Survivor on new Meatplant, running on a safe loop, and he should have landed like... three saw hits on me, but the game just didn't give it to him. (Wasn't a latency issue on my end either, I play at 60 ping, and he wasn't getting any wild latency hits). It got to the point where I just felt bad and gave him the kill, because he had deserved the down.
Idk, I don't know if it's something with animations or hitboxes, but I think between that and bad add-ons, and the fact that so many Killers can do what Billy does, but do it either better or more variety (After all, he was the original quick boi- now we have Blight and Oni) and with him being so old that many players who have been playing for a while have probably had their time already with Billy (and again, Killers that do the same thing available), and I think it's just hard for people to play Billy these days, or try to pick him up.
With Billy it's so hard to insta down with his nerf, you're mostly an M1. Blight have a strong base power and strong add-ons. He just do way better than Billy because he can actually use his power at loops unlike Billy boy.
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It all depend on the killer you're playing, your skill with him & the survivor skill.
EG: you can be really good with Clown but if you play against good survivor you're still won't be able to get a 12hooks
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@unluckycombo said:
Keys aren't the issue, it's just the spawn rate bug.
Trust me, I want it fixed ASAP too- I miss being able to run a decent chest build on Survivor...
Well at least 25% of my games I have a survivor who start with a key and 90% of my games survivor find a key in a chest, sometime 2. Do 4 gen, wait till one survivor dies if the game doesn't go well then find hatch and leave, wow.
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Spies only shine in indoor map as it's really hard to see bird flying behind a wall. Personally I never seem to notice crows on indoor map because there's so much stuff already.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2151564#Comment_2151564
https://forum.deadbydaylight.com/en/discussion/comment/2151447#Comment_2151447
https://forum.deadbydaylight.com/en/discussion/comment/2151564#Comment_2151564
Just a theory I have, but I believe they cannot just disable any teachable perk due to the adapts and achievements/trophys on the consoles.
I believe they can't submit changes that would prevent those from unlocking in any way, both Sony and Microsoft are big on that.
It's also why changes to keys and the hatch will take so dang long to be done. Maps and add-ons aren't affected in this way, and could be switched off much easier.
My theory though, but it fits.
There are achievement related to escaping each and every map.
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@WiiFitTrainer said:
https://forum.deadbydaylight.com/en/discussion/comment/2152126#Comment_2152126
It's not even worth it during chases most of the time. The regular tonic is more useful at area denial than the negligible speed boost you get at loops with yellow bottles. Sure you can say "just use both" but you can literally get the same hits with 2 tonics and not have to bother with the timing of yellow bottles.
The only time I've gotten any consistant use from yellow bottles was catching up to shift w players in the open. It's nice to be able to throw a yellow down, then hit them with tonic so you can get the best of both worlds.
Exactly. His Antidote take too much time to give the 10% boost and last for so little.
He should get 5 based bottles & the Antidote should activate way faster and give 15% speed boost.
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S+: Nurse then Spirit slightly behind, both S+ no question about that
S: Blight: Strong power & strong add-ons, weaker than the two in S+
These are the only killer that can do well vs coordinated SWF with strong perk
A+: Hag: Not many know how to play her well but those who do barely have to chase but harder to play & weaker than Blight
A: Huntress & Oni: Both have strong snowball potential, I put Huntress above she's stronger than Oni without his power and even with he barely have more snowball than a good Huntress. From the little I've played with both Oni is easier to take in hands.
New Freddy: Need to set up his Snares because in chase he will be slow down enough that on some loop it's not really worth placing. He doesn't need add-ons to do good and his power is still good.
Piramid Head: No movement ability unlike the other but can hit through wall, strong in chase-> can bait pallet & window or hit survivor anyway. You can dodge his power but it's not that easy depending on your position vs him.
A-: Bubba eat pallet for breakfast, can even down on T&L, destroy survivor who doesn't respect his power or his timing. His big downside is map pressure but he's a god at camping a survivor and is really strong in a 3gen situation.
Plague: While she's a 110% killer, she force survivor to play injured or they give her some pool. While some argue you can play injured all game, you kinda have to Cleanse if there's someone in basement, she have a well placed hook & everyone's injure etc.
These killer will do well even against good player, I'd argue they only struggle vs well coordinated SWF with strong perk
B+: Demo have decent mobility but need some set up. With Shread he can force early pallet or get a free hit & when played well window are unsafe against him unless you have enough distance/weird angle.
Doctor: Good anti loop when you know the timings, can get a lot of easy hit that way. Have a weak slowdown that also give survivor's location.
Billy have great mobility but struggle to insta down even when played well vs decent survivor. He's an M1 115% killer with strong mobility. If he had better add-ons he could go back to A/A+ with slightly different gameplay.
B: Wraith: Good mobility, free hit, can do well with his power on mindable loops.
Deathsligner: Good 1vs1, trash mobility.
B-: Clown: With both his bottles he can get hit on some loop that usually favor survivor. He can't afford to miss his bottles.
I think these killer rely on some good perk to do well but they can struggle vs good 2swf/solo.
C: Legion: He struggle to use his power properly on big map and even on indoor map like Lery/The Game you need to know the layout or you'll waste some precious time, School is a W simulator so he lose lot of time too. He rely on survivor not splitting, wasting pallet & not knowing how to loop properly to do well.
Miers: Funniest meme build of the game. Sadly he rely on survivor having bad awareness & not blocking line of sight properly to get his power quickly.
Pig: Her dash is no where near as strong as Clown's bottle or Doctor's Shock and if survivor hold w it's completely useless. Mostly an M1 killer with inconsistent RBT. Some nasty add-ons combination but overall the killer is weak.
They struggle unless survivor do ton and I mean ton of mistakes.
Inconsistent: I think Ghostface is around B, B- because he rely too much on cool-down add-ons. I placed him here because his power is so inconsistent it's not funny. Get reveal through wall and sometime he's in the middle of your screen and you don't reveal him at all. His power can give him some easy hits. As for one shot it depend on the resources around you when you get exposed and how well you can loop.
Trapper: At windows you kinda have to place your trap perfectly, at pallet you have to place them well. Heavily rely on survivor not seeing where he put his trap, don't pay attention to how he takes loop (it can easily indicate there's a trap nearby), rely on survivor not paying attention to the ground. He can amazingly snowball pretty well in a basement situation or other situation but he's mostly weak, more like B- or C.
These killer are inconsistent. The former can do well in the hand of a good player as long as he doesn't face really strong looper but his power is broken. The latter heavily rely on survivor not paying attention to how you loop & not being careful enough.
I took a 1-2month break when The Twins got out, I think I've played 5 match against her and barely saw any stream/video. As for Trickster he's obviously D tier with the current patch. Rely too much on survivor being potatoes and not trying to dodge his knifes. I haven't followed the PTB much.
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@Kira4Evr said:
What I would change to Deathslinger? I would remove so you don't get injured when the chain breaks
He have a 4s stun plus 2.75s reload+ slow movement when reloading. If you remove the damage on broken chain you have to reduce the cool-down to make it fair.
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@Airless said:
Just increase the ads time to 0.35 secs. I'd also allow for his chain to reach 20 meters, and landing a spear more then 15 meters aways increase the health of the chain. This punishes the annoying part of slinger, and rewards actual skillful shots
I like the idea of pushing him toward more ranged shot but he has a 4s stun if you break the chain and this is a long cool-down considering you'll have to reload adding 2.75s + slower movement giving effectively more than 7s for the survivor + the free speed boost.
