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  • @Boss said:

    Also: Shorten her height?

    @TheClownIsKing had a conversation on this, i believe? (Sorry again for tagging you if you weren't the one saying that.)

    I'd personally rather them make her good enough in other areas to work around her hindrance of tall height than changing it.

    Kind of like instead of making every single killer 115% move speed I'd rather them make the slower 110% killers good enough to warrant their slow speed. Diversity in the killers is nice in my opinion.

  • @Hoodied said:

    So I like some of these, except the Infection cannot be cleansed

    but I do recommend changing the spelling error in the ping related issues as you spelled "now" instead of "not"

    If we didn't add the prevention of cleansing during corrupt then they would all just cleanse at the same time crippling her entirely. How would we solve that issue if not adding this stipulation? To me it makes being infected slightly more dangerous as you could put off cleansing too long and then someone else uses it up, preventing you. It may make you want to cleanse earlier to be safe.

    "but I do recommend changing the spelling error in the ping related issues as you spelled "now" instead of "not""

    Appreciated, I missed that.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737770#Comment_1737770

    "Wrong. Unbreakable or possibly Soul Guard depending. Also he did not specifically imply ALL survivors. It could be 1, 2, 3, or 4, of which there are many more solutions and they have not lost."

    You get one use of unbreakable and if there's no hexes left or in the game at all soul guard is mostly useless for countering slugging. So, it's still a fact that if you slug all 4 survivors you win. Neither of those perks change that reality. Sorry to break it to you.

    "Saying when you slug survivors they can't win is complaining. Especially when it's in fact not a true statement."

    "People can say they don't intend to do something and then still do it or simply not realize they're doing it. These are not mutually exclusive."

    Wrong. You can talk about things within the game that lead to losses without it being complaining. DS, BT, and Deliverance have caused many killers to lose a game during endgame collapse. Am I suddenly complaining about them simply for stating that? No.

    To say this post comparing slugging to a real world equivalent means the OP is complaining about slugging is wrong. Sorry.

    "You get one use of unbreakable and if there's no hexes left or in the game at all soul guard is mostly useless for countering slugging. So, it's still a fact that if you slug all 4 survivors you win. Neither of those perks change that reality. Sorry to break it to you."

    One Unbreakable x4 and saying you only get one and then it's gone is being either extremely disenginuous or not understanding how high levels matches go. Eating Unbreakables like that loses you the game so saying it's then used up is irrelevant. It also isn't completely gone as you still keep the very fast recovery to help teammates pick you up. Soul Guard is also not useless even if we assume they aren't running a hex as when picked up up you are getting the BT effect. So no, slugging all 4 is not an automatic win and as I already stated before, he did not say it was all 4, that is your assumption.

    "Wrong. You can talk about things within the game that lead to losses without it being complaining. DS, BT, and Deliverance have caused many killers to lose a game during endgame collapse. Am I suddenly complaining about them simply for stating that? No."

    Your statement and his are not synonymous. His statement was a very inaccurate exaggeration, yours was not. The inaccuracy and exaggeration is what makes it complaining.

    "To say this post comparing slugging to a real world equivalent means the OP is complaining about slugging is wrong. Sorry."

    Because that isn't what I'm saying. You are misunderstanding.

    His comparison to a real world equivalent is not what makes this post complaining. His statement about slugging being an automatic win is what makes it complaining.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737722#Comment_1737722

    If you slug all the survivors they lost. They cannot win. That's a fact. It's not complaining. Complaining is saying something is wrong or shouldn't be allowed within the game. "To be clear this isn't a post to shame people for slugging." I think you may just see a post about slugging and immediately feel the need to defend it lmao

    "If you slug all the survivors they lost. They cannot win. That's a fact. It's not complaining."

    Wrong. Unbreakable or possibly Soul Guard depending. Also he did not specifically imply ALL survivors. It could be 1, 2, 3, or 4, of which there are many more solutions and they have not lost.

    "Complaining is saying something is wrong or shouldn't be allowed within the game."

    Saying when you slug survivors they can't win is complaining. Especially when it's in fact not a true statement.

    ""To be clear this isn't a post to shame people for slugging.""

    People can say they don't intend to do something and then still do it or simply not realize they're doing it. These are not mutually exclusive.

  • It's implying that slugging is uncounterable. "makes sure they can't win"

    That is complaining.

  • @Kolonite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1737705#Comment_1737705

    I hate to break it to you, but the title also isn't complaining about slugging.

    "As they play for sometime the NBA player realizes he is headed for a loss and makes sure they can't win against him by immobalizing them."

    Is that more clear?

  • Literally the title of the post.

  • If people played both sides at a high level they wouldn't be complaining about slugging. Telling someone not to slug is telling them to just lose the game. Against good survivors you have to slug, tunnel, or camp if you want to win. Most players opt for slugging as it's the more fun for everyone of the 3. Not to mention there are a multitude of strong anti-slug perks that are literally meta, so it's not like you're even giving up good perks for them. If you win as a killer without any of those 3 things you were just way, way better than those survivors or they were playing like potatoes.

    When people complain about slugging it just tells me they don't play killer at all.

  • This is gonna be a constant disagreement by most people. I say this because to me "balanced" means that they can go toe to toe for a fair chance of winning as a top tier killer player against a group of 4 top tier survivors of equal skill. Very few killers meet this criteria in my opinion.

    I'd only say Nurse and somewhat Spirit fit this criteria.

    Most peoples definitions of "balanced" are going to be different which is why this is a tough topic to agree on.

    I think a lot of people see "balanced" as an equal amount of counter play on both sides. Unfortunately when you get killers to that level of counter play they're weak against "good" survivors. Gen speeds are in a state where you simply don't have the time for chases longer than 15-20 seconds tops. To put this in perspective you could literally not loop anything and just run in a straight line and waste probably more than that much of the killers time. I guess I'm just pointing out that there will be a difference in opinion of whether we're talking about "balanced" in general for the average player or "balanced" in terms of top tier players. I reference top tier players for my personal "balance" criteria as that's what I'm dealing with. A killer "balanced" for average survivors will get dunked on by top tier survivors.

    I could see an argument for Blight, but to me until he gets his post rush lunge "flick" improved he is still too counter-able for really good survivors. I still think he is very strong, I just don't think he quite fits my definition of balanced just yet. He's close though.

  • You mean besides the fact that it requires two perk slots for the them to work, extremely high risk as you could have them removed immediately if you don't get lucky, has multiple counters, and does absolutely nothing unless the killer is really skilled at pressuring the survivors effectively?

    Ruin/Undying is literally the epitome of the type of design where a cost/downside/requirement/skill component is taken into consideration.

  • @fixdeadhard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734444#Comment_1734444

    This is not generally agreed on, and contradicts the released stats.

    It is by the high rank/high hour community and just simply most people in general that have a decent amount of time into the game. As already said, those stats are flawed for a multitude of reasons.

  • @List_of_concerns said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734486#Comment_1734486

    Interesting.

    When it comes to the issues found in solo queue, there are many contributing factors. Due to the phrasing of the OP's question, we're forced to compare the current state of solo queue to previous patches and meta(s). I wouldn't be so quick to dismiss the current meta (Undying + Ruin) when it's half of the equation.

    While I completely agree with your stance on the ranking system, I can't deny the strength of newest meta. That's simply the nature of metas. One meta cannibalizes the other, but only if it's stronger than the previous meta. Undying + Ruin is heavily influenced by RNG, but when it functions favorably for the killer, there's no doubt that it's a strong combination.

    I brush it off because people exaggerate how bad it is. Many times we finish the match and never even cleanse it as it is quite easy to finish gens with it still up.

    Even still there are a couple anti-totem perks you could run or use a map to counter hex's. The counters are there, just no one uses them. Ruin/Undying just isn't that oppressive to me at all and that's even assuming the killer gets lucky with its spawn and it stays up which is the best case scenario when it could be much worse. He's also giving up 2 slots for it.

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734773#Comment_1734773

    I don't want to spend money on a specific character just to get a counter to a situation that could be solved in other manners. For the meta opinion, actually forget what I've said I've been playing for 2 months and this is the only meta I've experienced so I don't really have enough knowledge about how the game was before.

    That's understandable. I think you'll actually find as you play more and get better that many of those camp or tunneled situations can be solved without needing those perks and simply through out playing. Yeah there are times you get face camped and you couldn't have done anything at all, but those are pretty rare.

    I for example don't run those second chance perks or Kindred generally and don't have any issues with camping or tunneling.

  • @notlonely said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734736#Comment_1734736

    I'm tired of seeing nobody coming for me because they all think someone else will. Also people that save me when the Killer is rIGHT IN FRONT OF ME.

    Additionally, the meta right now is decent. Survivors have fast gens and Ormond, Killers have Freddy and Hospital offerings with Hex perks.

    You running Kindred or DS fixes that situation you described.

    I'd say the meta is pretty terrible right now. Most hex perks are awful and I don't really see how one specific map and killer have anything to do with making it a decent meta.

  • I think you underestimate how much of a buff that would be to survivor. That would make every group hyper efficient on gens in a current meta where gens already go too fast.

    What is your reasoning for wanting it base kit?

  • @Raz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734717#Comment_1734717

    argue with me and dont write a empty text. if you cant argue stop talking about balance simple. have a great day

    Trying to rationalize with someone already known to be irrational wouldn't make much sense would it.

    You mention many game mechanics in a way that illustrates that you don't understand the game at a fundamental level. This is why I can already tell you're a newer player. People with more experience don't think a lot of those things.

    Want to prove me wrong? Link your profile

    You've already come at me extremely aggressively with insults and name calling. Why would I assume there would be any constructive conversation to be had here? Insults like that are against the forums ToS.

  • @Raz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734641#Comment_1734641

    And im saying that is not a thing anymore.. so why do we even discuss about it? Devs made rank reset from 10 to 5 just for killers.. now every trash player is a rank 1 and gets demolished. so please lets first talk about serious issues before saying "survivors are still OP" or whatever.

    why didnt you talk about the amount of dead ends on maps?

    Bloodlust, Aim detection, 90% unsafe pallets in every map, the potatoes in red ranks, the hitbox 3x bigger then the actual models of survivors, the garbage dedi server to give killers undeserved hits?

    why are you just talking about YOUR side, and im sure you're a killer main who is entitled to his opinion.

    go play a little bit survivor, play on killer sided maps with potatoes who just hide also play against a mori and iri head using huntress.

    before even talking about balance play the other role, i dont see any issues playing killer nowadays the only time a killer is struggling its because a cordinated team what is barely the case.

    i know what im talking about, im a Huntress & Nurse player and 90% of my matches i get my 4K with 2-3 gens left.

    stop with the entitledment and be serious, how hard is it to play killer?

    i tell you when you have a hard time

    -4man swf on comms, + Ormond offering + key + meta perks

    now tell me how many times do you get that? 1x in 100 games probably.

    not only that.. killers who are supposed to be rank 10 get boosted by rank 1 potatoes who are supposed to be rank 15 and as soon the killer gets some good players he comes to the forum and whines and cries how unbalanced the game is... yeah sure bud.

    if you win 9/10 matches easily and start complain at the 10th game because you lost.. sorry but that is nothing else then entitlement.

    "OMG IM THE KILLER, THE POWERROLE, I NEED TO 4K EVERY SINGLE GAME DOESNT MATTER HOW MUCH MISTAKES I HAVE DONE, DOESNT MATTER, EVEN WHEN I CHASE A SINGLE SURVIVOR FOR 3 MINUTES I SHOULD STILL HAVE TIME TO WIN"

    that is the entitletment of killer mains and dont even try to prove me wrong these are facts.

    Killers have nowadays so many advantages as i mentioned Bloodlust, unsafe pallets, smaller maps, insta downs, moris, soloQ full with potatoes, aim detection, dedi servers, hitboxes 3x larger then the actual model etc

    so please.. stop with this BS. learn the game, git gud and accept it when you lose 1 time out of 10 matches.

    Woah buddy relax.

    I probably have more hours at rank 1 on both sides than you and all your friends have combined. Based on a lot of these opinions I think you need a few more hours into the game. There is just way too many wrong statements in this post to unpack.

  • @Raz_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1734633#Comment_1734633

    something like that doesnt exist anymore since ranking is so easy that every potatoe reaches red rank.

    if that really exists im really wondering where all the good survivors are in my soloQ games.

    The statement was referencing good solos vs swf. It was not referencing the average group of solos vs swf.

    Those are two very different things.

  • Wrong. A good group of solo survivors is still the power role.

  • The issue in solo queue right now has nothing to do with Undying/Ruin.

    What is making solo queue rough is a broken ranking and rank reset system. It is piling survivors up at ranks they have no business being in because it's way too easy to rank up and extremely slow to derank.

    IE on average your teammates are much worse now because generally you're much more likely to get teammates that really aren't as good as the rank it says they're in. So like it says you and all your teammates are rank 5 which is why you're facing a rank 5 killer but in reality your teammates (and possible yourself) are more realistically rank 10 or worse in skill.

  • The game isn't even remotely killer sided. This is generally agreed upon by all the high hour/high rank community. Survivor is still very much the power role.

    Solo survivor is also not unplayable whatsoever. I play strictly solo and win the vast majority of my games. I also don't run almost any of the meta second chance perks either.

    You are also putting way too much game balance interpretation into those statistics that are flawed for a multitude of reasons. They make killers look much stronger than they actually are.

  • @Chrisko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1733024#Comment_1733024

    Yes. We know all the selfish reasons for doing this behavior. Thanks

    Specifically doing it only when it won't harm your team...yeah..super selfish...

  • If it had a range requirement like DS it would be worse than some of her green and yellow addons imo.

    I'd rather just make it not stack with hatchet increasing addons so you are literally only able to ever have 1 hatchet. That seems completely fair to me.

  • Better chase perks. Most our current chase perks are pretty lackluster.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/1733229#Comment_1733229

    Its been a while since i used it. I can definitely see why they made that change tho. Imgine having 3 stacks with clown and not losing any while spamming bottles at a survivor especially now that throwing them has 0 penalty. And then now bubba with his charges would be gross.

    That wouldn't really seem like an issues to me at all. You wouldn't end up with much of a net gain when you look at how much time you'd waste doing that.

  • They made that nerf at least a patch or two back.

  • Generally tbagging (the crouch spamming), spamming loud noise notifications from fast actions and using a flashlight to clicky clicky at the killer is considered toxic by most people. It serves no game purpose other than to be annoying and try to make the killer angry.

  • I wait and attempt the kobe's right before I'm about to be saved because I want to work towards finishing the self escape achievement. I wait till I'm getting saved because I don't want to risk killing myself and ruining the match for my team with those attempts.

    It's unfortunate that some people just assume you're trying to be toxic.

  • Something to note as well in speculation is that you can hear in the video by her footsteps that she is running on all 4's, not 2 legs. Something that may sway some ideas.

  • People don't want compensation for playing an un-fun game, they just want to play a fun game.

  • The hate of slugging is just irrational. I'd always rather be slugged as it gives me a second chance at life. No difference between sitting on a hook or sitting on the ground other than a potential second life on the ground and something to do.

    As long as the hatch remains in its free escape state the killer has no choice but to slug for the 4k. Blame the people leaving the mechanic as it is if you don't like 4k slugging. That isn't the killers fault.

    This is also not even getting into the myriad of anti-slug counters that exist.

  • No, Plague needs help, not nerfs.

  • Don't really see the match. That said, can't wait for a siren esq killer in an underwater cave map!

  • Freddy is the easiest by quite a large margin in my opinion.

  • It's barely at the decent level on a few specific killers with it still being mediocre on most the roster. it definitely doesn't need nerfs. I'd be closer to buffing it before nerfing it if we were forcing a change.

  • My excitement level depends on if it's primarily just graphical or if they are actually addressing its balance issues as well.

  • @Holylock said:

    https://forum.deadbydaylight.com/en/discussion/comment/1730050#Comment_1730050

    hemmorrhage should work like bloundhound at least. it´s not great but can have a small value from this.

    That's actually been my suggested change. Bake the Bloodhound effect into Hemorrhage and make the new Bloodhound show blood auras at a very small range.

  • It's an idea. The status effect (hemorrhage as well) has become related dated and just doesn't do enough. They need to improve them some how.

    They could also make it hide the bottom left potraits so you wouldn't know who was hooked/injured/downed etc unless you manually see them.

  • I haven't seen a cheater in at least a year or two and I play insane amounts. Most these posts are newer players that mistake perks/addons/generally being unobservant of their positioning and scratch marks for someone "cheating".

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729767#Comment_1729767

    If you want to back this up I can give you an actual person who never touched a cigarette in his life and still died to lung cancer

    You missed the literal entire point of this post.

    Smoking causing lung cancer is not the same thing as smoking is the only cause of lung cancer. You are conflating the two.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729818#Comment_1729818

    Ok, you’re right. I didn’t explain my points as best as I could.

    We’ll use a meta example: Ruin doesn’t mean anything if the killer fails to pressure gens (I know you know this. I’m not being patronising. Promise). But a killer that takes it a step further and starts thinking about how Ruin alters survivor behaviour and anticipates it, I.e. the urgency to return back to a gen that had significant progress on, that they were previously chased off of, is highly usable information for the killer.

    So Ruin only gets its active/surface level effect from pressure, but survivors (until the Hex is cleansed) will “counter” that, and stop Ruin actively hindering them by doing all they can to get back on a gen. This is absolutely behaviour a killer can take advantage of.

    I'd agree that's a much better example lol. I don't mind the wording, I have a really bad habit of coming off as patronizing in my wording as well.

    I think we can also apply this to things like DS, BT, Unbreakable etc. People tend to see them as being situational (even though they're not), because they only see them activate once every couple games. However, all those games that they didn't activate it was because the killer played in a specific (non optimal) way intentionally to avoid them from activating. IE your point in that they are giving you value that many don't realize.

  • Dragon's Grip is probably a bad example. Most people will still be sitting on a gen regardless. There's too many pallets and windows to be worried about not being in range of one in time.

    The Hex note is also not quite accurate as it's assuming they wasted time looking for it. 90% of the time the spots are hidden so bad you just run into it while walking towards a gen anyway.

    Perks don't matter because skill is what wins games?..yeah but by that logic why ever talk about another perk for the entire existence of the games life because skill is what matters. That's kinda a superfluous statement.

    I get what you're trying to say and it's a decent point I just think you're making quite a stretch with your points and examples.

  • So by this reasoning if I can find you someone who smoked their entire life and didn't get lung cancer that now all the doctors in the world were wrong about smoking causing lung cancer?

    Is this really what you want to say?

    Just because I can get 20 4k's in a row with wraith at rank 1 with no addons doesn't mean Wraith is strong. He is weak.

  • I'm also not necessarily saying all perks need downsides or negatives. I think it's more of a sliding scale.

    Some perks are very situational, so they rightfully so need to be very strong in the situation they do arise. While other perks are not situational at all, happening many times a game and consistently, which is why these perks need their effects to be much weaker.

    In this same sense, most the second chance perks (or Exhaustion ones for this conversation specifically) are some of the strongest effects in the game while simultaneously being not situational at all and happening many times every single game consistently. So you can see why this is a mismatch with the balancing philosophy I posted above. Since they completely ignore the balancing and just get the best of both sides they need some sort of checks and balances such as downsides or requirements.

    IE we need downsides or negatives specifically for perks that are overly tipping the scales of balance compared to the rest of the pool to even them out and not that all perks just in general need these criteria.

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729351#Comment_1729351

    Just to be curious how would you change it to make it more fair?

    They could do it a few different ways.

    One way is giving the Exhausted debuff a negative. Something hypothetical like louder breathing while Exhausted.

    Another route is not touching them at all and simply adding more counter play. IE more killers having Exhaustion addons or new Exhaustion causing perks/improving the current ones we have to be actually decent.

    I wouldn't take either of these routes literally, but more as a general concept of the point I'm trying to make. In essence both these ideas would be looking to add potential risk or downside to running an Exhaustion perk. When you're picking your perks running an Exhaustion one would be a consideration where you're weighing the pros and cons or deciding if the possible downsides worked with your build. Currently there is zero reason you would ever not run an Exhaustion perk if you were wanting to actually win. To me that is a sign of flawed design if there is no decision to be made and it's just an auto pick.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729313#Comment_1729313

    It's honestly irrelevant to your argument anyways. Give me the drawback of lightweight. "YoU HaVe tO rUN to Use It, tOP tIeR sUrviVors oNly waLk".

    Even if botany knowledge was a 1% increase to healing, that's still an advantage from a perk with no drawbacks. The only cost is opportunity cost.

    "It's honestly irrelevant to your argument anyways."

    I didn't bring it up.

    "Give me the drawback of lightweight. "YoU HaVe tO rUN to Use It, tOP tIeR sUrviVors oNly waLk"."

    Why are you even mentioning this? We've already gone over this. Not all perks have downsides to them.

    "Even if botany knowledge was a 1% increase to healing, that's still an advantage from a perk with no drawbacks. The only cost is opportunity cost."

    The cost here is by using the perk you are committing to healing more than if you didn't bring it. That is a cost.

    I thought we were gonna agree to disagree? This is going no where.

  • You can win quite a lot of games even at rank 1 playing cleanly, but it's just because of a multitude of messed up systems piling people up at ranks they don't belong in. IE you end up playing against a lot of bad players even at rank 1.

    When you go against actual good survivors playing cleanly loses you the game. You can't play that way and win if they are playing optimally. That's part of the issues people have with all the second chance perks that force you into a lose/lose scenario because if you're against actually good survivors you can't afford to play around them. Eat the second chances and lose, or don't slug/tunnel/camp and lose.

  • @YehBoiGoku said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729298#Comment_1729298

    The guy hasn't even seen the video and is assuming they are meming. I would much rather not argue with such an ignorant person if I were you (they are like flat earthers when they prove earth is round but then proceed to say it is flat).

    You really should actually watch the video if that's what you gathered.

  • @DaKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1729305#Comment_1729305

    I play against the teams that played in Hexy's tournament on a regular basis. I've beaten pretty much every popular streamer on the NA servers. So if those are not top tier, I don't what is.

    Most the players in Hex's tournament weren't very good bar just a few teams.

    "I've beaten pretty much every popular streamer on the NA servers. So if those are not top tier, I don't what is."

    How many times could you have possibly faced them to have developed an opinion that they can never get away with not healing? Really that many games? Also, were they solo queue'ing? That makes it not mean nearly as much if they had bad teammates pulling them down.

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