Blueberry
Blueberry
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/474614#Comment_474614
@Elegant The current DS also works when you don't tunnel at all, but simply down the survivors fast. DS really needs to de-activate when another survivor gets downed/hooked after the DS user got unhooked. As it currently is, in a lot of cases DS punishes killers for playing well.
THIS +1000
Seriously my biggest issue with it. People like to say, just don't tunnel, but that isn't accurate. I get hit with this perk quite frequently and I don't tunnel almost ever.
Instead of an anti-tunnel perk it's currently just a 60 second immunity perk. Either the time needs to be reduced to like 45 seconds or as you said de-activate as soon as a different survivor goes down.
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As we know, some perks cannot be reworked, nerfed, or buffed at the moment, but why?
Certain survivors are louder,smaller, or harder to see than others and those are small advantages but they are still just skins. Having small advantages to them doesn't make them more than just skins. When people say they are more than just skins it is implying they are a different play style and those slight advantages don't really give that. Yeah you could maybe stretch it a little and say I'm gonna use a chick if I wanna play stealthy because they're smaller but I wouldn't say that's enough to justify saying they're more than skins.
Also, you say "some perks cannot be reworked, nerfed, or buffed at the moment", but only list NOED and nothing else. I think NOED can absolutely be adjusted and almost all other perks as well. Give me some examples of other perks that can't be adjusted and WHY more importantly as I disagree.
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@gantes said:
All the other perks to slow the game down are objectively worse.
With Thanatophobia, you need 4 injured survivors to slow down a generator from 80 to 95 seconds iirc. Sloppy Butcher is only for healing.
Discordance falls flat if people play optimally and don't repair generators together. Devour Hope is a gigantic gamble and makes the game even more snowball reliant. And I don't think recommending noed to become a better player is even reasonable.
Ruin is the most reliable way of slowing the game down, even if it's, well, not reliable. I have seen very few players, even among streamers, who hit greats literally all the time. For each good skill check you hit, you lose ~4s. If someone activelly looks for the totem, the perk already paid for itself, because anything that takes survivors off generators is a blessing, even if for 30ish seconds. Even if they hit all greats they're still losing time. The flat amount of time it saves you merely by existing is worth a perk slot by itself, especially because killer's aren't exactly stacked on powerful perks. There are good perks, but when you compare it to survivors there's a lot less versatility. The opportunity cost for running Ruin is negligible when compared to the opportunity cost for survivors when choosing their perks.
It's not reliable but it's the best we have. Other options are either downright weaker or even more reliant on survivor mistakes.
+1 Basically this.
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This would be my fun tier list. Plague would be in either S or A for me.
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I still think even a base nurse with no addons is better than "almost" any other killer using their best addons and still broken. She can be countered, but it is extremely dependent on what map you got and is only really jukable on certain areas of the maps. It is a highly limited counter. Her auto aim lunge is what could be reduced and then I think she'd be fine.
Yes with addons she is just completely broken and they are an issue, I just don't think that's her only issue.
She also comes off as more broken because of poor map design. The maps general favor her a lot bar just a couple. If maps were designed more for stealth she would inadvertently be weakened quite a bit.
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@SlinkyJinky said:
- Brown ranks need to be restricted to matches with other Brown and Yellow ranks
- Yellow ranks need to be restricted to matches with other Yellow and Brown ranks
- Green ranks need to be restricted to matches with other Green and Purple ranks
- Purple ranks need to be restricted to matches with other Purple and Red ranks
- Red ranks need to be restricted to matches with other Red and Purple ranks
Balance should then be structured around your particular rank.
Balancing around each rank individually is an idea. They already stepped into this a little with making the rank up requirements different per rank, but I see what you mean.
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@xllxENIGMAxllx said:
https://forum.deadbydaylight.com/en/discussion/comment/474739#Comment_474739
Maybe not rework nurse but his add-ons for sure. Base nurse is great and require skill. Insta-saw billy need a nerf/rework but, those should stay like that until they fix the others killers. or maybe gens is not the solution what about rework the end game to add an ultimate objective to open the doors. I don't know a need to activate the power before being able to open the gates.
I think a skilled nurse at base with no addons is stronger than "almost" any other killer with their best addons. I agree they shouldn't be touched until other changes are made though. In general I do think the gates are just way too easy. I find it pretty crazy that they were actually considering reducing the gate opening time, when if ANYTHING they needed to be increased. I generally like the EGC though.
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@Victory said:
https://forum.deadbydaylight.com/en/discussion/comment/474623#Comment_474623
Mettle, is NOTHING compared to the dark days or DS 1.0, you obviously have never played back then. Killers have insanely broken addons that you cant counter like omega blink, 3+ blink, iri hatchets, insta saw, turning addons, trappers pink addons, hags mint rag, etc, etc. Killers don't have it hard, just because you got outskilled by some survivors doesn't mean the game is survivor sided, actually try to improve your gameplay. Everything else but myself mindset is toxic and horrible for the community, try to play both sides.
Literally everything you said is incorrect.
You must be a new player. I've been playing since the games release with well over 3k hours. MoM is very much like old DS. Once you get some more hours into the game you'll realize how wrong your opinions are.
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@Okapi said:
Making the gens take longer to repair would be a boring and terrible fix. Finding parts or gas cans would be much better.
I agree. Parts of gas would be more enjoyable. Something to slow things down though.
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@Okapi said:
Nice post OP, here are some of my suggestions:
They need to make gens more difficult to do. Many have suggested finding parts (BNPs) hidden across the map before you can start to (or finish a) repair. As of right now they go way to fast. This is the games BIGGEST problem and the source of all others.
As you've said maps need to encourage more juking/stealth and less looping.
Survivors should have Kindred and Buckle-Up as baseline abilities. Add a totem counter. These changes would help close the Solo-SWF gap.
Rework Nurse. Remove the possibility of Insta-saw Billy. Buff everyone who's not Nurse, Billy, Spirit, Myers, Huntress, and Hag.
Buff Diversion and Saboteur to encourage more diverse gameplay on the survivor side. Maybe add limited piles of pebbles around the map to allow survivors to use diversion without the perk.
Add a new rare type of chest that is guaranteed to have higher levels of items. All chests now can contain a small number of shards (5-50) and bloodpoints (1,000-10,000).
Allow killers to ignite a dull hex totem to replace a cleansed totem.
"They need to make gens more difficult to do. Many have suggested finding parts (BNPs) hidden across the map before you can start to (or finish a) repair. As of right now they go way to fast. This is the games BIGGEST problem and the source of all others."
I think that would be a great idea.
"Survivors should have Kindred and Buckle-Up as baseline abilities. Add a totem counter. These changes would help close the Solo-SWF gap."
I like the idea of this to bring SWF and solo's closer. That said, killers would need some MASSIVE buffs if this is the route they want to go. Even just Kindred at base would be HUGE. You gain so much time from solo's going for saves at the same time. If you think gens go fast now, allowing them to be efficient and only send one person while the rest bang out gens would push "gen rushing" even harder. This change would make solo's EXTREMELY time efficient which is something killers already don't have enough of. I think a lot of people vastly underestimate how much a built in Kindred would buff solo's..it would be huge.
"Rework Nurse. Remove the possibility of Insta-saw Billy. Buff everyone who's not Nurse, Billy, Spirit, Myers, Huntress, and Hag."
I do think nurse could use some small nerfs and billy behind that. I do however think Myers would be absolutely included in the list of killers getting buffs.
"Buff Diversion and Saboteur to encourage more diverse gameplay on the survivor side."
There's a very, very long list of perks on both sides that need buffs so I wouldn't necessarily pick these in particular. Saboteur is also one I would not like to see buffed. I was around in Sabo times when it was completely broken and unhealthy for the game. It's a perk that can never be made too strong.
"Add a new rare type of chest that is guaranteed to have higher levels of items. All chests now can contain a small number of shards (5-50) and bloodpoints (1,000-10,000)."
I mean this would be cool, but for all broken things in the game that need fixing and the little resources they have available for them I just don't see something like this having room on the list of priorities when there's so many other important things needed.
"Allow killers to ignite a dull hex totem to replace a cleansed totem."
This is one possibility. Hex perks/totems definitely still need a hard looking at that's for sure.
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@anarchy753 said:
Gen speed at the start of the match is the biggest issue in the game right now. Somehow their most recent major fix for pacing was increasing healing time. (Seriously?)
It cripples non-chase focused killers because the time to find a survivor and get a first hook is usually easily enough for the 3 others to get 2-3 gens done unless the first is literally a potato in a chase.
Having more than half the game over in the first chase is ridiculous, and thinking Ruin is a fix for that is a joke. Not only that but other stalling perks miss the point entirely. PGtW is a huge chunk of time, but can only come AFTER a first hook. Corrupt Intervention redirects survivors, but if they still rush it almost guarantees that the last gens are split really far apart which cripples the late game of most killers who would depend on it.
My idea personally is to debuff repair speed the more gens remain. Ie, fixing the first generator (or 3 gens at once with none complete) will signficiantly decrease how fast you do them, even almost to half. As soon as one or two pop, you'd be almost down to the regular speed, and the last gen would be unhindered. That'd grant killers far more time to get a hold on the game without more than half the other teams objective being done in under 2 mins, without making it more difficult to try for the last gen, especially in a 3 gen.
"Gen speed at the start of the match is the biggest issue in the game right now. Somehow their most recent major fix for pacing was increasing healing time. (Seriously?)"
I agree it's a big problem. While not fully addressing that, I do believe these changes would start to help them a little.
"It cripples non-chase focused killers because the time to find a survivor and get a first hook is usually easily enough for the 3 others to get 2-3 gens done unless the first is literally a potato in a chase."
I'm hope these changes would start towards fixing that.
"Having more than half the game over in the first chase is ridiculous, and thinking Ruin is a fix for that is a joke. Not only that but other stalling perks miss the point entirely. PGtW is a huge chunk of time, but can only come AFTER a first hook. Corrupt Intervention redirects survivors, but if they still rush it almost guarantees that the last gens are split really far apart which cripples the late game of most killers who would depend on it."
Agree
"My idea personally is to debuff repair speed the more gens remain. Ie, fixing the first generator (or 3 gens at once with none complete) will signficiantly decrease how fast you do them, even almost to half. As soon as one or two pop, you'd be almost down to the regular speed, and the last gen would be unhindered. That'd grant killers far more time to get a hold on the game without more than half the other teams objective being done in under 2 mins, without making it more difficult to try for the last gen, especially in a 3 gen."
I actually love this idea. Only issue is survivors hate the idea of slowing the game down by just making the gens take longer. Maybe a better approach would be a "pre" generator objective to slow them down ie filling the gens with gas prior to being able to work on them or something.
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@The_Bogeyman said:
Maybe when try hards stop slugging to get their 4k. Total bore fest being left on the ground while the killer hovers around you trying to catch the last guy.
How is that tryharding? That's LITERALLY their objective. You want the killer to just play just dumb, hook the third guy and let the other guy get the hatch? This isn't Carebear Island.
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@Dreamnomad said:
It sounds like you just want to play a different game on a fundamental level.
Not sure how you come to that conclusion. My changes are keeping it almost exactly the same on a fundamental level. Putting some extra bushes and plants in is playing an entirely other game?
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Freddy the most imo
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The amount of second chance perks has gone out of control. They're very bad for the games health. I thought they learned this from old DS but then they go and release MoM. Nothing was learned.
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@thesuicidefox said:
Devs need to add more tools for killers to control gens. There needs to be limits to how fast gens can get done, and we more perks that could be used in place of Ruin to slow down the game.
Maps I think are generally okay, there are some loops that are ridiculous and need to be addressed yes, but for the most part maps are pretty fair across the board. Some favor survivors or killers a bit more, but that's not a bad thing really.
"Devs need to add more tools for killers to control gens. There needs to be limits to how fast gens can get done, and we more perks that could be used in place of Ruin to slow down the game."
I agree they do need to be slowed down somehow. We already have quite a few other "slow down" perks in the game already, it's just that most of them suck. They need to be improved.
The maps are extremely limiting on the play styles you can do with them. Their poor design is also why pallets and loops have to be so strong. If the survivors had other ways to survivor besides relying so heavily on pallets they could be tuned better. This would also allow for much more different ways to play and make much more killers viable. Generally whether or not a killer is good is almost solely based on whether or not they can counter looping. That's an issue.
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@jordirex said:
Devs should never increase stealth on the game, otherwise it would be trash. Simply as that.
Playing survivor is easy once you know how to play, gen progression is fast as hell. Pallet looping can take a lot of the killer's time, even against billy. Nurse can be juked on chases. 4 good survivors that can simply hit great skill checks all the time (which is easy) and loop the killer properly can easily escape 8/10 times. If you add more stealth chances to the game it would be unplayable and boring for killers.
Player survivor is easy, never said it wasn't.
I think you're misinterpreting this as an overall buff to survivors. It's not.
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Ruin isn't great. It's just way, way better than anything we have available. The difference with and without Ruin is astronomical. Even with all its downsides you mention it is still way better than any of the other options. Even half those other options you list don't really slow the game down almost at all and aren't really a choice.
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Sounds like a cool idea to me
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@xllxENIGMAxllx said:
The major balancing the game need is for red ranks those is the points.
- Gens need to be closer for low-mid tier killer (crotus prenn , temple of purgation , rotten fields) those maps is a lost when playing clown or something like that due to low mobility.
- Gens is done too quickly (3 gens in 80s) isn't fun for killers making gens balanced ruin will be less useful.
- Rework some maps (crotus prenn , wretched shop , haddonfield) those maps have infinite loops that need fixing.
Well some of the maps being way too large is actually another good point that I'll add to the post.
The gens are done too quickly. I'm hoping that reducing the power or pallets and making them waste less time will help with that. We do probably still need an extra objective to help slow them down as well though.
I also agree about some "infinites" still in the game on certain maps that still need adjusting. Not quite the infinites of old days, but some that can still definitely waste way, way more time than they should be able to.
Good points that I mostly all agree with.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/473859#Comment_473859
@Blueberry that is an extremely unbiased and good suggestion. I rate it! I'd love all of those except the killer hitbox decrease, since if pallets were less safe and mind gameable, you don't need to nerf loops in another way.
But wow, that's a really smart suggestion, you should make a thread about it in general discussions.
I havn't bothered since it feels like it just falls on deaf ears, but maybe I'll just copy paste it so it isn't really much extra work anyway.
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@Flyingdrull said:
https://forum.deadbydaylight.com/en/discussion/comment/473859#Comment_473859
the only problem is when would this ever happen because of how the devs are acting now... love the idea of this but i doubt we will see it if not until a few more years sadly.
With these changes most killers would be fine probably except the doctor who is the anti-stealth decent chase killer but oh well.
That's why I've never really bothered to make an official post over it. I don't feel the devs would ever actually commit to it. It's also a huge list of maps to adjust that just keeps getting larger the longer it takes to make it happen. I usually offer less optimal changes that wouldn't be as good but would require much less work and would be more feasible to happen even if they aren't the most optimal choice.
Like I mentioned there are a TON of other things I would do and that the game would highly benefit from that I didn't even mention here, but map design is THE biggest issue for the games balance right now alongside SWF. A lot of killers that need changes only need them because of the poor map design.
Doctor would actually end up balancing himself out. This is because Calm Spirit is really only worth it against him and if he ever did become that strong and everyone runs Calm Spirit it destroys him. Just the fact that he has a hard counter available like that pretty much ensures he will never be "too good". Similar to Trapper with Small Game.
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I'd just like his high speed in cloak returned. He's so slow since the change.
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I'm extremely glad they were brought back.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/473817#Comment_473817
@Blueberry ok NOW I finally undestand your side of it. Btw, about that PTB thing, I CAN count her in her PTB, you can't stop me from saying i ;). But jokes aside, I misunderstood it, your statement was valid, as was mine.
Also, my stance was all killers, like you I didn't make it clear which is my bad.
Also, about 115% killers, what buffs do you think they could get? I know I'm drifting off a bit from the topic, but what do you think could be done to make them Billy tier.
I was just in the midst of editing my post more. It was still more aggressive than I intended towards you lol.
"Also, about 115% killers, what buffs do you think they could get? I know I'm drifting off a bit from the topic, but what do you think could be done to make them Billy tier."
Well that's a large can of worms to tackle. I don't believe it is simply just buffs to those killers but a few things combined.
For one, maps are designed poorly and they really need reworks. They are designed for pallet looping as their key feature without much emphasis on stealth. Realistically against a skilled rank 1 killer on "most" maps you aren't ever losing the killer with a juke unless he just gives up on you. It can happen, just rarely.
I think killer hit boxes need to be lowered which will reduced the amount of loops and more pallets made mind gameable. There are too many "safe" pallets that you just have to eat. I'd ideally like "most" not all, pallets to be a battle of skill between the two players. My even bigger issue with the pallets isn't how safe they are though, and instead more with how much time they are able to waste. I'd ideally like that amount of time lowered.
Not necessarily both, but either most pallets being made mind gameable or keep them safe and just lower the amount of time that can be wasted at each one.
At the same time this change happens, the maps need MASSIVELY more debris/plants/reeds/boxes/fog. This would add a lot more skill into making jukes mid chase and open up a lot more play styles.
This map change and pallet change would be huge on the meta because these changes would inadvertently nerf "chase" killers and buff "stealth" killers without actually touching them. "Most" of the games best killers are the chase killers currently and "most" of the stealth killers are much lower currently.
The entire benefit of most those 115% stealth killers is "supposed" to be finding and getting an easier first hit on survivors because they suck in chase. However in reality, this doesn't work out because most those stealth killers can't get that first hit free because of a couple things. First, because pallets waste so much time, they end up having more readily available and within reach every time you would surprise them. They also have handicapped all the stealth killers surprise hits. Most of them have multiple seconds after finding someone before they can attack which gives the survivors all the time they need to get to a safe spot and render their "surprise" utterly irrelevant. Without all the extra "debris/plants/reeds/boxes/fog" it's also extremely easy in "most" not all, cases to see them coming.
The devs want counter play for the stealth killers when they find someone, but to me their counter play IS just being observant to your surroundings, maybe holding back slamming down that gen if no ones in chase currently, or simply actually running anti stealth killer perks like Spine Chill, Premonition, etc.
It's hard to answer your question generally towards all 115% killers because there are specific changes to each one that they need and not something that's just a blanket change for all of them. Other than what I've already mentioned anyway.
In general they do need some 115% killers for the less skilled players to be able to use, but I think the slower killers are way healthier for the game. This is because you can make them extremely strong when their power is used correctly ie rank 1 viability if you will. While at the same time they don't destroy low ranks because their power is difficult to use and requires skill or practice. It's basically the scenario you see with nurse. She's very strong at rank 1 but isn't really an issue at other ranks. Killers also dominate at lower ranks where survivors don't know what they're doing so this would just help them out a little more as well.
Now I don't mean to get into a discussion about how balanced we do or don't think nurse is, but you get the point I'm making. You could use Spirit as probably a better example as most killers and survivors alike consider her as one of the most balanced killer while also being rank 1 viable.
I can go into each 115% killer specifically if you like, but those are the "general" blanket changes I think would fix a lot to start.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/472956#Comment_472956
@Blueberry no, it's not 'nonsense' you clearly wrote that 'they don't release killers at Billy strength anymore'. Which is including the 115% killers, the lower speed killers.
Instead of branding my comment 'nonsense' when I call you incorrect for a statement you made, at least clarify what you mean because it's obviously able to be taken in a different way.
And yes, I read your whole comment about 115% killers, but it honestly looked like you changed to all killers. Don't call my comments nonsense when you can clearly see what I accidentally took it as.
I don't know whats happened, but all of a sudden you seem quite overly defensive when discussing things with me. But, I won't bother judging you for it, since something could be going on in real life. I've had a period where I wrote some defensive things.
If you're going to respond to me with something overly defensive, don't bother responding. If you want to talk, my wall is the place.
"no, it's not 'nonsense' you clearly wrote that 'they don't release killers at Billy strength anymore'. Which is including the 115% killers, the lower speed killers."
Which is absolutely true. You can't count something being released at Billy's strength when it is NOT released and is on PTB.
When you follow "pronoun antecedent agreement" in relation to sentence structures, the comment about other killers at Billy's strength anymore is implied to be in reference to the previous noun or pronoun used.
"Instead of branding my comment 'nonsense' when I call you incorrect for a statement you made, at least clarify what you mean because it's obviously able to be taken in a different way."
I did very specifically clarify what I meant. It was quite clear, hense the use of "nonsense". I do not believe there was any room for interpretation in my post.
"And yes, I read your whole comment about 115% killers, but it honestly looked like you changed to all killers. Don't call my comments nonsense when you can clearly see what I accidentally took it as."
First in this same post you said it WAS incorrect what I was saying and now you're saying not to call your comment nonsense when you made an accident in your understanding of what I said. So which is it, am I incorrect or did you misunderstand it accidentally. You're defending two opposing viewpoints here.
I questioned if you read the whole thing originally because "all killers" was never said. If your stance was indeed that you just misunderstood what I was saying then I apologize as I was quick to jump at you. My point is however, that doesn't seem to be your stance and that you are still saying I am incorrect.
"I don't know whats happened, but all of a sudden you seem quite overly defensive when discussing things with me."
I was quick to jump at you but that was because you stated that what I had said was incorrect. What I had said was factually correct.
Imagine someone questioning someones statement with two different approaches hypothetically:
- Why do you feel the 115% move speed killers are weaker?
- You are incorrect.
You see how those two different responses would yield strikingly different reactions?
Like I said though, I do apologize as I was a little quick to jump at you and that was my mistake, I shouldn't have done that. My point is to simply show how you responded was much more likely to yield an aggressive response as compared to a different approach you could have used.
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/470440#Comment_470440
'Try at red ranks' is true, at purple and red ranks, killer is difficult and stressful--but at all ranks prior to about rank 10, killer is EZ mode and a halfway decent killer can end a lot of matches with 4ks with minimal sweat.
That's true. The difference is killers are struggling because of poor balance and that is nothing in their control. For survivors they are struggling in those lower ranks not because of poor balance but simply because they aren't very good at the game yet. Those are two VERY different scenarios. Survivors can fix that situation for themselves by simply improving at the game, which is a luxury that killers at high ranks do not have. This is ESPECIALLY important when you have posts asking for survivors buffs because of this issue. You don't need buffs for someone that is losing because they aren't very skilled at the game.
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@HavelmomDaS1 said:
https://forum.deadbydaylight.com/en/discussion/comment/471841#Comment_471841
What in the actual...? Nurse? Billy? Spirit? All high mobility killers
We're talking about base move speed killers, not their literal distance covered using their abilities.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/472192#Comment_472192
@Blueberry incorrect, they do. Just that the killers are either buffed or gutted before release. Spirit is an example of a relatively new Billy tier killer (Although, she's more like Nurse tier if you ask me). Hag is an example of a Billy tier killer, just slightly stronger. Plague was slightly weaker than Billy but top tier in her PTB, and was gutted.
They do release/buff these killers at his level, they just get gutted because they don't want more than 4 top tiers I think. Tbf, Nurse, Spirit, Hag and Billy is a good order for now though.
@PoweasThat is not incorrect. Buffed or gutted before release is completely irrelevant. How they are released is their actually level of power. Spirit and Hag are slower killers so as I already said, I am referring to FULL SPEED killers being weak. I don't think you fully read what I wrote because what you are typing doesn't make any sense in relation to what I was actually saying.
"They do release/buff these killers at his level, they just get gutted"
How strong they are on a PTB is meaningless. So to count that as what I said being incorrect is just nonsense.
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I hope he's the last. Based on their past releases licensed killers are generally weak or mid tier AT BEST. Not to mention they get extremely limited cosmetic releases if any. I much prefer their own killers.
I also hope the next ones are slower killers. A killer moving at full 115% move speed basically guarantees they are only mid tier at best. Billy being the only real exeption to this but we know they don't release killers at Billy strength anymore.
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@DaGreenBolt said:
https://forum.deadbydaylight.com/en/discussion/comment/471600#Comment_471600
I'm a wraith main as well, but what I meant that he's add on dependent is that with add ons, he becomes a mid tier killer, but no higher. You can do well without add ons, but currently wraith needs add ons to make his stealth more useful (such as breaking pallets, gens, better movement speed, etc..).
That's my issue with him as well. Their rework of him basically just improved his addons so that they are really good, but at base he's still quite weak. I wish we'd reduce the addon dependency of a lot of killers, wraith included.
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@HazeHound said:
Once you find 4 survivors who are not absolute potatoes you will see how trash he is. He is very fun to play tho. If you like Wraith so much try nurses and sloppy on him. Vs potatoes you can just chase, whatever but against semi smart you hit someone and break the chase if they are in strong loop position. Wraith relies on surprise factor otherwise he is useless. Of course even in 4 man swf there is usually weak link that you can snowball from, but overall his power isn't very usefull.
Also try m&a nurses Hag using same technique. Quite strong and fun. She corners people well
+1 Basically this. He's very fun until you run against some decent survivors that aren't potatoes and you get totally demolished.
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It's lack luster and not worth using atm imo. It only works on the obsession and doesn't even last that long. Not to mention you have to literally give up your pressure and let the obsession go after hitting him to HOPEFULLY find someone else.
It shouldn't even have a cooldown and even then the duration of it needs to last at least 10 seconds longer. They also need to make the change so that TR perks like Calrophobia will persist for like 10 seconds after leaving the TR like the survivor perks have.
Even if it got all those changes it still would only be OKAY and ran in some builds.
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Probably a buff. I don't think it would be OP like others seem to think though. I mean literally if they have Iron Will and you can't see scratch marks either you are gonna get juked for ages. It would definitely add more counter play.
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BBQ and MYC are godlike on her and basically required IMO. You will literally ping pong from hook to down and back and forth with little down time and because of MYC it doesn't matter which person you find. After that something to slow the game down ie Ruin or Sloppy, both if you want (i prefer Ruin). I also really like Stridor as she is all about the hearing. Discordance is a decent choice if that's your thing, I just don't have trouble finding people so it seems a waste imo.
Haunted Ground is gimmicky and not worth it. MnA is also not good on her even though some will recommend it. It is increasing the distance that people will know you are phasing, not worth. Lastly, don't use STBFL, against good survivors it's not worth it unless you are playing at low ranks. I am basing this on rank 1 play.
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/471983#Comment_471983
It’s pretty much a given the killer will find it first. You have not only to be careful you are not spotted, you have to find the hatch and all of that on a timer. If you happen to find it and it’s already closed, now you have to go from one gate to the other (if you havent been seen yet) with the little time you have left to try to open a gate for 15 seconds which can easily be camped and watched from the distance by any killer. Let’s not even mention Billy or Nurse.
It gives the killer an unreasonably high upper hand. While punishing solos.
It SHOULD be in the killers upper hand. The fact that you even made it to the hatch part of the game means the survivors LOST. The hatch is just a nice way of giving you a small chance even though you lost. It isn't supposed to be an equal chance.
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@chefdave12118 said:
I'm a survivor main and I'll bet you were one of the survivors that stood at the exit gate and tea bagged or ran around for more than 4 minutes looking for the hatch when both doors were open pre- egc. For over 2 years the killers had to put up with that BS. Pay back is a ######### and enjoy the zero bps. I say when the killer does that.. just let them. It's only a few minutes. Not a big deal.
+1
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Bump for keeping this alive as the issue is still a massive problem and hasn't been addressed yet.
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I agree it needs to be punished more heavily. That said, the people DC'ing don't care about pips, so that isn't a punishment for them. I'd prefer an incremental time ban before they can reque for anything. Maybe start it at 15min at least and increase it from there if it happens again within a 24 hour period or so. Even 15min might be too lenient though.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/471875#Comment_471875
Prayer beads wants a word
That is using a very rare addon, not Spirit at base. Also, even with that addon she still isn't better than nurse much less "OP".
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I'm surprised I havn't seen this window bug happen at all yet. However if that's the case just report it and submit video evidence as Orion said.
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There's a DC in at least 75% of my games on their first down, not after camping/tunneling or w/e. Definitely a serious issue.
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@Orion said:
If it's as prevalent as you claim, then you might as well just stop playing for a week.
+1 This as well. I've literally only had this happen to me maybe once since EGC release. The claims of this happening are way over exaggerated. The people having this done to them more are probably because of their toxic behavior in game.
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So I guess killers should've been just DC'ing the last 2+ years every time the survivors took the end game hostage...
On a non satirical note, that is against the games Terms of Service so you should not be doing that. It's a short timer, you'll be okay. Pretty sure most killers would take that as an even better win any way. They got enough under your skin to make you rage quit and lose all your points after playing an entire game..lol
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This would be more beneficial if you actually listed why you dislike it specifically and maybe even ways to improve it. This is literally nothing but just a complaint thread.
I actually like the EGC and don't see an issue with it.
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Generally the slower killers are the stronger killers in the game so I'm confused as to why you want to buff them in particular only.
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Yeah the sounds are pretty bad. Idk how the sounds get screwed up after every single patch they do, it's quite frustrating, especially for Spirit players.
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I could link you a video of literally the complete opposite where they are on entirely different sides of the map and the killer is just screwed. That's how it is.
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@Mat_Sella said:
We dont need new game modes, we need more viable playstyles.
The majority of the killers are trash at higher levels and a lot of the perks simply just arent at all effective in the majority of matches.
+1 this.
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@xChrisx said:
Im sorry for you but as you can see here is full of frustrated killer main. Useless to talk with them. They just want easy kills, just watch how the endgame now is, killer side because they always crying..
Im sorry for you but as you can see here is full of frustrated survivor mains. Useless to talk with them. They just want easy escapes, just watch how the endgame now is, survivor sided because they always crying..
There I fixed it for you.
