Blueberry
Blueberry
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/389815#Comment_389815
Thank you because it's so funny when certain killer mains on here post completely contradictory things so often and pretend it's ok.
Tbh I also think "killer main" gets thrown around on here a lot just because they disagree with an OP's opinion. A lot more often than it's actually accurate anyway.
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It is, it's just veryyyyy lenient. Too lenient. Hence why players abuse it.
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I don't think either of those changes would really help her at all.
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@bubbascal said:
https://forum.deadbydaylight.com/en/discussion/comment/390042#Comment_390042
@Blueberry And then Self-Care would become meta even FURTHER and everyone would complain about dealing with Broken. Plague would become the next Legion...
I highly doubt that and why would they complain about broken when it gets removed instantly from a fountain? That doesn't make sense. That would make her absolutely nothing like Legion whatsoever.
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Actually her Deviousness is one of her highest ones. That said, I agree her Brutality is extremely low and Hunter slightly.
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@Master said:
https://forum.deadbydaylight.com/en/discussion/comment/386691#Comment_386691
Look at the list of viable killers, not a single 110% killer =)
Spirit, Hag, Huntress and Nurse is even slower than 110%. Not sure what you're talking about.
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@Robb_Stark said:
https://forum.deadbydaylight.com/en/discussion/comment/388603#Comment_388603
"Well to start off Whispers isn't even that great unless you are down to the last survivor remaining"
It is ! It's the most broken Perk in the whole game. Today it destroyed my momentum 3 times. The Killer came to my Gen and even if it hadn't been worked on, because of that Perk, he patroled the area and found me. It would not be that big of a deal if the map design were better. Unfortunately, there were only one rock and a few trees there (which is the case of many other areas). I had nowhere else to go. I always look for the usafe Generators first, wait for the Killer to patrol them/be in a Chase and then start repairing those, so that the safe Generators are left for the endgame. Whispers denies that. AND it is extremly good against the last Survivor as you have said.
"It also is countered by lockers"
It is not ๐คฃ
"Survivors don't care if you know where they are as pallet looping is so strong"
"You really just hate being found?"
If you get seen/chased you will eventually go down. If you go down, you won't receive the Iridescent Unbroken Emblem.
Yes I do hate getting seen. Not only is it very likely not to get the Iridescent Unbroken Emblem but I will also have no choice but to depend on my teammates to rescue me from the hook/risk getting camped. These days I died exactly 9 times on my first Hook because they refused to rescue me. I wasn't being camped. Two times there was a Generator really close to my Hook and instead of rescuing me, the Survivor chose to repair. After the Generator had been completed, he didn't bother to come for the rescue, he just left. Usually those guys get hooked before I do and when that happens I always try to save them. I don't have a free slot for Deliverance by the way.
If you don't get found, you are more likely to get more points in the Benevolence category since you are the one who rescues those who got caught. Also, if you get chased the whole match you won't be able to do anything else and you will depip.
Jake is supposed to be "The Solitary Survivalist" which means he has to be independent. If you don't get seen, you won't get hooked and you won't need the other Survivors to come and save you. ๐คฃ
Seeing my (sometimes) arrogant teammates who loop, getting injured and then hooked while I'm still untouched feels satisfying. ๐
"Rancor
This is a ping and not an aura read, that is WAY less valuable than you think it is. Unless you are literally standing on top of them they are going to be gone by then."
I was found a few times because of it, 5 seconds after a random Generator was completed. It's not as strong as Whispers though.
"Killer Instinct isn't a perk or any ability in the game, where are you getting this?"
It is part of Feral Frenzy lol ๐คฃ It refers to the moment you stab someone with your ability and everyone else's Location within your Terror Radius gets revealed. It cannot be avoided no matter what you do.
Whispers, Rancor, Killer instinct (and any other similar Perks that can't be avoided and show the Location of your body to the Killer as a "bubble notification" which might be added into the game) should be countered by Calm Spirit. Currently there is no solid way to avoid those. Since most Killers use only 1 detection Perk at a time it will be balanced: My Calm Spirit counters your detection Perk (not if it is based on Auras though).
"Run Spine Chill or Premonition."
I do run Premonition and it really helps against Killers with no Terror Radius.That's the only reason I equipped it. When it comes to normal Killers though, the 4 metres head start is quite useless. If Premonition triggered within 40 metres instead of 36, then yeah, it would be much cooler as it could even allow you to leave some unsafe areas unnoticed (it would give you significantly more time to react). If Premonition were to be buffed this way, maybe the bad map design wouldn't matter that much.
There is a lot of incorrect things you are saying and you are using a couple strawmans for your arguments as well. We also have already agreed that the maps are poorly designed and need reworking. I don't mean this insulting at all but I think you need to play the game more as a lot of these opinions would change with more hours of experience. Based on your opinions I'm assuming this experience is at least rank 10 or lower. I have none of these stealth issues at rank 1 and that's without even using any stealth survivor perks.
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This matchmaking problem has literally only been around for a few days. You need to breath and relax. It hasn't even been this way for a week yet, they will be fixing it.
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@Decarcassor said:
https://forum.deadbydaylight.com/en/discussion/comment/388620#Comment_388620
Made a long post to sort of say the same thing, but somehow it got eaten when I tried to edit it. Need a bit of time to get used to this forum I suppose.
Anyway I concur. There is absolulty no other perks that provide as much as Ruin does when it come to slowing down the gens. Even with the downside of being a Hex.
But back on topic, while the LoS check at the start of the game is a good first step, some totems spots are still ridiculously obvious. Survivors should have to invest a little bit of their time looking for totems, not just stumble upon them while doing something else.
Messing with the totem's glow and noise seem like an interesting idea. Ruin is definitly powerfull enough to warrant an obvious glow from the start, but what about Hexes like Lullaby or Devour Hope that require stacks to be of any use at all. Theses are considered active from the start of the game despite doing allmost nothing until you get some stacks on them. What if they started the game dull, and progressively lit up and made more noise with each stack you get on them ? Would that make them more appealing ?
And while we are throwing crazy ideas at the wall, what if Hex:Third Seal had the bonus effect of making all the totems look dull. Its thematic and it's not like it would suddenly make Third Seal OP.
The thing is, I don't even think Ruin is that good, it's just the best that we have available by far. The rest are trash and Ruin is just barely "passable"
Their changes have been getting them in better spots so it is an improvement, it just still needs a lot. Tbh I'd like if they simply just made all the totems look dull at base. This way they don't ignore all of them and just look for the correct one. The killer would get a little more time as they'd be cleansing all of them and trying to guess the right one. Has the nice little side affect of getting rid of NOED more often as well and we know survivors like that. The killer would be able to see which one was the correct one on his screen though.
For the love of god though please do not make this idea a perk. We need fixes at the base level of the game not more perks trying to patch holes.
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@Delfador said:
https://forum.deadbydaylight.com/en/discussion/comment/389728#Comment_389728
@Weederick You can't explain that to resilience apologists, they refuse to accept that resilience is a ######### perk when it comes to gen rush. I don't know its effect on vaults so I can't speak about that.
All it does is to remove 6.6 second from a generator which is more or less the same with 3 great skill checks. Just equip stake out and have the same effect with one more health state.
Thanatophobia 1 injured guy gives the entire team 6% debuff but it is considered to be extremely underpowered.
'Survivors don't cleanse themselves and broken doesn't mean anything'. Dude Myers is the best killer among low and mid tier killers, how is plague worse than others in that situation? You literally have permanent tier 3 myers in your hands at that moment.
@Blueberry has said it, the only legitimate concern is insta heal since it prevents the killer applying pressure. Whenever they get off of the hook, they immediately become healthy and start to work on a generator which is a problem. Either remove insta heal or make it that when you are injured, it takes longer to use the fountain.
Yeah tbh I wouldn't even mind if they increased how much puke it took to transition them to broken if they removed the heal on fountains. This would make the game more fun for both sides. Then Plague wouldn't be as concerned about tunneling and she would want to just spread her sickness as much as possible to create pressure and removing the heal on fountains actually makes this viable and slows the game down. Currently with the fountain heal her spreading pressure play style with her sickness is just not a viable means. I also think this play style just fits her more thematically anyway.
Her lack of pressure from her current state is what leads her to getting gen rushed so easily right now.
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I'd rather when the last generator is powered it reactivates 3 random gens essentially making the survivors do 1 extra gen if they didn't clear all the totems. It gives the killer extra time to make plays but it isn't free downs.
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@Caretaker said:
Imagine having to throw Nerf Hatchets at Survivors and unless they take the foam hatchets to a locker cuz they're kinda annoying to see on their screen, you don't get real hatchets at all.
+1 I LoL'd
Pretty accurate though. They have complete control of her power.
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@powerbats said:
https://forum.deadbydaylight.com/en/discussion/comment/388896#Comment_388896
Perhaps it's not the killer that's bad it's you and how you try and play her, I got destroyed last night by Zhubat playing her.
Tbh this exact statement could apply to you as survivor with this post. Maybe it's not the killer that's strong but it's just you as a survivor that's bad. Just sayin, devils advocate.
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@artist said:
dbd isn't a competitive a game. tell me if I'm missing the topic cuz I didnt watch the video
He literally puts multiple definitions from the dictionary up on the screen during the video for exactly people like this.
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I saw a game once with no tbags or flashlight flicks, i swear.
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The only people you see saying she's good are low ranks or survivors who don't even play killer.
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It's funny how we always see this from survivor only players who decide to dip into the other side, but never the other way around lol. I think it says something.
You get over it by switching to nurse and destroying a few games, then go back to the torture. Majority of the killers you go into the game just expecting to lose unless you happen to get some potatoes. The bright side is that there's a lot of them.
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@kamisen said:
https://forum.deadbydaylight.com/en/discussion/comment/389390#Comment_389390
@Nikkiwhat So the new version is active again?
No, were on the old version again right now. They reverted the new one.
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He nails the games issues perfectly here.
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At rank 1 killer my que is over an hour now and still waiting. A couple people show up here and there but give up and leave eventually. I'd rather have the bad matchmaking we had before, at least then I could play the game. Can't even get one now.
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I keep a list of toxic people for future ebony mori's. Toxic people are also gonna get slugged at end game while I stand there and he bleeds out. It's time I can catch up on my emails.
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She's quite weak, she needs something
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/388643#Comment_388643
Jus having some Piggy fun to lighten the mood a lil ๐๐๐
I actually enjoy piggy but unfortunately she's not rank 1 viable either.
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Only when my skill is called into question, otherwise I wouldn't have brought it up.
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@BBQnDemogorgon said:
@Blueberry I am. Looping isn't bad anymore...
Back in the day every tile had 2 pallets...If you're getting looped that bad now you need to watch a guide on how to run tiles.
Here is a good one by Scott
I know how to play tiles, I've got 3k hours in the game with rank 1 on both sides at every reset since the game came out including after these ranking changes. I doubt the validity of your statements or you're playing against potatoes. Link your steam if you don't mind.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/comment/388629#Comment_388629
If they're not healing shes automatically better than most of the killers then since she's 115% ms...
That's a self imposed perma tier 3 myers on the survivors part.
She deals with loops as well as any other killer besides Nurse/Huntress(non corrupted) and Spirit.
Minus increased vault speed and lunge. Against competent rank 1's your still getting looped. Are you playing her at rank 1?
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@BBQnDemogorgon said:
If you think it's a waste of time to break you're bad at plague. 1 full charge breaks them this can be about as deadly as a chainsaw backrev since breaking gives no speed boost.
Then they have to either stay 1 shot forever or go to a fountain that can turn you into a stronger Huntress.
Plague is a badass killer. Sounds like you need to practice.
Only potatoes or low ranks are actually using the fountains. 1 shot doesn't matter when you're getting looped for 5gens in 5mins because you have zero map pressure.
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I find her quite fun but yeah, extremely weak. Mid tier at best. Be nice if we could actually play the killers we want at rank 1 instead of being forced to play nurse.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/388565#Comment_388565
I would disagree there. Fast games are due to coordinated survivors, and coordinated survivors can either hit skill checks or memorize totem spawn points. Worst case scenario one person searches for it while the rest split up on different generators. The benefit you gain from it against a good team is marginal. It affect newer players more than experienced players, and you would hopefully be doing well against new players even without it.
If you count solely on ruin to make your games last longer, you're putting all your eggs in one basket, and that basket isn't really going to help anyway. I've started to run PGTW instead and it's been working way better. It doesn't get disabled part way through the game and you can use it strategically.
Even if you just power through a generator with ruin, and you get an average of 6 skill checks (about average, 8% each second, 80 seconds, adds up to 640% chance in total), and if you only hit goods, you would only add 42 seconds.
Pop Goes The Weasel will knock a good 20 seconds worth of progress off a generator each time you use it. You can use it to quickly regress a generator that's almost complete or to protect a specific set of generators. It can't get destroyed, and depending on how well you do, you can use it a bunch of times over the course of one game. The skill level of the survivors you're going against also does not play a factor, they cannot hard counter PGTW.
Yes, ruin would give you more time, but it's got the risk of being destroyed, and it's not really going to stop people from being coordinated and rushing through generators anyway. There's other options out there that are safer and more reliable if you really count on it to slow down the game, but so long as you are running a hex perk, you running the risk of it being destroyed.
I'm not putting my eggs in one basket as Ruin is the only basket that is available to us. This is the basket that was thrown at us and told to deal with it. I am talking at rank 1 here, the survivors don't even have to be swf to be competent enough to end the game in 5min. PGTW is a very bad perk, you are losing all of your pressure every time you go and hit that gen and that is also requiring a down and hook each time as well, something that is not happening regularly against competent survivors at rank 1. You also not running Ruin means you just lost at least 2 if not 3 of your gens for just your first hook. PGTW is probably awesome at low ranks, but so is every other perk and low ranks aren't where the game has its balance issues like this 5min game problem.
Like you said though, Ruin has a lot less effect on high rank players and I'd agree. The problem is there are no other actually good options. It's the best we've been given.
"There's other options out there that are safer and more reliable if you really count on it to slow down the game"
Which perks are you referring to? The math has been done already on all the slow down perks and most of them are doing very little. In most cases they are all also doing way less than Ruin even when it does get cleansed in the first minute. I think you are way overvaluing how good the games other slow down perks actually are, especially at rank 1.
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Agreed, she's quite weak. Barely mid tier against competent survivors. Her Corrupt Purge is also rendered basically useless as rank 1's just don't ever use the fountains and now you're just getting pallet looped all game like any other killer and with zero map pressure.
She's quite fun, I just want her to be made rank 1 viable so I can actually play what I want and not be forced to play nurse if I want to win.
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@Robb_Stark said:
https://forum.deadbydaylight.com/en/discussion/comment/386810#Comment_386810
I have leveled up Myers from P3 Level 1 to P3 Level 50 and I have gotten 11 Scratched Mirrors and 10 Vanity Mirrors. I only grab those when they are in the way since I don't plan to use them anyway (because they are disgusting). When I have leveled up the Pig the same way I have gotten 18 Amanda's Letter. Those Addons are not that rare.
How is Whispers situational? As soon as it lights up you know you have to patrol the area a little bit since there is a Survivor there for sure. It doesn't even have a cooldown or anything and 32 metres is not that big. Imagine what happens if a Nurse (who's main weakness is Stealth) runs this Perk... she will become unstoppable.
Rancor triggers whenever a Generator is completed and unlike Whispers it also pinpoints everyone's location for 3 seconds. It is pretty likely that when one of the 5 Generators pops the Killer is in the area of one of the 4 Survivors, which means the Survivor will get found. I got found this way because the Generator popped when the Killer was near me.
How can you counter Perks like these? How can you counter Killer Instinct ? If you run away as soon as the Legion hits another Survivor while you are within his Terror Radius doesn't mean he isn't aware of your Location. He has already seen you. If he knows which way you went he will catch up pretty fast.
If Whispers and Rancor are "situational" Perks, then why shouldn't Calm Spirit for example, which is also a situational Perk, counter them ?As it is now, Calm Spirit is way more situational than these Perks (it doesn't even do its job perfectly because of the Restraint Addons/Scoring Event). It should also counter Killer Instinct as it doesn't completely deny Feral Frenzy (the Legion can still vault pallets but he won't be able to see the Survivor who actually uses Calm Spirit). Nothing stops Whispers/Rancor/Killer Instinct from triggering while Calm Spirit is a gamble, it's only good against the Doctor.
Firstly, P3 1-50 is NOT the average killer. You have increased chances of getting those items at P3. There are also only a few killers that even have addons that show auras and most of those addons are just okay at best anyway. Myers mirrors? Those are for meme's, hardly strong against any survivor that's even half way competent. You are getting looped into oblivion and that's not even mentioning how map dependent those addons are to even be decent.
"How is Whispers situational?"
Well to start off Whispers isn't even that great unless you are down to the last survivor remaining as multiple survivors including hooked ones throw off its ability to pinpoint. It also is countered by lockers. Knowing a survivor is in the area is also in most situations a wasted perk slot as survivors don't care if you know where they are as pallet looping is so strong. There's a reason you don't see many rank 1 killers running this bar a few exceptions that need it like Huntress. It's because it just isn't as good as you think it is on most killers and in most situations compared to other perks. A decent survivor knows how to manipulate a killer using this, it's not hard.
"Rancor"
This is a ping and not an aura read, that is WAY less valuable than you think it is. Unless you are literally standing on top of them they are going to be gone by then. It also shows the obsession YOUR aura. Lastly, same situation as with Whispers, decent survivors DO NOT CARE if you know their location. The looping in DBD is so strong that killers knowing your location is quite irrelevant. This is the entire reason you don't see most killers using any of these "Finding" perks at rank 1, because finding doesn't doesn't mean anything. This is also why most all the killers that are good at finding survivors are all some of the worst killers. This isn't a find game, it's a chase game.
"How can you counter Perks like these? How can you counter Killer Instinct ?"
Killer Instinct isn't a perk or any ability in the game, where are you getting this? Most all of these "finding" perks for killer aren't even used. Even if they were, survivors have multiple stealth perks to improve their stealth and most those killers perks can be countered by LITERALLY just playing differently. You don't even need a perk to counter them.
"If you run away as soon as the Legion hits another Survivor while you are within his Terror Radius doesn't mean he isn't aware of your Location"
The killer knowing your location in DBD is worth way less information than you think it is. Also, Legion is broken design and getting reworks soon so he is not a good point of comparison.
"If Whispers and Rancor are "situational" Perks, then why shouldn't Calm Spirit for example, which is also a situational Perk, counter them ?"
Those killer perks are situational because in most situations the information they provide isn't worth that much. If your argument is you want buffs for Calm Spirit sure, it's a weak perk. However, those killer perks aren't that strong to deserve more counters. They're already not worth a slot in most cases which is why no one does. Like I said before as well, Legion is a bad comparison point as he is broken and is receiving changes soon.
You really just hate being found? Run Spine Chill or Premonition. Boom every "finding" killer and perk in the game you just countered with only 1 perk. That's fair right? Myers is literally the only exception to this when in tier 1 and honestly even with a mirror if you lose to a Myers staying in tier 1 that is a skill issue on your part.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/388528#Comment_388528
The problem there is that the time you spend going to a fountain, using the fountain, and then returning to your generator needs to be shorter than the time the infection would add to the generator. If it's not, you're going to end up taking longer whether you do or don't cleanse yourself, and by default the meta becomes to just do generators instead. You can see a very similar effect with the legion. You could either stay injured and power through generators or spend a significant amount of time healing just to get injured (or in this case, infected) again shortly after.
There's also something to be learned from the legion in that having the game stalled for too long just ends up not being fun. If you end up in a loop of running to fountains and cleansing because the killer is infecting every generator and survivor they come across, it's going to be a miserable time.
I think we've got two different definitions of oppressive, though. By oppressive, I mean there's no avoiding it. It would be far too easy for the plague to keep you infected, and having to constantly cleanse yourself only to be reinfected the instant you touch another generator would bring the game to a crawl.
That sounds like a flaw in design then no? Seems like a damned if you do, damned if you don't situation.
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It has some problems, but it is way better than what we had previously where everyone got pips just for participation or lack there of.
Killer side is really close to perfect. Only issue on killer side is getting punished with pips when you completely slaughter them. 4k 5gen shouldn't be a black pip. They need a fail safe that auto 2 pips you if you completely decimate them even if the game was too fast to rack up points for the normal system.
Survivor side is almost there, just slightly too difficult. Emphasis on the slightly. I'm worried that when they try to make it slightly easier that they're gonna go overboard and it's gonna be free pips all over again like the last system.
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@Peanits said:
They're going to get progressively better. It was recently changed so totems could be placed closer to other objects without blocking the interaction, allowing them to be hidden in tighter corners where you can't see them from any angle. As of 2.6.0, there are now also additional LOS checks from survivor spawn points to ensure that totems do not spawn immediately in view of a survivor.
Over time, the more obvious spawn points are going to be changed. There are a lot totem spots to revisit though, and it's not always as simple as moving them slightly.
But ultimately if you are going up against a good group of survivors, they are going to memorize new spawn points sooner or later (if small game doesn't get them first). I wouldn't recommend relying on totems if you're not willing to throw on ToTH and protect them. The entire point behind totems is that you're risking a stronger perk that could be lost part way through the match.
Unfortunately Ruin isn't a risk we are choosing to make, it's one we are forced to if we want a game longer than 5 min. It's a Lose/Lose deal.
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@DocOctober said:
Some of you people are incredibly pitiful when listing Killer "crutches", quite honestly. Each Killer "crutch" has one or several counters/bypasses, that's not something you can necessarily say about those Survivor Perks, making them actual crutches.
This. +1
Not to mention most those counters don't even require a perk to do so, they literally just require playing differently.
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I'm not a fan of those changes, but she does need changes.
Her BP gain for Brutality is way too low and her Hunter category is slightly too low.
For changes:
No heal on fountains
Animation pause during vomit to weaken looping while infected (this may not even be enough)
Currently survivors just ignore fountains so that you never get Corrupted Purge because being broken doesn't matter with how brokenly strong pallet loops are.
On the flip side that you do get a group that uses the fountains, the heal removes any pressure you gained leading to her having no map pressure similar to Clown. The Corrupted Purge is supposed to be strong enough to make up for this but it is not anymore since the nerfs post PTB that lowered her charged up move speed.
The changes need to allow her to have more map pressure and for survivors to feel like they actually NEED to cleanse as currently they do not.
Spirit is generally considered by "most" of the community as one of the most balanced killers while ALSO being rank 1 viable. This means she should be a level of balance to aim for with killers. Would these changes make Plague rank 1 viable? I think so. Would it make Plague better than Spirit? Definitely not. If it wouldn't make her stronger than Spirit it should be a fine change balance wise.
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@xChrisx said:
As killer main:
They disconnect because the game is unbalanced, killer side is broken, nurse 5 blinks, spirit no phase sound, instasaw,legion franx mix tape mori etc..
Idk why the devs think ds was the unique problem, just balance the killer side devs, do something usefull in your game
Wait wait, you're saying killer side is too strong? There are also no insta saws and spirits phase walking does have sound.
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@NMCKE said:
DCing because you made a mistake is just childish, seriously to the ones who do this, grow up. Like I cannot wait for dedicated servers for this reason because there is a possibility that BHVR will punish DCers after dedicated servers.
Agreed. They are wanting to get more strict come dedicated servers but that just feels so far away with how absolutely insane the DC rates are right now. The devs need to put their foot down and punish much harder.
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@scojer said:
If I'm killer and two people disconnect, I instantly move to farm mode, because it's no longer a challenge.
If I'm a survivor and one or two disconnect, I try to get the killer to farm. It doesn't always work out, and I get hooked 8/10 times, but I never DC. I'd rather take whatever BP I earn than disconnect. Each level has it's pros & cons against each killer. Learning to play them is a challenge which I enjoy.
I think all these people disconnecting are call of duty gamers who like easy games.
Wish more were like that. Honestly as killer I just kill them and end the game fast which is what I also prefer when I'm a survivor with DC's on my team. I can see people wanting the farm but as survivor and killer I'd rather just end it as soon as possible so we can all move on to an actual fun match.
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I like the idea, Wake Up could use the buff. Just maybe scratch healing off the things included, so just all those cleansing effects.
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@tt_ivi_99 said:
Another reason to change Rank System so that it's based on hours played instead of "skill"
Hours played isn't a rank system and is definitely not accurate for matching.
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Anyone thinking the killer is winning that scenario even remotely unless it's a nurse is delusional. It isn't even a close call.
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@Robb_Stark said:
https://forum.deadbydaylight.com/en/discussion/comment/386193#Comment_386193
Whispers, Rancor and any other detection Perks/Addons (Like Class Photo or Amanda's Letter for example) that do not have a counter do play a major role when it comes to finding a Survivor as they reveal your location no matter what you do. Killer Instinct is also disgusting: I injure someone and I get to see everyone within my Terror Radius (it's very similar to Scratched Mirror; oh and then there's the Iridescent Button addon which makes your Terror Radius affect the whole map so that you can see everyone). Perks like Whispers and those who create bubble notifications, as well as Killer Instinct should be countered by Calm Spirit.
Distortion should also be buffed so that certain Aura Perks/Addons (I am referring to those that cannot be avoided, the others are perfectly fine) can be countered (or in case of Scratched Mirror/Class Photo, delayed more).
Sometimes I wait for the Killer to patrol the Generator I plan to work on only to have him return a few seconds later because he had Whispers.
Another example is Bitter Murmur. Your Aura gets revealed for 5 seconds no matter what. 5 seconds is enough for Hillbilly/Nurse to get to your location. (if DIstortion had 5 tokens it would prevent this)
This is simply incorrect information. Firstly, you are picking very rare and ultra rare addons. Those are rare exceptions, not the norm. Secondly, those killer perks that help find survivors are situational in when they activate and a lot of the time limited information. Lastly, there are multiple counters to those perks that you are completely ignoring. There's a reason not many people run them.
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Honestly, they need to stop making it reduce the audible distance and just literally make your working on a generator sound silent.
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If they did I'd like the doll size. This would be an extreme challenge for the devs to adapt it but man would it make things interesting. Dude could literally sneak up on you by walking through the grass...lol
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It's strategic. Kinda the same scenario when you hide in a corner against say a Billy and he body blocks you into it for a free chainsaw. It can go both ways.
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@benzos said:
im curious to know what other killer mains feel about this post. is it 100% true?
It isn't just SWF, that's just the worst of it. This also applies to competent rank 1 survivor solo's as well.
Bar a few exceptions like nurse, ultra rares etc, if the survivors and killer both play perfectly the killer will lose every time. The reason we don't see this a lot is because most survivors are potatoes and pretty bad at the game. Aside from a couple exceptions, the killer RELIES on survivor mistakes to win.
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I hope you realize most the best killers in the game aside from Billy are all 110% movement killers. Generally a killer getting normal move speed is a death sentence in that they're very unlikely to be a rank 1 viable killer.
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@OutlawRW said:
I don't think it's just Brutality either.
I feel like Plague's point gains in general are all on the low side. She could definitely use a change.
I was thinking possibly in her Hunter category as well.
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@Mcfred said:
I Couldn't tell if it was me being trash or the system not being good.
It's the system. I 4k AND 2 pipped so it wasn't even a fast game and I still only got 1,500 points.