Bongbingbing
Bongbingbing
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@Bloodartist said:
This "rework" looks completely astounding. Like they made Legion a blank killer with no ability? Why would use the ability at all?
On top of this the recent score changes seem to have changed something for the worse. Im now consistently not pipping with 3 sacrifices at R15.
On top of this the absolutely stupid Spirit (my main killer) sound change which makes no sense what so ever.
On top of this DBD crashed while starting a match. Rare occurrence.
I think its about time to put DBD away for a while.
Yeah there's so much going wrong all at once it's a bit much to deal with.
The spirit nerf is apparently a Bug that somehow gave her new sounds when she phases or vaults. Suspicious yes but I'll call it a bug all day as long as it gets fixed. Hopefully in the next patch.
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@Dwight_Fairfield said:
What buff did it get?
It pauses when in the killers radius now no matter if your in a chase or not. The Killers can no longer see the progress bar go down, they'll just see it as full until the survivor goes down or mends. and Lastly, the timer now Pauses when your mending too.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/421976#Comment_421976
So people can’t exploit anymore? Sounds good to me.
I think that was the reasoning behind the changes. It's a pretty big buff to an already strong perk sucks for those Killers who don't exploit but I guess it was a needed change..
I Hope they look at BT though now, Maybe make it have some prerequisite or a one time use.
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@not_Queen said:
@Shad03 Thanks for the feedback! This is only on paper, I can't wait to see the feedback when you guys get to try it.
About this:
- The Deep Wound timer progress is no longer reduced by regular Feral Frenzy attacks.
If I am not mistaken, the addons still give you that power, it won't do it on basic frenzy attacks that aren't modified by addons. But let me verify.
So he's add on dependent now? That's a shame. what's the rarity of the item that will let him bring down the mend timer with frenzy hits?
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@GrootDude said:
What is the buff?
Pauses when in the killers terror radius regardless of chase or not.
Pauses while mending.
Killer can't see the progress of the bar.
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He needed more counter play but I'm unsure on this to be honest. but we'll see how it plays out in the PTB, I don't play legion so I can't make a full opinion yet.
Buffs:
The Legion’s Base movement speed is increased to 4.6m/s.
The Iridescent button add on no longer requires The Legion to apply Deep Wound for the effects to be active.
The duration of feral frenzy is increased. The Legion spends longer in frenzy.
Nerfs:
The Legion’s Terror Radius is increased to 32m.
The recharge time of feral frenzy is increased and now requires a full power gauge to use it. Once it has been activated, the Legion must wait until the power gauge is full to be able to trigger the power again.
The Movement speed of feral frenzy is significantly reduced. The Legion moves faster than base speed while in frenzy, but not as fast as they did before.
The Legion can no longer see blood pools (in addition to not seeing scratch marks) while in Feral Frenzy.
Feral Frenzy is immediately and automatically cancelled whenever The Legion misses an attack while in frenzy.
The Deep Wound timer pauses for survivors within the killer's terror radius –regardless of whether they are in a chase or not.
The Deep Wound timer pauses While mending.
The Killer does not see the deep wound timer progress –only the Deep Wound bar to know that Deep Wound has been applied.
The Deep wound timer progress is no longer reduced by regular Feral Frenzy attacks.
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Some maps are already pretty dark, Macmillan is a pain to try find a blendette on, they become one with the shadows.
If Killers FOV wasn't so small I'd enjoy trying to find some stealth players but since it's so small even with shadowborn compared to third person, I'd be against making maps any darker. It just takes way to long to search for hiding survivors without whispers.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/421060#Comment_421060
Read the first anwers I wrote
I did and I'll say it again. That's how this perk works, If you don't want your item to be dropped then you have to make safer plays to try not get hit. It's that simple.
Nullifying a perk that takes survivors items just because the survivor wants to keep their items makes no sense.
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I disagree with the last survivor getting attempts to escape, The game is over at that point there's no reason to drag it on further.
But I do agree that any automatic sacrifice should reward the survivor their struggle points and maybe a bonus for being the last one hooked.
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I don't think it's dying right now but I do think if things stay the way they are that it will go that way.
Steam charts show a gradual decrease in players, most notably was were we had a New Chapter, a Licensed DLC and a Free weekend all very close to each other but failed to draw in the players you would expect for that. I expect it to fall back into the red soon depending on when the mid chapter patch is and what fixes/content changes come with it.
The new upcoming changes seem promising. Maybe it's a result of these numbers but I'm just happy to see some communication on what to expect.
Honestly though i think some serious changes need to happen to keep the player base from declining further.
They need to get serious about fixing the balance issues that have gone on for years, Really think before releasing broken perks and for the love of god why wont they consider buffing weaker killers to be viable in red ranks, The game is in dire need of Variety, Not only is it the same trial of generators over and over, people have to play and face the same killers over and over. It's gotten stale.
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If the killer's running Franklin's you should know by the time the exit gates are opened and just leave instead of waiting.
Even if your being chased out and loose the item, That's the whole point of the perk and you should be afraid to get hit if you have a good item and make safer plays around it.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/420430#Comment_420430
This a thing true, but there are way too many occasions when dodging. Most of it seems to happen when I’m wearing P3. If I switched a normal default skin the killer seems to want to play more.
Yes but getting rid of a feature entirely that is a must in any game with online lobbies isn't a good idea.
And Forcing people into a game they don't want to be in will just have them DC as soon as it starts instead, It'd be even more of a waste of time for everyone. I'd rather be dodged and load into another match in a couple of seconds than have to wait the 2 minutes to get the match started only to be dodged then.
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Until Dedicated servers I doubt it, You should be allowed to dodge bad pings.
Really though the most I can see happening after dedicated servers is a small time limit to join the next lobby like there is now that will increase every time you leave a lobby. You shouldn't be forced into a matched, sometimes there's legitimate reasons for leaving.
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The game is over at that point, Dragging it out by giving escape attempts just prolongs the inevitable.
Hatch and end game is already survivor sided we don't need these second chance perks helping even more in end game.
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I wonder who chose some of the new totem spawns, You'd think it'd be a given to never have a totem in the shack since it's a go to place for looping or looking for a gen but there's always that one by the entrance or along the side of the wall that can be so easily spotted when walking by.
I think they should change the texture on the skulls too, maybe add some blood or dirt because they are so easy to spot especially the lit totems maybe reduce the brightness of the flame on those too.
There's plenty of spots on a map that you could have as spawn points with some tall grass to help hide them better but I guess having them beside a generator is fine 😅
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Considering there's no healing time in the trial thanks to fountains and she has little to no map pressure as well as being very loopable without corrupt purge I'd say Yes she was Nerfed more than she was buffed.
I think most people agree she was fine in the PTB not OP and not Under powered either, she's still decent but the Slow down when Charging, Holding and releasing the Purge did hit her very hard in my opinion.
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I actually like how much cleaner it looks, They really overdo the whole mist and fog on most maps that it ends up looking muddy. Farm maps are eye sores tbh
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Ebony Mori and Keys, both are boring to play with in my opinion.
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@AshleyWB said:
Mettle of man is still easy to cope with as killer. I would say it's just as easy for survivors to cope with noed.
Sarcasm?
MoM has no actual gameplay counter other than face camping, NOED can be dealt with by taken out a totem.. hell it can be outright prevented. If MoM was as easy to deal with as NOED I wouldn't have any complaints.
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I Don't know where you've been reading but what I've seen is people wanting harsher punishments for DCs. Which is what should happen.
How they handle DCs is too relaxed. If you intentionally DC from a Game you ruin 4 others trial and should be punished for it. I'd suggest a timer to rejoin a lobby if you DC, your % of matches DC'd in a timeframe adds to the timer.
There's a growing trend of people DCing as soon as they go down because they get mad, It needs to stop. Also yes they can tell when you DC intentionally and when you crash.
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- Any Basic attack counts towards MoM. This apparently includes Hits out of powers since it's been said it's bugged against the nurse. This leaves a bit of a gray area since those hits were generally considered not to be basic so until the next patch we can only assume it's any M1 attack.
- Once you get the 3 stacks from the basic hits, the next hit that will put you in the dying state is the one your shielded from, This works for any type Hit.
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If you have to put a grind in your game to get players to stay there's a big problem. I know it's a used tactic in the gaming world but the actual Trials should be the reason you stay.
The Grind is insane and for newer or casual players it seems impossible. Something should really be done about it. Double blood points should be the default at this stage.
A refund option for add ons and offerings we don't want would be nice too.
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It's always something i really questioned about the Devs, It's a decision that hurts the game and they wont change their stance on it.
The Devs spend all this time creating these unique powers and amazingly designed Killers just to chose to make them weaker knowing full well they wont be used as much as the stronger killers, It's a complete waste.
Variety is Desperately needed in a game like this, Facing the same few killers over and over because their the only viable ones while also doing the same objective of generators over and over makes the game go stale very quickly. It gets boring.
There's also the fact that a lot of people who would play the game longer don't because they don't enjoy the very few viable killers on the list and enjoy the playstyle and powers of weaker ones but just can't put up the same fight.
The Game would be so much better if all killers were viable for everybody.
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Like tt said, We'll see how the end game changes go. Hopefully Killers will have a chance in the end game now without NOED and gen rushing might not be as much as a problem anymore but It all depends.
I do agree with your statement tho, Some Killers need serious Buffs to make them more appealing, especially on console were nurse isn't that good and you've got even less options at high ranks.
Let's just hope the Devs change their way of thinking and make all killers Viable so people can play the killer they like instead of majority of the killers going to waste at high ranks.
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I actually get jump scared as Killer by Blendettes on MacMillan Maps since it's so dark on those maps and they just run from the darkness.
I'd rather they bring up the brightness in those dark lighting areas than removing a stealthy outfit for players who like to play that way.
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Still strong but now has counter play, I like it!
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@twdgamenews said:
I love when survivors gets good perks for once and people are already starting crying. Get good and it won't bother you. It's not op, it's balanced perk. On nurse blinks it doesn't work so it's useless on this killer, huntress hatchets also etc. I love also when killer mains are crying about survivors that their perks are op when in the game there is op killer like nurse :)
I don't have a problem with good perks, MoM is just outright unbalanced. Try and put aside your bias and think of it from the other perspective.
It rewards the survivor's failure and It punishes the killer for doing their objective. You get a free insta heal when you should be going down, a speed boost and the killer is slowed down to wipe their blade just because you've taken 3 hits already, something that happens naturally in the game. The Aura reading is such little drawback and can even be worked around by 99% healing. and since it's a perk it can be used every trial.
In what world is that considered a fair balanced perk?
Just because there's Op things in the game doesn't mean we should keep adding in more and more. The solution is to take a look at those OP things and make them balanced.
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Because knowing the opponents perks before the game has even started gives a tone of information that would ruin the game.
A lot of perks you have to play to see if the others are using it, Knowing beforehand would just have everyone playing around each others perks.
It's the reason why Killer's perks were hidden in end screen eventually. It was abused by SWF to tell everyone the perks of the killer and counteract them.
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They usually have a list of things they want to talk about that and that's pretty much it. They answer the occasional question, usually if it relates to what they're talking about from the list.
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@PinkEricka said:
https://forum.deadbydaylight.com/en/discussion/comment/417028#Comment_417028
@ClogWench I’m talking about specifically for Lerys Memorial and The Game. The totem could be in ANY room and you already know it’s a maze on that map.
Hardly anyone runs small game but newbies and it’s a perk that’s based on chance if you get a difficult map.
A Tip for Lery's, It's pretty easy to get totems on that map once you memorize where they spawn. Totems usually spawn in the corners, along the outside corridors and in the area by the exit gates.
The Game is probably the worst for finding totems but still has some general spots which usually have totems like the ramp by the exit gates, the bathroom, around the yellow platform staircase and some other areas downstairs.
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No doubt about it, The perk is 100% going to be getting a nerf and with good reason.
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Wraith seems like a popular killer that wouldn't take much to be Viable just a few number tweaks and a change to his invisibility.
Like others have said I think He should be naturally very Fast while he is cloaked.
Be only visible from a short distance since as it is now you can see the 'invisible' killer coming from a while away.
Remove the slow down from uncloaking, and if necessarily remove the windstorm to compensate.
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@MystiKasT I Don't think that would help at all. They want the best for the game and they are probably under a lot of pressure already with the player base declining. Adding more pressure by planning a mass upheaval would just be hurting the game we all love.
I'm sure they are working as hard as they can and don't get me wrong the Devs do fix things but the Main problem is the time in which is takes the Devs to fix and balance things. I don't know if it's because of the spaghetti code or a lack of staff dedicated to that area but They are notoriously slow. It's up to them on how they want to tackle that.
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@MystiKasT said:
So how can we light a fire under the dev's asses to get this done?
You Can't. The Most you can do is post in the Bugs section and Hope it gets seen by the right people or the Community team pass it on.
But That being said, These issues have been like this for some time and have been reported multiple times so they most likely are already aware of them. It's up to them now on how and when they go about fixing the problems. All we can do is wait.
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I wonder what his new Power will be but I just hope they make him Viable. We could really use some more killers up in the high ranks.
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They need to entirely revamp how they use Audio.
As it is now a 99% generator can't be heard simply because there's a wall blocking the sound, same goes for any survivor sounds if they're behind an object.
Footsteps they said they fixed but they're either non existent or they come and go and are so feint you can't rely on it.
And for the love of god, Nobody not killer or survivor like the blaring chase music.
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Hopefully he is viable and the rework doesn't go to waste, High Ranks needs more variety.
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/416124#Comment_416124
Well... time to play some killer again
I know how you feel, Even as a Killer I feel bad for the survivors left behind in a 3v1 with 5 gens just because someone got angry they were first to be found.
Hopefully they crack down on those who are intentionally DCing to combat the issue tho.
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It'll stay the same.Ending the match because one person DCs would be a terrible Idea especially with the amount of people intentionally DCing as soon as they go down lately.
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@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/415792#Comment_415792
So you question my understanding and those who I played against and with since the patch? So you think your complaining is superior to those understandings? Just dont wet your pants each time survivors get some new perks or changes. The games says its not n issue. Live with that.
Yes I do if you still came to the conclusion that the perk is balanced. It just isn't. How do you think it's balanced, in what way?
Would you be okay with a Killer equivalent of the perk, after hitting a survivor 3 times the next hit on that survivor in the healthy state becomes an insta-down. I doubt that.
Just because it's in the game doesn't mean it's not an issue. DS was an issue, Iridescent heads and omega nurse are issues too.
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@aarongai said:
https://forum.deadbydaylight.com/en/discussion/comment/415873#Comment_415873
Crashes mostly. It's affecting everyone. Even if I don't crash, someone else in the game does. Maybe 1 out of 3 games I'll get a normal match.
Ah okay gotcha, Yeah It's got pretty difficult to get a full game. If the game doesn't kick you in the load screen someone ends up being kicked from the game during the trial or someone intentionally DCs since that's become a trend lately. The games in a pretty bad state.
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Is it just the Crashes?
I don't mind the 'I'm quitting' Threads, Actually i encourage them. I Just wish people would go into detail on what exactly is making them leave the game. It's important feedback for the Devs rather then them having to question why the player base is declining.
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Sounds been buggy for a very long time.
Footsteps have yet to go back to how they used to be.
A 90% generator can be completely silent just because it's behind a wall.
Breathing and grunting sounds is questionable.
Chase music is so loud it's drowns everything out.
Sucks because one of the things that got me into this game was that it apparently used sound as part of the gameplay which I found very interesting for the killer aspect of the game.
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@MegsAreEvil said:
https://forum.deadbydaylight.com/en/discussion/comment/415650#Comment_415650
So what? It wont bother a nurse if they have to hit you once again. Nurse just dont cares like most other player who play killer dont care. thats a fact. The perk isnt a mess. just stop complaining about everything that comes out at survivor side. every patch killer say how OP the new perks are and finally only a handful players use them, cause they were not even good. besides that killer mostly get perks that get used by them cause theyre worse it. and nobody complains about that as a survivor.
If you don't think MoM Is OP I question your understanding of the game. It's a passive instaheal that triggers automatically with a sprint burst when you should be going down that you can bring in to every trial. It rewards failure and punishes the killer for doing their objective. Plus it can be stacked with other second chance perks making it even stronger.
It's horribly designed and its effect is only minimized by the strongest killers and detrimental to the weaker ones.
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@MegsAreEvil said:
As if nurse would have a problem with MoM - lol. the just hit them again after two blinks and thats it. Since the perk came out i dont see any issues with MoM at all. Most killers dont care for that additional hit. Altough the perk isnt that much played how killer want to tell us.
They've said nurse's blink hits not counting is a bug, All of her hits will count towards MoM.
The perk is an mess and just shows how Clueless or just how much the Devs don't care for Balance.
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Seems to be because of the misty fog effect they have spread all over the map, I agree it needs to go or at least have no effect on aura visuals.
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@Delfador said:
@Bongbingbing I have to agree with you, I wanted to say the same thing but there was no chance so here is my chance I guess.
It is really unfun to spend 20 seconds more on generators when you get sick? Okay I can understand that. There is a counter play, go and cleanse yourself but anyway.
There is no problem prolonging chases by giving an extra hit chance to the survivor with no counter play? Uhm #########? Killers like wraith doesn't even have a counterplay.
Exactly, I don't understand why the devs think it's perfectly fine to prolong chases even more but are so against action penalty's to help killers even tho everybody knows Killers are under a time crunch with how fast gens can be done.
It might not be fun to repair a generator for longer but it's also Unfun for a killer to have to hit trough the multiple second chance perks you can stack in the game.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/413997#Comment_413997
Well it is unfun to spend even more time staring at progress bars. Not sure why that's eye roll inducing. It seems pretty clear devs are trying to balance the game in other ways.
I find it eyerolling because they release second chance perks without a second thought but dismiss anything that effects survivor gameplay like plauge's sickness having action speed penalty or the Thana buff when games are already going too fast.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/414085#Comment_414085
2v6. 2v8 you might as well just hand survivors free wins.
I suppose, I just want the Killers to be able to kill with a friend or another random killer. It can get boring playing alone sometimes.
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I wish one day we'd get a 2v8 mode at least. Just having 2 killers would make the game so much more fun for everybody.