Bongbingbing
Bongbingbing
About
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- Bongbingbing
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Comments
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Two main reasons, for one the Killer has to do a whole lot more work and should be rewarded for it and another, Add ons. Add ons are a must for killers which unlike survivors get eaten up every game no matter if they win or loose.
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@TheShape78 Yep, I don't know why it was considered in the first place to be honest considering the game is first person vs 4 third person cameras. That alone should been reason enough to not go trough with it.
@Larcz My guess is they'll leave him like this since he's somewhat powerful but nerf him in about a month when DLC sales start to drop.
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To be honest i see nerfs coming but it's because the detection is a little off.
I main killer and even I can see that for survivors the detection is a bit off, they can be pointing and staring right at you and it wont count. Ghostface can also stalk in a chase because again while in a chase the survivors for some reason wont be able to detect him even though they're looking right at him a lot of the time.
The main issue with ghostface is having a killers power rely on detection just makes them weak at base, Fixing the detection would make him weak but leaving it broken makes him strong. I don't see a middle ground being met to be honest.
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It feels strange probably because we're all used to being blasted with chase music constantly. I like the lower chase music, you can actually hear whats going on it's amazing.
I would love a setting though for low medium and high chase music so everyone can be happy.
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Personally I think all killers should be strong and the Add ons should focus on play styles and give slight buffs to different kinds.
Having a weak killer that's add on dependent like so many of the killers on the list just doesn't work with how hard it is to get add ons, It's not like you can stockpile them and have a permanent build.
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I agree, the concept of having a killers power in the hands of a survivor is just idiotic.
They obviously had a shift in how they want to make powers, ever since clown every killer has had a power gauge to limit their powers and multiple downsides for using their power. I hope the past two killers being influenced by survivors isn't a sign of how they want the next few killers to be.
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I'm optimistic but having his power tied to generators with how fast generators are getting done makes me worry.
Will he be able to teleport to completed gens so he's not powerless in the end game? who knows.
I think it's best to save judgement till the PTB since we know very little on the actual ins and outs of his powers.
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Not exactly perfect but the lower chase music helped a tonne, You could actually somewhat track survivors.
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From my personal experience Survivors tend to be much more toxic than killers, The chance of running into a toxic killer are there but the chances of running into toxic survivor(s) is much higher from what I can tell.
Looking at the postgame chat alone, i've seen killers get ######### for doing too well and for not doing well enough. I feel bad because it's a loose loose situation with those kinds of players and they always try to bring the killer down after the game no matter the outcome.
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It's safe to say the those stats were influenced by DCs if they didn't exclude them.
You have to remember that if someone DCs then they leave it a 3v1 with 5 gens, In most of these cases the killer will end up killing the remaining survivors. With DCs being almost every game this is a common occurrence.
So then you have not only the person DCing but all the people that are left behind from that person DCing counting towards the kill count.
If they want true stats they need to exclude those games completely not just the person DCing, Take matches that everyone involved play trough to the end to draw conclusions from.
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The Game isn't well built for stealth at all by the camera mechanics alone it's 3rd person FOV vs 1st Person. Survivors will generally spot a stealth killer coming sometimes even before the killer themselves can see the survivor. but yes I agree you're changes would help stealth killers a lot, I'm all for it.
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I don't know if i'd put doc up that High, His power is based on anti-looping but in reality it isn't that effective, There's a reason he's one of the weakest killers.
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She's solid mid tier in my opinion, She can brake survivors easily but she struggles a lot with getting that first hit after they've broken unless you manage to aim all the vomit and are right on top of the survivor since using her vomit slows her down 3 times and gives survivors the distance to get to a loop where she is weakest.
If you have survivors that cleanse a lot then she gets better if you can manage to pass by a fountain and not waste time going to get the power up but ultimately this is in the survivors hands so it's not very reliable.
Overall she has a lot of downsides to every aspect of her power but in the right circumstances can do both very well or horribly bad.
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I actually like facing a spirit with prayer beads, It's so intense and getting grabbed off a gen makes the game actually scary. If i was facing it in all my survivor games I'd get tired of it but onec in a while its fun to have a scary game where your on edge.
There's no denying It's strong but it's a purple add on it's meant to be and besides you can still hear when she's coming she has footsteps and you can see the grass/corn moving.
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I'm not sure why they don't, All they need to do is buff solo survivor to the level of information sharing as SWF this could be as simple as adding icons next to the survivors in the bottom of the screen to show their current action or something else. and then all that needs to be done after that is buff each individual killer accordingly.
Once that's done the game can finally be balanced.
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I think both killer and survivor need more BP, the grind is insane for both sides and it just gets worse every chapter with no change to BP scoring.
The reason why it's more and should be more for killers though is because unlike survivors killers loose their add ons everytime, If a survivor escapes they keep their item and add on. As well, the killer has a lot more to do in the trial and should be rewarded for it. but yes, More BP is definitely needed for everyone.
As for making the game more fun for survivors, I don't know how you could do this? The game for survivors has 2 things. Sitting on a gen which yes is boring and then Looping which is arguably the reason why a lot of people play survivor. Maybe a second objective would make gens less boring for those who don't like looping?
DCs need to be punished. It's ruined the game anyone can tell you that. Your teammate gets salty they've gone down in the first minute of a match and DC leaving you and the rest of your team at a huge disadvantage. It also ruins the killers game too, Nobody wants to play a 3v1 over and over. These people that are ruining the game need to know that it's not okay because as of right now there is little to no punishment and are getting away with ruining the game for 5 other players every time they DC. Atleast if they die on hook then they give the BBQ stack/ Hook points to the killer and waste the killers time for their team.
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Just a few more months until dedicated servers before we can actually see these players being banned... Ridiculous.
I wonder what the amount of players will be that are going to leave the game because of the Devs not handling DCs, I know for me I'm sick of it and it just keeps getting worse. It's so rare that I play a game and not have a DC.
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Honestly I kind of want another asymmetrical horror game to contest with DBD, a little competition might be good.
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@xllxENIGMAxllx said:
Injured , sickness state should have penalty in every action until heal again.
They said in the PTB that they where going to do that but think that action penalty are unfun for survivors so they didn't.
Personally I think they should remove the slowdown when charging, holding and releasing your purge, there was no reason to add these after the PTB when everyone thought she was fine.
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That's what happens when you take the power role away from the killer. A lot of the Killers are fairly weak and experienced survivors know this so they know they are not in much danger so they have time to play around with the killer.
Ghostface is a whole other level of weak, His power is completely in the survivors hand which makes him all the more fun to mess with.
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My guess is there will always be obvious totem spawns to help out newer players, we know newer players game play is of high concern to the devs.
Personally I'd like if you actually had to search for the totems instead of just running by them. The Devs tend to forget that survivors being third person lets them scout the map so easily.
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Here's how you work around DS,
If gens are still up, avoid the person you've hooked after theyve been unhooked. A lot of times survivors will purposely try to get you to tunnel them if they have DS and/or borrowed time. You'll still see a few DS's proc even when you try to avoid the survivors since the timer is so long but there's no way around that.
If The gens are done then there's nothing you can do, the 60 second timer is kind of a free escape if the doors are open. Tunneling just becomes a thing in the end game if you don't want to camp.
In some cases it's actually better to tunnel someone of the hook early game to eat the DS so you don't have to deal with it in end game where it's 10x as strong.
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Shadowborn: I'd suggest increasing the default FOV but I'd settle for an Increase in the FOV of Shadowborn, the small FOV can be nauseating sometimes.
Thanatophobia: Bring back the buff you were going to give it, Right now it buys you a few seconds at most a game, It could've been at least useful with the changes you had in mind.
Pop goes the weasel: The 60 second change is nice but what this perk needs is a token system for each hook.
Predator: Scratch Marks left by Survivors will spawn closer with the addition of louder footsteps.
Fire up: Buff the numbers, this perk could be great but just like thanatophobia the numbers are underwhelming to the point that it seems like a waste of a perk slot.
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Lorewise it's meant to show his connection to the entity.
Gameplay wise it makes him easier to spot, They might look cool but he already has a pure white mask that can be spotted from so far away, In my opinion a stealth killer should blend with the environment as much as possible but ghostface with his mask and fabric is easily spotted.
The cosmetic leaks have one without it but you'll have a bright red mask and triangle on your robe. I think they intentionally want him to be easily seen.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/512911#Comment_512911
That's pretty bad. What's the point of using the PTB to test Ghostface if the only feedback regarding Ghostface we're allowed to give back is pointing out how obviously, obviously, OBVIOUSLY flawed he is?
PTB is more for bugs and small issues to be fixed before going to live. They test in studio before going to PTB so this version of ghostface is what they intended and thought was perfectly fine to add to the game as is, It's shocking i know.
They really need more experienced players to give feedback before they go ahead and make a broken perk like MoM or a useless killer like ghostface, Any average player could've told them that neither were good for the game one being too OP and the other being mind blowingly UP.
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@PeepingPeacock said:
Shadowborn - increase the FOV to pre nerf values, once upon a time near the start of dbd shadowborn was a crazy good perk, but those times are long since past.
This.
Shadowborn is great but the FOV is still so small.
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They said in the livestream that they don't think the updated ghostface will make it to PTB so June 18th will be when we can test these changes. I just hope they're decent enough because right now I don't see the point in buying such a weak killer with terrible perks.
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I think the only issue with nurse is the extra blinks, 2 is enough for her. Anything more then that I think would be taking it too far, We need at least a couple of killers who can deal with SWF.
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To be fair I don't think it's intentional, I think they just don't understand their game.
I feel like 80% of their problems would be fixed if they'd involve a handful of notable players/streamers to get their input on killers/perks before they go onto the PTB/Live since they do tend to balance the game for low ranks and tend to miss glaringly obvious balance/design issues that most regular players will notice right away.
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Take a hit unhooking, take a hit body blocking or just take a hit beside another player, You can still get it to activate quite easily if you play right.
For the insanely strong pay off that MoM gives I think this is fair.
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It'll still be easy to get stacks just not as easy as it has been.
MoM has one of the best pay offs in the game and can completely skew the game in the survivors favor, It should require that bit of effort to activate.
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Very happy with this change, You still get an insanely strong pay off but at least now you have to work that bit harder to get it.
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Any killer can be used effectively if used right and against the right survivors, That doesn't mean they're not weak.
The problem with Freddy is that His power hurts him more then it helps him, This is why he needed a rework.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/511054#Comment_511054
They’re reworking him because people thought he was weak. Stop blaming survivors for everything.
You're forgetting how he became so weak in the first place.
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The only real changes she needs is to revert the nerfs they gave her post PTB. She was in a good solid spot, nobody was complaining and they went and added a slow down to her holding the puke and a slow down to releasing the puke. It completely destroyed her.
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for me the lower chase music is helping so much. It's a bit too low but helping a lot with gameplay.
I'm not sure if they fixed the footsteps/cries of pain disappearing suddenly but at least you can hear whats going on in a chase.
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@weirdkid5 said:
Honestly I don't understand why they nerfed Enduring at all
It was done to better balance stun perks without having enduring being a factor in it. If that really is the case we should be seeing DS reverted back from the 5 second stun buff they gave it because of endurings effects on it.
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Feng looks like she's got one of those paper hair wigs 😂
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@PolarBear said:
Well you want to play around mettle so I guess you should go after the unhooked survivor and prevent 2 tokens.
So rewards the survivors for even worse plays and not only punishes the killer for doing their objective but now forces you to play dirty to work around it too.... I don't know what to say.
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I guess with the new MoM changes You kind of have to Tunnel a survivor off hook if want to avoid MoM since if you don't they'll get 2 stacks for an unhook..... Seriously, Who's making these changes?
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It's so people can't hug a wall and still get a fast vault. The point of having different vaults is that you're supposed to position youself.
If the devs want you to be able to hug walls and fast vault then there wouldn't be medium vaults in place.
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We'll see how it goes in PTB though before making a final decision but initial thought are it should be one or the other not both adding stacks.
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Edit: After seeing gameplay it seems to also be quietened for killer too.
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Hooks were reworked to spawn at a certain distance so this doesn't happen regularly.
It's probably the same thing that was happening with pallets, the map needed a minimum number of hooks and all the spread out spots were taken up so one was placed close to another.
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The only way chucky would work in the game is if they gave him the same FOV as a survivor with 3rd person camera. Seeing as the devs want to stick with the First person for killers I don't see it happening sadly.
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The stalking being in the hands of the survivors worrys me but I'm excited to try him. From everything i've seen so far he'll be another killer I'll skip but maybe the PTB will change my mind who knows.
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Mobile seems to have it's own leveling system due to leaks, as well as some other things that might be exclusive to mobile. My guess would be no.
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Sadly we have to wait for Dedicated servers to actually start penalizing these people, which is terrible since that's possibly 2 - 3 months away.
The best that can happen now is if they've DC'd enough they'll get banned when a ban wave gets sent out but the threshold is quite high so I wouldn't expect any changes. Looks like it's going to be another few months of this since there's no penalty.
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I love it too, The thing i really like is the high mobility, jumping and climbing. After playing Dbd for so long where it's run walk crouch and that's it, having a wider camera view high speed and all those abilities is so much fun.
Playing DBD afterwards felt so slow and clunky It took awhile to get back into it. I wish if DBD 2 where to ever become a thing that it'd have similar movement.
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It probably depends on the door spawns.
To be fair you have to realize, in order to get to this stage the Killer has had to play a good game where he's beaten 3 other survivors, protected the gens and found the hatch before the last survivor and closed it.
but even then I've seen plenty of times a survivor will camp a door and wait for the killer to close hatch knowing they wont make it to any of the doors in time unless it's billy, spirit or nurse. Or the doors end up on the opposite sides of the map like they usually do in the game or lerys and the killer can only really check one and it gives the survivor a 50/50 chance at escape on their third chance.