Boodge
Boodge
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1806250#Comment_1806250
Moris are also a one time use. Keys can be used multiple times. Both used to end the game quicker. Moris won’t do that anymore.
Keys only become useful if a game is already close to its end, and rely on rng to find the hatch. I rarely see people use keys on hatches, even when they bring them into matches.
If a killer brings an ebony mori, they are all but guaranteed to not only use it, but get a cheesed 4k and waste everyones time.
Also, you have to have an addon attached to a key to use it more than once.
Keys can be strong, I agree. But equating them to moris is laughable. Moris are faaaaar more busted and op than keys, and require a lot less variables to use.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1803983#Comment_1803983
siriously Mandy, this makes moris useless and this decision make me mad. No one will investigate 7000 BP for this offering. Also make it from red to brown pls ... it´s an unfair change and another slap in killer´s face. Whats next ? Nerf Undying, nerf camping, nerf tunneling nerf everything ? ....im out for today ...absl horrible
Bro, ebony moris were busted before. Literally turned matches into cheese games. Im all for refunding players for the ones they have, but this change is healthy for the state of the gameplay.
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Equating keys to moris is an odd choice. Moris are far more game breaking than keys.
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Just a quick comment here:
I got adept achievement with the Twins in my very first match with them yesterday. So their emblems are working correctly, at least for me on PC
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A) looping has been in this game since the very beginning. The game is not slowly dying. It has only grown and grown. People have been saying it is killing the game for 4 years now. It hasn't, it has done the opposite.
B) Your first chase really lasts 3 minutes? I can pretty consistently hook my first survivor within 2 minutes in red rank as almost any killer. I get that a few bad games can happen, but your description seemed rather overdramatic, highlighting the rare crushing defeat.
C) I had a really tough time figuring out which killers you were talking about right away. Using their "real name" like Rin/Sally/Caleb is awkward and weird, just call them by their titles aka Nurse/Spirit/etc. It just makes the meaning clearer, and is honestly a little less cringe
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Sabotaging isn't currently unbalanced, nor is it a problem. Most survivors don't even bother doing it unless they have dailies. This change is neither a buff nor nerf to sabotaging, just a change in how it works. I don't see the problem, and I definitely don't see sabotaging surging in popularity after the change.
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Item retention makes absolutely zero impact at all. Items were nerfed across the board for survivors. You could, RIGHT NOW, use a rare toolbox to 99% and stop using it so you don't lose it. Now you can use it to 100%. It recieved a 1% buff, but at the cost of ALWAYS losing add-ons.
Before and after this change, you need to survive a match to keep the item. Literally, survivors are not any more incentivized to bring rarer items, because the conditions for keeping the item are the exact same. They just now dont have to stop using the item .5 seconds before it ran out of charges, which is a minuscule change. In practice, nothing has changed in fact.
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@ClickyClicky said:
These killers must have been the luckiest killers in the world. For me Ruin was often gone within the first 30-60 seconds. Sometimes they even spawned on it. I basically played so many games where it was a wasted perkslot that it has been quite easy for me to adapt.
If someone really feels the game has changed that much then they must have had it lasting multiple minutes each time.
Ultimately, this. I stopped carrying ruin on all killers LONG before it was changed because after 30-60 seconds, it was always a game where I only had 3 perks. And I still managed to get at least a 2k in just about all my games with all killers in red ranks, and more often than not it would be at least a 3k.
And 2k is a good game. That is a balanced outcome. The ideal average game.
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@ApeOfMazor said:
https://forum.deadbydaylight.com/en/discussion/comment/1077720#Comment_1077720
Decisive strike - hit the killer causing them to wail in pain and revealing the killer aura to other survivors for 4 seconds. No longer free escape.
Borrowed time - takes you longer to die on hook. You can struggle for 10 more seconds. Boosts struggle points by 100%
Unbreakable - cannot bleed to death and reveals hatch location when downed if it is open. After 10 mins down your aura is revealed to killer
Adrenaline - when gens are done you can heal 100% faster
Dead hard - add more cooldown so no one wants to use it
That brings the perks in line with all the other garbage in the game.
Unbreakable and Borrowed time are fine as is. They are the only tools survivors have to combat slugging and face camping, and if the killers chooses not to go with those tactics, they are wasted perk slots for survivors.
DS nerf you suggested would be fine if it also stunned the killer for those 5 seconds, giving survivors more time to wiggle.
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You are implying the only way to do well before the update was to use ruin, which is false. I stopped using ruin almost a year ago, and still frequently 3k as any killer. I get adept achievements in one of my first 3 games as new killers after each update (in red ranks).
A lot of killers are struggling right now because the way they play has been forcibly changed. It is understandable that many are feeling too weak. After a period of adjustment, they will learn to play without ruin and do as well as they did before.
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Some of the suggestions in here are way too strong.
I think it wouldn't be unreasonable for all totems to just give a notification to the killer when cleansed (the same kind as when a gen explodes). It would be dumb to light up the survivor the rest of the match like some people suggested. But giving the killer a brief notification would give survivors a bit of a risk of drawing attention when cleansing.
The only other change I think would be good would be tying all totems to exit gate opening time. Increase the base time it takes to open a gate by 25 seconds, and have each totem cleansed reduce open time by 5 seconds. Now survivors are a bit more incentivised to hunt down totems instead of doing gens. There is your secondary goal, without punishing survivors too harshly.
I think a good killer perk could be increased stats for every totem cleansed, maybe some special affect when the last totem is cleansed.
All these suggestions would incentivize totems to be done, but also provide adequate risk to doing them, without feeling like survivors are taking a beating stick.
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People kept saying Dr was nerfed, but I think this update made him stronger than ever
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@Infested said:
2.4% of steam players have hit Rank 1 killer EVER in the entire time of DBD
Compared with over 4% for Survivors.
This stat shows it's almost twice as easy to get rank 1 as survivor. Game is survivor sided anyone disagreeing is kidding themselves.
Also I'm a survivor main before people start complaining
Survivor achievements in general have higher percentages because there are more people playing survivor at any given time, and probably more survivor "mains".
With 4 people playing survivor and 1 person playing killer, it makes sense that more players are getting rank 1 survivor than rank 1 killer. If it was split evenly down the middle, your point would have more ground to stand on.
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@Hopesfall said:
https://forum.deadbydaylight.com/en/discussion/comment/1025859#Comment_1025859
it's not always about the emblem.. killers want long matches so we can have a decent amount of chases (more than 3 before EGC).
"as long as you recover" ... why even have that caveat? you're saying that like playing killer has an immediate, known disadvantage.
But the "recovery" is an intended flow for the game. Killer starts at a disadvantage because they have too many objectives to protect, but get more powerful as matches reach the end, since they have a smaller area to protect, and usually less survivors to worry about. It is natural, even healthy for the game, for the first 2 generators to go relatively quickly. In fact, if the first 4 minutes of a match goes by and no generators are done... hell even only 1 generator, the survivors are probably going to lose. 4 minutes is an eternity in a match, and killers snowball harder as matches progress.
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@NDwight88 said:
Nerf hillbilly.
I play both sides often, but prefer survivor gameplay, so consider myself a survivor main.
Don't nerf hillbilly. Buff other killers to his level. He should he the standard to how deadly a killer can be. He is also loopable and you can juke his chainsaw pretty easily.
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I love achievements, and always eagerly look forward to seeing what the news ones are in each update. I have 100% achievements, and always get back to that after each DLC.
Adepts for killers are unnecessarily difficult. I always make sure to grab it on day 1, while survivors still don't know how to deal with the new killer. I got it on my second game with Oni.
The hardest achievement in the game is Skilled Huntress, IMO. It's hard to get one point for it, much less 20
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@Shraar said:
https://forum.deadbydaylight.com/en/discussion/comment/829775#Comment_829775
Thanks for nothing... sorry I'm just trying to be constructively critical, try to think of what could be better instead of "yeah it sucks"... like no, don't be satisfied with that lmao. think harder.
every great story needs conflict. a goal. the goal of the entity's realm is just "suffer mwahahaha" sounds like an edgy kid wrote it trying to be dark. They should spread rumours that one survivor actualyl escaped (vigo? benedict? who?) that would at least be interesting, if we know from a meta-perspective it's hopeless the story will stagnate and be absolutely (as i said) pointless
It doesnt need to be anything more than that though. Its a multiplayer game. Not a narrative. Why should we hold a game like this up to that expectation? Who cares about the story in a game like this? What matters is balance and fun new mechanics added. You chose the wrong game to invest in if a story is what you seek. They just need to say enough about the characters to give them an excuse to he there. And to be honest, I truly feel like they dont even need that. If they gave no killer or survivor a backstory in this game, I wouldnt care one bit. I purchased this game to hide from killers, and chase survivors down.
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I created an account just to reply to all this nonsense.
There will never be a narrative payoff for Rin. She will never encounter her father. If you are expecting some sweeping story from this game, you are setting yourself for major disappointment. The backstories are only there to give loose context for killers. This game never has been about a grander story. Its a cheap asymmetrical online multiplayer game. Not a Hideo Kojima masterpiece of storytelling.
However, lore wise, I think its safe to assume that her deal with the entity for revenge will never be fulfilled. She is now a husk of what she used to be, filled with rage but little sentience and logic. She will eternally serve the entity, killing for it, never truly getting what she wants.
If she were ever able to get revenge, her spirit would pass on. Her rage would subside. And then she WOULD need to be deleted, to stay lore accurate. The entity has her wrapped around its finger as long as she doesnt exact her revenge.
Her story is meant to be a tragic one. A good person who is turned into a monster, lured in by false promises.
If her father were turned into a killer, she would never know. Killers dont have any contact with each other. She would still thirst for vengeance, but it wouldnt be any closer or further away for her than if her father wasnt a killer.
All of this is beside the point though. Why do you care so much about a tissue thin narrative that only exists to advertise a playstyle and theme for a multiplayer game? It's asinine to expect to learn more about characters in a game like this.