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CLAUDETTEINABUSH

CLAUDETTEINABUSH

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CLAUDETTEINABUSH
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  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/116509/stop-complaining-about-gens-being-done-fast

    I don't think we will.

    Gens go too fast at high ranks, it's just fact. You can watch very high caliber killers stream. If their ruin gets taken down immediately or they don't use it, the game flies by. Even if they are constantly downing, hooking, or juggling they get a 2K at best.

    You have a point there professor,yes in high ranks gens get done with a high speed,but if they nerf gen speed then how are the lower ranks survivors supposed to keep up?

    Still that is my opinion :)

  • @TheMonadoBoi said:

    https://forum.deadbydaylight.com/en/discussion/comment/958529#Comment_958529

    I did but it's useless even attempting to list the dozens of reasons why you're wrong but here's a few:

    - Why would you run sloppy with Plague when survs will just cleanse if they wanna heal?

    - How does dying light help with early gens when you need at least 3~ hooks to get any benefit PLUS it buffs the obsession?

    - So overcharge applying a minimal regression at the expense of you having to travel to the gen and kick it is worth it and helpful when survs are on multiple gens/early game?

    The list goes oooon and on and on but what this tells me is you have little understanding of what people mean when they say gens go too fast.

    Nope,still incorrect, the plague forever build tbh doesn't have sloppy, that's a misspell from me tbh,sorry

    Second,overcharge and pop synergize great with mobile killers(sorry if I didn't add it sooner)

    Third dying light. It doesn't it is just a great addition on the forever Freddy build imo.

    The list indeed goes on and on and on,tho you can't say that I'm incorrect,my points are reasonable. I do have a sense of what is going on with the game and I have gotten gen rushed tons of times, tho I have a temper and I realize that this is just how the game was meant to be. Toolboxes are strong,maps are long and teamwork is key in order to survive as a survivor. Still my opinion but hey,I have a point right?

  • @Eye66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/958494#Comment_958494

    You clearly have no idea what you're talking about or what the actual problem is and it shows hard. Looks like this is a troll thread and we all fell for the bait

    First of all, rude

    Second,not a troll

    Third I have a really good sense of gameplay,and I'm not here to challenge you,I'm just here to say my opinion,MY explanation of why IN MY OPINION you are incorrect. Tho since you can't respect my opinion then surely you are the idiot here.

    If you want to continue this CONVERSATION then come back when you have both manners,a brain and respect of other people's opinions. Until then,have fun complaining on the end game chat

  • @Runcore said:

    https://forum.deadbydaylight.com/en/discussion/comment/958494#Comment_958494

    Hexes wastes decent amount of time? 1-2 minutes is not decent. On higher ranks its less then minute. I dont think that 1 minute slowdown worth perk slot. Thanato slowdown is not worth. Noed is forcing killer to play with 3 perks and can be cleansed. Skillcheck perks are nothing vs skilled survivors.

    Yes finding and cleansing a totem gives the killer precious time,in many cases hexes last for more than 5 minutes,maybe not be cleansed at all. Thanato pairs great with other perks such as dying light and is honestly a decent addition to the forever builds. Noed forces the killer to play with 3 perks BUT if the last gen is popped right as you chase someone can result in a kill.

  • @TheMonadoBoi said:

    Sooo... You just listed a bunch of useless perks along with three good perks... To support your point?? I guess??

    Well thanks for the valuable input, none of those solve the issue you're trying to invalidate but ok.

    See comment directly in top of yours...

  • Dude I'm in tome 2 because I don't spend a lot of time playing only dbd,I play lots of games,just finished the first tome tho,I'm getting excited xd

  • @Runcore said:

    Except PGTW are all these perk useless. Hexes are wasting of perks coz gen rushers will destroy your totem in less then 1-2 minutes so its totaly wasting of slot. True is that gen speeds are crazy and as I stated in another topic, I was witness of finishing gen from 85% to 100% in 4s (when Tinkerer pops immediately start porting with Freddy to this gen and before port ended, gen was done). Gen rushing means easy wins for survivors but this is HUGE problem that must be solved asap by longer repair times, adding fake gens or another surv objectives like refueling gens before repair. Only this will finaly balance game which is now survivor sided. No arguments can change my opinion.

    @inferjus said:

    https://forum.deadbydaylight.com/en/discussion/116509/stop-complaining-about-gens-being-done-fast

    Hex ruin - can be destroyed at the beginning of the match and experienced survivors can ignore it entirely.

    Hex huntress lullaby - the same thing as Ruin, but much worse because it doesn't stop survivors from doing gens at the beginning of the match. Also ignored by experienced survivors.

    Sloppy butcher - quite decent perk, can't stop gen rushing tho if survivors decide to not heal and focus on gens instead, but at least makes them then vulnerable. Not that bad.

    Pop goes the weasel - probably the best gen-stopping perk. The only thing that can save the killer from gens being done.

    Surge - you get small value from using this perk, can't stop gen rushing. At least combos well with Surveillance.

    Overcharge - useless

    Thanatophobia - useless

    Dying light - it's Huntres's Lullaby, but worse because it buffs your obssesion.

    Ok let me explain;

    Hexes,yes can be cleansed but waste a decent amount of time for the survivors to find them,plus the extra time to cleanse.

    Sloppy butcher with thanatophobia,dying light has to be one of if not the best combo for plague and legion,it slows the game a lot.

    It is also godly for the "forever Freddy build"

    Overcharge with pop have great synergy (I can admit this combo is one of my guilty pleasures). Overcharge stacks with huntresses lullaby (would be great to stack with ruin too....tho it doesn't)

    Surge,pretty bad,I just added it because it is a generator interaction perk...

    Plus some perks that I was bored to write so I put etc;

    Corrupt intervention (sorry if I spelled it wrong) one of if not the best slowing the game down perks, godly on the trapper and the hag because it allows them to set up their traps with less stress of gens pop.

    Surveillance,pretty decent information perk,goes well with overcharge and pop.

    Discordance (again sorry if it is misspelled) again an awesome information perk,goes great with mobile killers (freddy, Billy)

    Thrilling tremors, decent information and slowing objective completion perk if you play a killer that can easily down a survivor,also great information perk.

    Then there are perks that gives you bonuses if a gen is completed;

    Bitter murmur,decent information perk,good for everyone tbh.

    Rancor,decent information perk,only downside is that it gets countered by swf because of the information that the obsession gives.

    Tinkerer,the only perk that can make the oni silent,tho I can say pretty useless since it can pop mid chase.

    Unnerving presence,good on low ranks but imo it just helps the survivors hit great skillchecks xd.

    Franklin's demise,doesn't slow the game down a lot but it forces them to search for their items (also one of my guilty pleasures)

    Hex;no one escapes death (noed) best clutch perk.

    Plus all the builds to slow the game down;

    Forever plague,legion,Freddy

    Impossible skillchecks doctor

    Etc.

    If you want to slow the game down,pick one of these builds. I personally love my no generator builds on doctor (overcharge,pop,ruin,Franklin's demise) or (destressing,unnerving presence,ruin,a perk of your choice)

    I don't know if you guys are console players or PC players,but as a PC player I can tell you that if I get gen rushed,is probably because of my own fault,not the game's.

    What do you think? Let me know by quoting on this comment.

  • @ArtGamer_J said:

    why is the find a match killer version soooo long and survivor so fast i dont get it it should be the same speed before yesterday my killer match finding was 10 secconds and then yesterday it was 2mins and today its 3 mins and i dont know why

    On PC. On console is the exact opposite

  • True. They did it with Freddy and they will do it with da docta

  • If you wanna be stealthy spine chill is s tier. My favorite perk with self care. It has saved my butt uncountable times

  • @Almo said:

    Regarding Nurse, the idea was to give Survivors some breathing room if they managed to juke a multi-blink. It's working fine, and Nurse is still ridiculous in the hands of an expert.

    Í agree, nurse is doing pretty good and the survivors have more opportunities to counterplay.

    Unlike pre nerfed nurse which had almost 0 counterplay....

  • I liked your comic tho I disagree.

    No behavior didn't do anything wrong (sarcasm)

    No hatch should be able to close.

    More or less because of the broken nature of keys,that will get a buff if the hatch never close.

    Can you imagine it? Hatch is open and all 4 survivors smash the m1 to get away while the killer can't do anything. Now that I think about it it will also buff swf. No keep the ability to close the hatch.

  • No, it doesn't count. It also doesn't synergize with:

    Overcharge

    Huntress lullaby

    Hex ruin

    It would be great but no :(

  • Tho I can say that the player could be bad and not the trapper as a character. But who am I to judge? I suck a lot against swf

  • @SquirrelKnight said:

    https://forum.deadbydaylight.com/en/discussion/comment/953840#Comment_953840

    He waited to drop the pallet and got slapped. Frankly this shows the reason comms and swf are so powerful rather than trapper being not good, almsot any killer would suck with these people against 'im

    Agree

  • LMAO true,but if you really know how to play, then he is damn strong. I can admit I got rekt by you. Well played :3

  • @LustForBP said:

    https://forum.deadbydaylight.com/en/discussion/comment/953554#Comment_953554

    That is not my question. Everyone knows what is meant by “gen-rush”. I’m not talking about a team that innocently completes all gens or 2-3 in a few minutes. We all do that without intention because it’s the objective.

    I’m speaking of teams that join a game to literally complete the gens as soon as possible. Are you challenging yourselves to do that? Or is that just your playstyle?

    Me and my team usually just go with the flow and make fun of the game. Some games we pop gens fast bc of no ruin and others we spend the game saving each other with 1 gen completed every 2 minutes lol.

    i guess my question is directed towards teams that join most of their games with 4 toolboxes and are done with 3 matches before I complete 1.

    Oh then you mean the dedicated teams that only have toolboxes. They just want to make the killer misserable

  • The oldest characters in the entity's realm are the trapper and Claudette so I'm going with those 2

  • I never say gg.

    I only say ggs

  • @LustForBP said:

    What is fun about gen-rushing and completing a game in 5 minutes? 4 survivors all equipped with toolboxes, rushing separate gens to finish the game as soon as possible

    You barely get BP, most I’ve seen when I play against it is like 13-15k. It’s just as boring as hook camping also not very rewarding besides a win.

    As a survivor your main goal is to escape. That's why survivors gen rush, because it's the most effective way to,you know, survive.

  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/952367#Comment_952367

    I am? 😀

    Anyways, you're indeed right!!! But you don't need me to approve it of course. Don't doubt yourself my friend!

    @CLAUDETTEINABUSH

    The Overcharge skillcheck is in its own class of skillchecks. Meaning it isn't affected by Ruins regression penalty since its not considered a Great or Good skillcheck, it's sort of a special skillcheck of its own.

    Failing Overcharge would cause it to explode... which doesn't work with Ruins passive ability anyways since the regression happens from only Good skillchecks. Failing a Skillcheck on ruin would just give a normal regression penalty, even if Ruin is active or not.

    So no, failing a Skillcheck with overcharge and Ruin would still only cause an additional 5% regression, not 10% since failing a skillcheck with Ruin doesn't add more regression anyways... its only when you hit Good skillchecks and NOT fail them.

    Thanks guys. I appreciate it.

    @Boosted_Dwight said:

    PGTW does stack with Overcharge but the penalty from missing the Overcharge skill check will remain the same.

    @FireHazard if I got anything incorrect I'm tagging you because you're the god of this sub section 😅


  • @ermsy said:

    This discussion has gone Soo off topic, I genuinely forgot what the actual question was.

    Wow......just wow......

  • Two things are infinite. The universe and human stupidity. And I have some doubts about the universe.

    - Albert Einstein

    Ignore him dude. Trust me I know more than anyone that there are stupid people in this world.

  • @T2K said:

    Well its definitly a very special experience.

    I can only talk about the higher ranks and there you have longer queue times as surv compared to the instant killer queues.

    I cant confirm the 89% but you have a high number of swf no matter if 2, 3 or 4 man. Its really easy to connect with others at least on ps4.

    The worst things on console for me are still the fps, bad controller sensetivity and the 360 issue where you get hits denied.

    The 89% isn't real I just said it in order to show the commonness of swf

  • If there is a way to escape the entity's realm

  • Can I made a fan made part with the doctor and the nurse and send it to you? I would like you to judge it since it's the first fanfiction story I've made. Let me know!

  • It was honestly perfect and I can't wait for part 2.

  • @twistedmonkey said:

    Becasue the lastly stats in April showed the amount swf which wasn't what people thought it was. It also isn't a console problem but a players thinking its always SWF they faced no matter the platform.

    https://us.v-cdn.net/6030815/uploads/431/R1N2OM008SX1.jpg

    PC actually had the highest number of all platforms from the last stats. The console version had been out for around 2 years before this was posted.

    I highly doubt its changed from this to the 90% to 100% figure people are now throwing around in the last 8 months.

    I didn't know that thanks for sharing it with me. I just have some friends that complain to me about the PS4 version of the game and got me wondered.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/comment/947621#Comment_947621

    Then why call it golden age of dbd? That perk was annoying as hell on most maps especially lampkin lane and hawkins, if you were a killer main you wouldn't call it that lol just saying

    It was indeed annoying and busted but still now that I'm against the survivors that are using it it feels.... Different. I dunno why but I'm going to miss it XD.

  • @AThiccOni said:

    https://forum.deadbydaylight.com/en/discussion/115608/balanced-landing-rip

    You mean the toxic age of dbd bud lol let me guess survivor main, and no it's not bad if you actually know how to use it. Now it's more of a stealth perk which I think is way better tbh

    Killer main (doc)

  • @HauntedMandalorian said:

    Dead by Daylight is the reason why I've switched my messaging to "Friends Only" on PlayStation.

    I haven't had a positive and friendly discussion regarding the game since the very first night I played. That was a flash in the pan. Everything, other than that night, has just been negative and toxic. Never from the Killer, always from other Survivors, whether I was playing as Killer or a Survivor.

    I might turn it back on sometime soon and see how it is, but as of now... no way.

    @gizmo said:

    Every game’s community is “toxic.” No game’s playerbase wants to just be stuck with people that are bad, and don’t want to advance themself. If they did, there’s no point of the game.

    Sorry to hear that. Maybe PS4 has more toxic people than PC I don't know...

  • @TheCoolDBDGamer said:

    Nope. Obviously they are bad against solo queue survivors, but against toxic swf groups they are necessary, especially with swf's with voice comms,

    also Mori's only need to be changed to only be able to be used on deathhook,

    also Mori's should give the survivor a skillcheck and if they succeed the great skill check the mori gets cancelled and the killer can try again with each try of a skillcheck getting progressively harder.

    Remove mori's only if the dev's remove survive with friends.

    I strongly disagree about the skillchecks.

    The Moris should be a way of ending a survivors life quickly.

    Imagine Moris in red ranks with skillchecks nightmare

  • When you are done writing the fanfic please link it because I am really REALLY interested. Although I can say that since we don't know how the most plays with both survivors and killers minds it would be hard to tell about their thoughts of other killers. It could be possible that the entity can control the killers by torturing them, that way they will learn not to injure other killers.

  • I wouldn't be sad or frustrated if these changes were made, I just think that coming up with creative ideas for making the moris more difficult to use would be a better solution. I read about the 2 things they counter when being second hook and you kill them by your hand but I don't think there should be something like this in the game. Although I don't mind it existing like that, I believe it would be.....kinda unhealthy

  • The killers rank up harder because they can't be carried unlike survivors. The game is either way survivor sided and I question if the entity watches dbd and says; yep exactly what I wanted.

  • @Keene_Kills said:

    Matchmaking pairing you with people 10-ish rank levels outside of your zone every single match, insane viability gap between solo survivor and SWF, or map design balances... hard to pick.

    For sure, they're all FUBAR'ed and untouched at the moment.

    I agree matchmaking is absolutely broken

  • TBH there are a lot of things that need change; totems are almost useless,keys,moris, luck is literally a waste of an offering,letherface is so bad that you can be affective at high ranks only by camping in the basement and you will still get gen rushed and lose

  • @HectorBrando said:

    Actually is even worse, luck doesnt affect items in chests, only unhook and bear trap attempts.

    I would make it affect several of this mechanics slightly (not necessarily all of them and not in a heavy way like 0% skillchecks): items in chests, position of doors, totem spawn points, number of skill checks, number of fast and slow skillchecks, position of gens and number of crows.

    Also i would make bad luck offerings for killers.

    I didn't think of bad luck offering for killers,good job

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/946372#Comment_946372

    But they're not supposed to be any stronger than that. An offering shouldn't ever be gamechanging like moris are, not even close.

    Moris are stronger than any add-on or item than any killer or survivor could bring. It doesn't make sense.

    I agree they are way too powerful but the survivors can bring 4 toolboxes with 4 brand new parts if they are good players and your gens will pop in no time. Yes keys are problematic too and yes it is unfair for a killer to have a game-changing offering but still I believe that if they make em more rare and harder to fulfill but have their uses will be the healthiest way to change em. All of that is my opinion and I respect yours btw :3

  • @FrootLoops said:

    I dont think it is as long as it is a 2 way street. Survivors should tap a gen and let you kick it, throw pallets, lead you on a chase, and accept that once the gate is open you are going to hook them anyway :)

    -_-

  • @tetsuo said:

    You shouldn't respect survivors

    Why? If they played really well and their team just urban evasion in the corner of the map for 10 minutes I just kill the teamates and let the only worthy opponent survive

  • @Johnny_XMan said:

    Exhaustion is balanced IMO.

    The idea that it could flat out give more of a disadvantage for survivors seem too much IMO. It it was introduced as a perk I’d be more in agreement.

    Ok thanks for commenting

  • @FJSJ_Lunar said:

    Why are all your posts about nerfing something

    If you believe that then you obviously haven't read all my posts. Tho yes most of them are, because I am interested to see the community's reaction. I'm not trying to find excuses I'm just trying to start a discussion

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/946364#Comment_946364

    They wouldn't be useless though. You save the time it would take to hook them and ignore DS.

    The time that you wasted moriing is about the same of finding a hook and hooking the survivor, also if it becomes like that nobody will run moris since they can bring bp offerings that will be better

  • @gantes said:

    Ebony mori is much more problematic than keys in my opinion.

    Keys are busted, yes. And they need changing too. But they're rarely used for more than one survivor.

    Ebony moris are guaranteed wins if the killer has any sort of skill. Hell, even Ivory moris are way too game changing because being able to make the game a 3v1 that early is also pretty much a guaranteed win.

    I feel like Cypress can remain as is, and the other two should only be allowed to use on survivors on death hook. As for keys, the absolutely necessary change imo is to make it so that the hatch closes after one person escapes through it. An opening animation would be nice too.

    @gantes said:

    Ebony mori is much more problematic than keys in my opinion.

    Keys are busted, yes. And they need changing too. But they're rarely used for more than one survivor.

    Ebony moris are guaranteed wins if the killer has any sort of skill. Hell, even Ivory moris are way too game changing because being able to make the game a 3v1 that early is also pretty much a guaranteed win.

    I feel like Cypress can remain as is, and the other two should only be allowed to use on survivors on death hook. As for keys, the absolutely necessary change imo is to make it so that the hatch closes after one person escapes through it. An opening animation would be nice too.

    If they make them activate only in death hooks survivors they will be more or less useless, that's why I mentioned the other ways that can be changed...

  • @ALostPuppy said:

    Ebony moris need to change. Maybe if it let you kill X amount of survivors when Y amount of gens are completed...

    2 gens done - can kill 1 survivor

    3 gens done - can kill up to 2...and so on. If there's one person left in a match they can always be killed by your hand. And there would be an icon on the bottom right with a counter that shows how many people can be killed. That was my idea anyway. It'd feel more like a comeback mechanic than a free win mechanic.

    Interesting idea, i actually thought of this and I believe it will be balanced, but I think that in addition to this the survivor has to be hooked once, too complicated and overloaded but fair

  • @Mister_Holdout said:

    Just get rid of keys and moris. It'll make things simpler.

    I think that Mori animations are the best and honestly the last 2 are the best. Can't wait for next 1

  • @SpaceCoconut said:

    Make Cypress Mori part of the base kit in its current form.

    Green mori available once a survivor is on their death hook. Not limited to a single survivor.

    Ebony mori available once all survivors have been hooked once.

    DC's during mori animation reward killer with bonus bp. (For those especially salty survivors)

    Keys:

    Hatch doesn't pop open upon 3rd survivor death and give the hatch an opening interaction similar to opening the gate.

    Keys speed up the interaction.

    I have to disagree on this one, I believe green Mori should be somewhat useful and the hatch should give the last survivor a chance to escape.

  • @kate_main said:

    https://forum.deadbydaylight.com/en/discussion/comment/946166#Comment_946166

    Ahhh,NP xD

    I understand what you're saying uwu.

    But I think the game is more engaging with chases,Imo.

    I agree, and I also kinda believe that noed is balanced because the game is unbalanced XD. If you wanna nerf noed you should first need everything else that is more "op"

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