Callmehandsome
Callmehandsome
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@TheRealHansGruber11 said:
This patch is... something.
Im concerned about what they DIDN'T mention.
I.E. Keys, Ds/Unbreakable, OoO, and the entire host of absolutely useless perks (Sole Survivor literally doesn't even work, and monstrous shrine is less than useless.)
On top of that, they literally made animations so that teabagging "is still satisfying" I'm sorry, but thats a massive red flag. Rather than trying to reduce toxicity, they literally paid to make an animation for it.
Why are you surprised? As long i remember devs have always favored survivors and i played since 2016. They will ONLY nerf survivors if survivor queques are getting too long, simple as that. With most survivor nerfs they are extremely careful how they approach them, like doing PTB's, if they nerf certain addons like insta heals, insta gens, keys they announce it months prior so survivors can spam them.
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1854520#Comment_1854520
Is this what we call selective hearing?
And why should I care about what marth says? lol, try to argue at least. And o yes nurse got toned down so badly that god tier nurses still get their 4k without any effort, yes she got toned down A LOT for newbies.
And yes, im obviously going to get rekt cause i play this game in casual mode, i have a house and a life and im not wasting my time in my mother basements playing videogames (exactly like marth does)
Oh and btw umbra (top tier huntress player) thinks killers cry too much about swf, should we all think umbra's word is gospel?
You know maps are less bigger, new perks exist, new killers exist, and new gen regression perk exist, right?
And u know survivors got nerfed a lot since 2018, right?
https://us.v-cdn.net/6030815/uploads/6EA0GRXUA2XK/image.png
answer it, is for you, the circus is calling!!
Wow you sound angry. There is no need to get hostile. I just pointed out flaws with your argument like "gen speeds have been slowed down".. by 2 SECONDS lmao. Sure survivors have been nerfed, just like killers. Obviously god nurse was more threatening with 5 blinks or omega blinks. If nurse doesn't run cooldown addons now she has map pressure of 115% killer, you are telling me god nurses won't feel that? You keep saying you have life and all.. but you feel entitled to win against some nurse main, that spent maybe thousands of hours mastering her?
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@Bond4ever said:
https://forum.deadbydaylight.com/en/discussion/comment/1849663#Comment_1849663
- Maps were bigger in that time
- New killers and new metas got introduced in the game (Ruin + Undying or killers as spirit)
- Pallets got nerfed
- A LOT of infinites got nerfed
- Gen speed got nerfed
- New maps have more pallets but they're unsafe
Do you want me to continue?
You cannot say that this experiment is valid when the game has changed too much since this one took place
Marth has said that his de-pip squad would perform equally well now as back then. Keep in mind strongest killer nurse got toned down A LOT which was the only killer they had slightest problems with when nurse had either 5 blinks or omega range blinks with ebony mori. I'm pretty sure Marth could accept your challenge to face them again, but we both know you won't do that as you would most likely get rekt. The core issue is gen speed which is untouched, the co repair nerf you mentioned? Previously 2 survivors could repair generator without great skillchecks, items, perks in 44 seconds.. now it's 46 seconds. I'm sure that would help you a lot..
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@Junylar said:
BBQ is literally two perks in one. But what is really interesting about it, is that even if it were indeed 2 separate perks (one for tracking and another for bp), both would still be S-tier. It's strange that they never thought about nerfing it.
Survivors have a similar perk for bloodpoints: We're Gonna Live Forever. But that one only gives bp stacks, and nothing else: it doesn't give any actual gameplay functionality like BBQ does. And I'm not even reminding that it takes a lot of sweat to get all 4 stacks on WGLF while you can always get all 4 stacks on BBQ without sweating much, since you only have to hook survivors once.
I'm assuming you haven't used WGLF as you don't know it's functions. It's extremely good perk if you face slugging killer.
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@MadLordJack said:
1) BT is a survivor perk that confers a specific status. Franklins is a killer perk. Some on-hit killer perks only work on basic attacks for various reasons. And no-one likes that Franklins got randomly nerfed like that.
2) That is an issue that exists, but it's not like it doesn't have it's counterparts. However, in the spirit of not whattabouting, I won't mention them.
3) Everyone knows why Mori's were nerfed, it's rather self explanatory and has been discussed by both the community and Devs for a while. Also, the Devs warned us months before they Mori's were getting looked into.
4) Also an issue with counterparts of its own.
5) Huh?
6) See (2) and (4).
7) That's how the perk works.
8) Too complex to bother with. I'll just leave it at "killer is supposed to be harder."
Franklins should work with every attack TBH. Even in the movie it was with chainsaw attack lmao. There are by far stronger killer AND survivor perks so idk why they even touched it. In the PTB franklins reduced item charges by 20% if i remember correctly
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1852643#Comment_1852643
This game is almost 5 years old and their most iconic killer, the trapper,is still not able to carry 2 traps without addons.
Amazing
Yeah i don't see why they cannot give trapper some love. Can you imagine how much buffs trapper should get to be considered OP? I think least they should do is give him ability to to carry 2 traps, traps should somehow hinder survivors if they step on them so it would be more rewarding.
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It would be interesting perk if it gave you like speed buff if you hook somebody in basement. The speed buff would be maybe 5-15% and it would activate if you move far away from the basement. Appropriate time would be maybe 30-45 seconds? then you would come back to normal speed.
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I wouldn't mind ruin, undying combo nerf if you nerf survivor meta as well. Keep in mind this has been killer meta for 4 months. Survivors ran almost identical build for YEARS. DS, BT, exhaustion perk and semi meta perk: IW, UB. If you want to quote OTZ you should also mention what he finds "boring AF" from survivors side.
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You are just better off if you bring medkit. Yellow medkit with right addons allows you heal 3 times or so. You should only heal if you need to repair in unsafe position. Most easy games i had with wraith hit and run style was when i was running sloppy, NC and survivors kept healing with SC in corners and you could just ambush them.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1846950#Comment_1846950
Which is why you don't use ruin on killers with zero map pressure/mobility.
I agree that pressuring survivors that spawned on 4 different gens is really hard though (would love to see a change to the eaery game that would spawn all 4 survivors together).
But this is what you said
"About gens,i didn't notice a significant change towards gen speeds in my games"
Slower M1 killers got hurt most by old ruin nerf as they cannot put enough pressure, pop nerf hurt them the most as well. Nobody likes to play Freddy, spirit every game and these are the killers survivors hate the most. Good nurses are extremely rare now.
Some map nerfs helped A BIT when they are smaller, but still not nearly enough to compensate for the nerfs. Also nurse got mega nerfs, her base kit is 2x weaker now than previously, if you do not run cooldown addons you have same map pressure as normal m1 killer.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1846827#Comment_1846827
-About gens,i didn't notice a significant change towards gen speeds in my games
-I happily traded old ruin for the map reworks,honestly.It was super inconsistent as hell with these garbage totem spawns anyways.But it's definetely not bad now imo,there's just more strategy and effort involved to get maximum effort out of it (and RNG,obviously)
-I'm gonna agree that the billy rework was really disappointing (only his addons needed a rework,not his basekit).
The nurse change was also pretty useless because it only hinders bad and average nurse players (even though the devs tried to make the good nurse players less oppressive). Good nurse players will still murder survivors in seconds.
But both of them are still strong killers though.Just less fun because of the overheat/blink recharge mechanic
-The problem with your last point is that you normally won't recognize whether the survivors in your lobby are a SWF or not (only if they are very obvious about it.Also,there aren't many SWFs that would "require" the use of the old mori.Most of them are manageable to play against and have some weaknesses you can exploit as a killer.
Im just wondering how that is possible. Either you are the best killer in the game or just lying dude. It doesn't matter how skilled killer you are, you have limitations how fast you can travel in the map. The first generators WILL pop with the new ruin.
Normal m1 killer can move from one side of the map to another in roughly 22, 25 seconds, add chases, downing survivor, transportin to the hook. If survivors spread out to repair 4 different generators, how will you stop all of them? old ruin was great, because if you had good start at the beginning it slowed down survivors enough that you could stop survivors from popping the first gens instantly. Now it's impossible to do that as you have that timeline of roughly 90-100 seconds and with new ruin you cannot simultaneously put pressure on all 4 survivors if they are spread out.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1843585#Comment_1843585
Did we really get that many killer nerfs this year?
The only significant i could think of is the billy rework but other than that i would say the year was great for killers
Killers got some buffs, but the nerfs definitely outweight them. If you go ask popular killer streamers like Otz, Scottjund or tru3 they will say killer is harder than year ago.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846642#Comment_1846642
When and how was the recovery bar buffed in 2019?
And no men's timer still goes down even if you are in a chase, it's whether you are running or not. Dont believe me? Go test in a kyf urself
I feel like i'm repeating myself. I never said that it didn't NOW, now that you need to run you could con cinder it a slight nerf.
All i said that they buffed BT in the past like 1,5 years ago or so you never needed to mend if you were inside killer's terror radius. And yes dying state has been buffed 2 or 3 times. Most recent one was that you can pick up downed survivors extremely quickly /assuming they were fully recovered. This was slight nerf to counter slugging. So before it took you like slightly over a second to pick up downed survivor, now it's less than a second.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1846581#Comment_1846581
Haddonfield infinite windows on the fences were removed. Theres only those small window loops on the fecnes now.
BT still goes down if ur in the terror radius, it only doenst go down if you're running, it's been like that for ages. What are you talking about with 99ing your recover bar? That's what it's always been like, never changed. Only one anti-slugging perk was added and that's soulguard, a perk which is no where near overpowered. If you're having a problem with slugging perks, don't slug.
When infinites were on majority of maps, maps were far larger, badham was even stronger than it is today, when haddonfield infinite windows existed, before ruin rework, before ruin undying, before blight, pyramid head, deathslinger, freddy rework, bubba buff, doctor buff, small clown and plague buffs, insta heal nerfs, medkit nerfs, toolbox nerfs, flashlight animation change/shadow nerf, multi gen repair nerfs, great skillchecks on gen nerfs, balanced nerf - This was the list I gave you before and I'm waiting for you to beat it for survivor buffs.
You are wrong. BT was only "recently" changed that you don't have to mend, but previously they buffed it so you don't need to if you stay in killers T radius. And secondly, they did indeed buff survivors that you can pick them up quicker from dying state. You saying recovery bar "never changed" is false. It has been changed 2 times. First time like around 2016 and second time in roughly 2019 both were buffs.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1845417#Comment_1845417
Wow you tell me off for supposedly not playing killer yet you have no idea about pretty much any of the map the map changes?
Here's the infinittes that were removed:
Coal tower, groaning storehouse, iron works, wretched shop, suffo pit, abetour, cowshed, torment creek, pantry and badham. Haddonfield fence infinittes were also removed fyi. This sound like three windows to you?
So many maps were also shrunk and the number of times was significantly decreased on MANY maps, go look through patch notes if you don't believe me.
Half of your other survivor buffs didn't even happen, so please get ur facts right. For every survivor buff you could mention the last year I could list you at least three.
You specifically said "when haddonfield infinite windows existed" so i'm asking you, what windows got nerfed? Also what of the survivor buffs i mentioned didn't happen? because all of them did. Sure list every killer buff. We will see who will have more buffs and nerfs. If you start naming every addon nerf i will mentioned every single addon nerf killers got as well
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1843585#Comment_1843585
Wow so you would rather play killer a year ago than now? When infinites were on majority of maps, maps were far larger, badham was even stronger than it is today, when haddonfield infinite windows existed, before ruin rework, before ruin undying, before blight, pyramid head, deathslinger, freddy rework, bubba buff, doctor buff, small clown and plague buffs, insta heal nerfs, medkit nerfs, toolbox nerfs, flashlight animation change/shadow nerf, multi gen repair nerfs, great skillchecks on gen nerfs, balanced nerf.
Now let's list things that have improved for survivor. Less bs hits through vaults. Mori nerf. Deception being only decent perk released in a while. Billy nerf. Tonedown of nurse. Slight pop nerf.
And you're trying to tell me that more nerfs have been made to killer?
Before we continue have you played killer much? i'm seriously wondering if you even played killer 1+ year ago. Because let me tell you, killer is A LOT harder right now. Ruin nerf was overall was big punch to killers gut, because it was literally only thing that could really slowdown survivors early from getting 2-3 gens popping early as normal m1 killers cannot pressure 4 survivors simultaneously. All meta killers have been nerfed, some less than others. You saying that 3 "reworked" maps is the reason killer is easier now? i mean how many "infinites" did they really fix? I can only remember groaning store house, iron works.. what else? swamp was made slightly smaller
Survivors have been getting a lot of tiny buffs since then, i cannot even remember all of them. Some of them have been good buffs, but if you give 10 small buffs they become significant buff. I remember first buff was adding feature that you cannot hit unhooked survivor unless until they actually can start running, BT didn't run out as long as you were in killer's terror radius, slugging was made harder as you now need milli second to get fully recovered survivor up, new anti slugging perks added. There are plenty of them. Lastly haddonfield infinites haven't been touched, windows are exactly the same. Only thing that this map got was nerf of balanced landing.
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I think they have made it too easy for survivor just to give up and mess with rest of the team. I've seen several survivors who die on first hook if they mess up early while looping before even touching a single generator. Imagine if killers had equivalent way to end matches if he didn't like certain map, lost 3 generators early etc then everyone would just cherry pick matches that would give them strong edge.
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For survivors it would be either removing OoO or deadhard. Deadhard is definition of a crutch which allows you to press a button to fix your mess up while looping.
For killer, equally crutch NOED or insidious
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1843492#Comment_1843492
You mean that one 10 months ago? It´s not like killers received nerfs in that time or something...
People say that "Killer has never been easier" which is not true at all. Last 1+ year have been mostly killer nerfs. Every patch there was maybe like 3 killer nerfs in exchange of one survivor nerfs. Any major survivor nerf there was in this time was brand new part nerf, insta heal nerf, few windows nerfed and balanced landing nerf, multi repair gen repair nerf (which was only 2 second added for duo, insignificant)
Cannot even count what from killer side got nerfed because there was so many
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1843472#Comment_1843472
They've also banned plenty of stuff on killer side in tournamnets as well you know, they do it for balance reasons and to make games funner not because survivor "OP".
I never said we shouldn't balance around high level of play, I said we shouldn't balance for deathsquads, big difference. You can go ahead and tell me that it's not ok to have overpowered surviovr stuff and that's all I care about but how would you go if they started nerfing some of the insanely strong killer stuff?
The point is, this is not a one sided debate. Both sides have balancing issues and both sides have things which need to be sorted out. It would be far more realistic to nerf specific maps/surviovr perks than nerf deathsquads as a whole, and in fact even more better to nerf stuff on both sides at the same time, so that one side isn't able to overpower the other at the strongest level consistently. You nerf deathsquads and what's stopping infectious slugging nurses?
They banned what from killer side? last time i remember killer could use any perks he wanted, even NOED lmao. You ask me what i would do nerfing killer side? all i say go a head! You can delete ruin, undying all i care if it means deleting DS and Deadhard as well in exchange. I played since 2016 and survivors ran same meta practically the entire time.
To your third point, how often do you actually meet slugging infectious nurses? since her rework i've seen just 10 nurses, half of them were hilariously bad. There are so many anti- slugging perks now i hardly see it as an issue. If i wanted to destroy bad solo survivors i don't need nurse to do that, i can do it just fine with other killers.
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Usually when somebody says "we shouldn't balance around high level play" it's coming from a survivor main. This is statement automatically means that we should keep high level survivor overpowered without touching them because of "poor solo survivors"
But this has never happened with killer side. A lot of killer perks and killers itself have been nerfed even statistically they shouldn't have. There are still plenty of ways to weaken SWF survivors without having major if any impact on solo survivors. First perk i would completely nerf is OoO. It literally makes facing SWF survivors 10x worse just by the fun factor. But as a killer fun factor is never mentioned. If you watch any recent tournaments survivor IS the power rule, as they banned stacking several perks together, like 4x DS, (anti tunnel btw)
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1841054#Comment_1841054
I never said killers should have no powers, I said that it's obvious there would be no survivors playing a mode like the one you suggested, as they wouldn't have anything going for them. As much as there would be no killers, if they were obliged to play without perks or powers. I was just replying to what you said which, again, was kinda obvious. Pretty much like saying that if you take someone's food from his hands, he's not going to eat.
https://forum.deadbydaylight.com/en/discussion/comment/1841119#Comment_1841119
As much as that CAN be true, there is little you can do against tunneling and bloodlust, unless you find a god loop. And even there, the killer will get you, sooner or later. This has nothing to do with getting better, it has to do with flawed game mechanics.
People always argue which side has stronger perks, but survivors always had stronger more impact full perks to a point they were more like skills than perks. This is why i said no perk mode for either side would really solve it. Obviously survivors still could vault windows faster, have pallets so i don't see how you can claim they have "Nothing" going on for them.
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1840869#Comment_1840869
Of course, and no wonder that would happen. Kinda stating the obvious here. Without perks, on an individual basis, there is not much survivors can do. Killers, on the other hand, still have their unique powers, different move speed, height and TR. Have a gamemode where there are no perks on either side, nor do killers have the ability to use their powers. It would be equally played by both sides or, much more probably, remain untouched forever.
Then again, survivors have more game changing perks? DS, Dead Hard and Unbreakable. That's it. Borrowed Time doesn't change a thing, unless you tunnel. Or unless you can't resist the urge to smack those who try to bodyblock and take the hit, but it falls on you alone. Killers have Ruin, Nurse's, Infectious Fright and BBQ that do half the work for them, Undying to have that Ruin doing work fro them even longer, Corrupt to block gens at the start for a sizable amount of time. Can't really say that perks like PGTW, Ruin, Undying, Spirit Fury, Enduring, Lightborn, Tinkerer, NoeD and BBQ aren't game changers. Some matches can be won because of PGTW alone. Not to mention that BLOODLUST isn't a perk at all.
I'm not saying survs don't have anything going for them, I am just arguing that saying killers don't have game changers, and even more of them + more useful perks is baffling.
I'm talking abaut perks, but now you bring killer power into it. You do understand killer has his power for a reason right? it's 1v4 game, so obviously killer is supposed to have upper hand in chase mechanic. What you are saying it would be "equal" if killer was just 5% faster movement speed, while survivors still would have faster window vaulting, pallets.. it wouldn't be equal at all. It's like me saying ok fine, killer has no power, but survivors cannot vault windows faster nor drop pallets at all, now we are equal?
There is a reason why wraith is considered worst killer in high ranks, because he has nothing going on for him in chase. Survivors always had overall much stronger perks, to a point they weren't perks, but actual powers/ skills. Like 25 second sprint burst, We will make it 300% healing speed for 2 minutes, including yourself.. these weren't perks but actual powers lol
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@Damarus said:
https://forum.deadbydaylight.com/en/discussion/comment/1839267#Comment_1839267
I said nobody plays with Self Care, unless they don't have anything worthwhile to take its place, which is very farm from being incorrect. The drastic drop of Self Care users has been a thing since it was nerfed, which I think was like over 2 years ago. Of all the games I have as both killer and survivor, I find pink flying unicorns to be less rare than a Self Care player is. I would completely erase DS and NoeD from the game, tbh, as well as bloodlust and infinites.
And no, killers actually have more useful perks than survivors do. Truly useful survivor perks are limited to the same 5-6 choices: Dead Hard, Borrowed Time, Decisive Strike, Unbreakable, Iron Will and, occasionally, We'll Make It. Other perks like Prove Thyself can be there, but they are far from being truly useful or as much used as any of the above.
Killers, on the other hand, have Nurse's Calling, BBQ, PGTW, Ruin, Undying, Corrupt Intervention, Tinkerer, Haunted Grounds, Franklin's Demise, Lightborn, Spirit Fury, Enduring, Dying Light, Blood Echo and Oppression. And this only covers the perks that are useful and strong on every single killer. Were we to add perks that are also good, but do wonders on specific killers, then we would also have STBFL, PWYF, Infectious Fright, Thanatophobia, Stridor, Unnerving Presence, Distressing, Monitor & Abuse, Make Your Choice, Bamboozle, Iron Maiden, Discordance, Coup de Grace.
I don't see how that counts as not having anything to work with or useless perks. Survivors have very few tools at their disposal (and I am talking about solo), which can be ok, since they also (sadly) have 4-men SWF. But still, you can't really complain about them always doing the same things if
A) Killers almost always tunnel;
B) Those are the only good perks they have.
Killers have more somewhat usefull perks, but survivors have stronger more game changing perks overall. If devs added no perk mode, there would be more killers playing it than survivor.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1839581#Comment_1839581
Hes tbe one who truly believes rank matters and thinks getting rank 1 in 2017! As survivor is something skillful.
You are the one who said i have no survivor experience. Where did i say that it took major skill to reach rank 1 survivor in 2017? i just pointed it out that i have played survivor 4 years lmao. It's funny how you now ignore my challenge to put your money where your mouth is. So post picture how you reached certain killer rank, since you claimed to be killer main
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1838859#Comment_1838859
I never waited to long. You havent played enough survivor if you think that. Besides if you vaulted when the red stain appears you are getting mindgamed. Doing that is straight guessing. I'm gonna give you an example. I try one fake and notice the survivor insta vaults. Now all I have to do is shoe my red stain and double back. Now the survivor either throws shack or takes a hit.
Despite freddy's weird lunge I was taking steps after the vault, the fact you just tried and justified it as my own mistake shoes your inexperience.
I've reached rank 1 survivor already early 2017 and have been strictly survivor main over a year. So yes i know how shack looping works.. and you failed it because you got hit, simply as that. You waited too long to start running when you were close around shack entrance. Also where did i say that you need to vault when red stain appears? I can sen screenshots of my achievements if you send of yours.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838946#Comment_1838946
If less than 1% of players have made it to rank 1, shouldnt the red rank stats be more accurate? If killer gets harder as you get up ranks then why does the kill rate increase the higher the rank you go?
That's a good point. But in the past it used to be for years that killers had lower kill rate at high rank and higher at low rank when rank 20 killers butchered low rank survivors. Like i said the statistics are strange, once they released statistics, which said that rank 1 survivors have 80% escape ratio. How do you explain that?
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1838838#Comment_1838838
OBVIOUSLY thigns were busted in 2016 dbd and you need to take into account game expereiences BUT stats aren't useless. You still have to take them into account regardless of whether you like them or not. 5 or 10% kill rate leeway is fine but when ur getting killers who are 25% OVER the balanced killrate, it's more than past time to ask questions.
Well it still has exactly the same concept. If i remember correctly less than 1% of the players have ever reached rank 1 survivor or killer, so majority of the players are inexperienced. Survivors have much harder skill-cap than killers, noob killer will always dominate noob survivors, so it's major reason why kill rates will stay high. If you push kill rates back down to 50% ish it will mean game will be heavily unbalanced for killers, just like in 2016. I waited 45 mins-1 hour with my friends for a game and we didn't find any, because nobody wanted to play killer how unbalanced it was.
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Looks like you failed the shack mind game. You waited too long there to see killer red glove until you started running, then you briefly got stuck on shack edge which cost you a hit. If that mistakes like that wouldn't cost you hit the killer would never catch me in shack until entity blocked the window. When the killer enters the shack you need to be in almost vaulting animation. Good survivors can still waste plenty of killers time there even with his registration like this
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1836645#Comment_1836645
A game where one side has a kill/win rate of over 65% at red ranks yet somehow the other side is too op? The game is not survivor sided anymore and if you believe that now then you will always believe that until you are getting 100% kill rates.
Kill rates don't mean anything. I remember back in 2016 when survivors were pretty much gods killers still had over 50% kill rates lmao. But according to the stats survivors never should have been nerfed?
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I wouldn't mind it at all if in exchange gens slowed down when you aren't camping and putting pressure on survivors
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DS is strongest perk of the whole game, because it gives 60 second immunity 2x even if you fail (get hooked). But i wouldn't mind some form of base anti tunneling tool if killer gets something in return as well. Such as rewarding the killer for putting pressure on survivor either by base ruin or each time you hook new survivor you get 1% permanent speed buff. Right now buffing survivors further would be bad idea as they already got quite a lot buffs last year, and queque times have literally tripled. 1 year ago i had instant survivor queques, now.. not so much
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1833845#Comment_1833845
But that's true of BBQ. It's the #1 killer perk and it is so ingrained in every survivor's mind that they have to play around it.
That's not nearly same thing. You have to worry abaut BBQ aura for that whole 4 seconds after each hook and even if killer saw your aura.. so what? you could be opposite side of the map, even if the killer came you have resources to waste his time. But i would gladly trade DS nerf for BBQ nerf
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829164#Comment_1829164
It would be quite lazy to say something is impossible to balance. Luckily if you read what I said I never used the word impossible once so I'd remove those quotations mate lol
I STRONGLY disagree with limiting the amount of perks swf can stack together. Your killing creativity in this game trying to say people can't stack perks together. Your just punishing some swf players because of how other swf players play.
You are now focusing just one word i said, even you clearly suggested that in your previous post. This is what you said "Therefore they can't do anything about it." This clearly suggests that we shouldn't even bother trying to balance SWF, which is obviously unbalanced for many reasons.
You saying that killing "creativity" when you cannot stack multiple strong perks together? do you know what creativity means? Most SWF survivors run DS, BT, exhaustion perk (usually DH), and then semi meta perk like unbreakable, IW etc. Where is creativity in this? They are strongest perks certainly, but it's not creative.
Solo survivors maybe need DS, but SWF certainly doesn't as they have already BT, bodyblocks, flashlight saves available etc.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1829155#Comment_1829155
If you know they're good it won't matter not having comms. The average player that doesn't have over 1000+ hours won't do well without comms. Knowing their play styles is something that takes time to build up. The devs can't just say "you've now played with this person over 50 times, now time to put some limits on what you can use" lol
I would like them to bring swf and solo to the same level and balance accordingly. Someone said before about not being able to see other survivors while on the hook and I actually thought this was an excellent idea. It won't affect the really good swfs unfortunately but will bring them closer to the level of solo q. Otherwise make kindred base kit.
Playing survivor to win is not THAT hard. You don't need insane looping skills to beat even decent killers. What most survivors get wrong from the get point is that they don't spread out beginning of the match to repair 4 different generators. This will automatically eliminate killers chance to put pressure on multiple survivors simultaneously, eliminate slugging and snowball potential. Luckily most survivors are't playing optimally and play overly altruistic. Saying that something is "impossible" to balance is simply lazy. The least they should do is limit how many perks SWF can stack together, this is not punishing you for playing with friends, but balance it as you obviously gain strong benefits as well. Even if you get rekt every game with friends you still have much more fun than as a solo survivor.
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@CashelP14 said:
They can't do anything about swfs using comms since they don't control outside software.
You may say "Then nerf all swf"
However not all swf teams use comms so your punishing players that play in teams for no reason. Your nerfing players for no reason.
The devs can't guess who's using outside software and they can't ever find out properly. Therefore they can't do anything about it.
Maybe they cannot do anything to coms, but coms aren't the only reason why SWF is strong. Marth88 did his experiment with and without coms and they still performed greatly without assistance of voice communication. I've had several solo games with good survivors to a point killer accused us of being SWF because we were so coordinated. It's advantage if you know you are playing with strong player, you know their play style and they know what to do in certain scenarios like if killer is hard camping then just push the gens or trade hooks last second before second hook stage.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1828995#Comment_1828995
Where did they say that? I just can remember that they said "SWF was planned from day 1 and just wasn't ready yet on release"
They said that in early stream mid 2016, your statement was literally like 2 years later. It's not uncommon that what they say have been inconsistent. Perfect example of this have been when they once removed hook auras from killers and said it was not intended, few weeks later they gave them back and called it a bug or something
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Very early dev stream. You can prob find it from their twitch. It was this bald guy Ash saying it.
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Mories were kind of OP but how they reworked them were extremely lazy change and now they are nearly useless. How mories should have worked is that you need to hook ALL survivor once, then you can start moring them. Now keys need to be completely useless as well to keep everything balanced.
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@kaeru said:
I think they know. This is why survivors don't have any in-game chat within match. But what do you expect devs do to swf with side software communication?
Before SWF was added devs said that they would need to do "balancing changes as 4-man survivors on voice communication would be obviously unbalanced" yet no balancing changes were done. But personally they should start by limiting certain perks SWF can use. For instance OoO should be never allowed for SWF as now you have 4 survivors who know your exact location and move the entire game.
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You know what is funny thing abaut these kill statistics? I've played since 2016 /when survivors were OP as hell. But yet still kill rates were 50% back then. But it was obvious the game wasn't balanced as survivors had queque times over +45 minutes sometimes in high rank.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1823221#Comment_1823221
Lol, INVINCIBILITY, are you kidding. DS gives them a few seconds to limp 5 steps from you, it is one-time use, and generally people intent on tunneling the crap outta someone just catch them again, and then on the hook they go. Talking about DS or BT like it is super OP is ridiculous. I play killer (less than survivor) but generally when I am so stressed from waiting 20 minutes to be tunneled out of a game in 3 minutes I decide to have a break. And I do not tunnel people, ever, and you know what I have never been DSd that I can think of. It does not bother me in the least because I do not play like a sweaty jerk, so I just literally never see it. I think killers who complain the loudest about those 2 perks should look a how they play before coming in here to screech at survivors that it is unfair.
DS doesn't buy just "few" seconds. It takes killer roughly 25 seconds to catch you up if you keep running straight line, add additional time hooking etc. If you need to wait 20 minutes just to play survivor there are obviously something wrong with killer side.. just saying
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I'm fine with this if you nerf loops in exchange. You talk abaut mind games, but majority of loops don't have mind game potential as you can see killer 24/7. So you could change loops higher etc so you don't have view of the killer all the time.
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No, giving wraith full invisibility is bad because it will only hurt baby survivors who are already struggling against him duo to his stealth abilities. What they need to do is give wraith base windstorm ability, at least 10% more speed while cloaked and faster cloaking so he can use his power more in actual chase to cover lost distance.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1825586#Comment_1825586
Not sure where that second half of the reply came from
He is saying that you cannot cherry pick to use dev statistics when it fits your agenda. Either we use stats to buff or nerf killer or we don't. Freddy is getting nerf hammer just because he has high kill ratio, which is also inflated cuz large portion of survivors just die on hook against him and not even trying to survive. Sure you can use "fun factor" as reason to nerf him, but i never heard devs nerfing anything from survivor side cuz of "fun factor"
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Usually survivor queques are faster or same as killer's earlier of the day. At evening survivor queques are significantly longer because people want to play with friends, add other things like killer will dodge 4-man SWF groups so you will get long wait times.
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They need to change the perk that you cannot progress your objective while you have DS immunity. It makes zero sense that survivor is rewarded with 60 second immunity after getting hooked (failing). You aren't being tunneled if you can repair generators. It should be that survivor uses that 60 seconds to find safe spot to heal and MAYBE clean totems, but repairing generators is ridiculous.
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Only thing questionable with the perk is aura reading, but right now as survivors have DS, unbreak, DH which are stronger combo imo.. survivors have nothing to complain abaut. I doubt undying gets nerfed anytime soon as survivors are already struggling with queque times
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Mori rework was kind of lazy. Ebony mori was so weak now it should be common offering. A lot people suggested that mories would start working when you have hooked once every survivor, removing the tunneling aspect and cheesyness of it. Now that mories are kinda gutted keys need to be gutted equally
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@zoozoom6 said:
i will be a fan of mori nerf when the key nerf comes out
you should not be able to move the win conditions closer to yourself on a whim( which is what old green and red moris did and what purple and red keys do now)
the playing fields should be stable and level. right now survivor can significantly lower the win conditions with no equivalent for killer
Sorry to break your bubble but i can guarantee key nerf won't be anywhere near same extent as they did with mories 🤣🤣