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CashelP14

CashelP14

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CashelP14
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  • There used to be offerings to play certain doc killers but they removed them a good while ago.

    Really should have 1 free game as a new killer or something. I know for my friends I get them to test out perks in custom game before they buy a character.

  • Getting iridescent benevolent is pretty easy even without doing this. Just getting 2 safe unhooks seems to always get iridescent for me.

  • All DC's are getting boring. From survivors rage quitting when they get downed to killers rage quitting when one gen is popped. Worst part is it doesn't matter if point offerings are used or not.

  • Yea being toxic is a tactic. I'm very rarely will be toxic. Only when I feel the killer is toxic back will I be toxic.

    Recently my mate got tunnelled. He got unhooked and the killer (Pig) tunnelled him down. They then proceeded to stand over them even though only 2 hens were done. So after they were unhooked the second time the killer ran back to try and tunnel them again. I decided to t-bag them so they'd chase me. Worked perfectly and we all escaped.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673834#Comment_1673834

    Why did I know you would be here before I even clicked on the thread?

    Probably because you knew I can never leave a Hag thread alone without telling how much I LoVe HeR lol

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674760#Comment_1674760

    • Moris have been nerfed. They didn't require a hook at all when the game was released.
    • Nurse has been nerfed a few times. She used to have 3 blinks, then 2, and now her blinks are on a timer.
    • NOED has been nerfed a few times. It used to be infinite, then lasted for 2 minutes, and is now a Hex perk.
    • Matchmaking is a coding issue, not related to balance. Everyone suffers from bad matchmaking.

    Come on you know what I mean lol

    That's like me saying "Why would they nerf DS? It's already been nerfed before". I can also apply that to any exhaustion perk (exhaustion nerf) and to BT (BT nerf).

  • Don't make up lies. If the devs favoured survivors words more than killers then:

    • Mori's would already have been removed.
    • Spirit, Freddy, Doctor and Nurse would've been nerfed into the ground.
    • NOED would've been nerfed.
    • Every nerf they've done in the last year (big maps, instaheals and in the future keys) wouldn't have happened.
    • Iridescent Head would've been nerfed.
    • I've personally said enough about how I hate Hag that they probably would've nerfed her.
    • Wouldn't get matched with potato teammates every game.

    No more needs to be said.

  • I'm glad I got some luck after having to face that lol

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1674156#Comment_1674156

    At least the Devs said they'd get around to reworking her add-ons if I'd guess maybe when they do the graphics update for red forest they'll do her add-ons also.

    Yea eventually. Though I'd say we're a good 6 months away from that. Probably next mid-chapter will be a killer power change + add-ons.

  • Survivors running that build is kinda sad.

    Though I did face 3 Iridescent Head Huntress's tonight within 4 games (I swear that's no joke!). 1 even brought an Ebony Mori and 1 brought us to Hawkins Lab. So both sides can be pretty scummy at times.

  • @Gcarrara said:

    https://forum.deadbydaylight.com/en/discussion/comment/1673699#Comment_1673699

    Ohh 😕.

    I thought they were trying to do a full zombie game based on that. Kinda hope it will be a thing sooner or later.

    Yea I've been wanting that since BO1. It's annoying having to load up multiple different games because of Zombies.

  • Didn't read the discussion just the title and I agree.

  • @Gcarrara said:

    I played a lot of Zombies on COD WWII and it was a blast. Didn't know they were going to do a game fully focused on that. Might need to look into it. 😁

    Well the game isn't fully Zombies. It's the same as WWII and other Call Of Duty games where Zombies is a side mode. You'll have 1/2 maps at launch and another 4 added at later dates.

  • The Entity wants you to kill everyone but he wants you to toy with them a bit. He wants them to have false hope which is why your rewarded more for the game being longer.

  • Julie. Always respect a good booty.

  • No matter what the drink is. Smoothie, Alcoholic, Fizzy or whatever other types of drink there is.

  • Here's the problems with your swf "balancing"

    1. Punishing bad swf teams
    2. Punishing swf teams who aren't playing sweaty builds
    3. Punishing new players who are learning the game for the first time with friends
    4. Encouraging swf teams to play sweatier since they need to be more coordinated in what they do

    Sorry but this is another swf "balancing" thread that isn't properly thought out.

  • This game will never truely be balanced. There are too many factors in this game that affect balance.

    Every little thing changes the balance. From keys to moris, from strong killers to weak killers, from strong add-ons to weak add-ons, from map rng to totem rng. Every little thing in this game changes the balance in some way.

  • If I see a key I'll probably bring a mori. If I bring a key I never complain about facing a mori.

  • "Bugs Life 2"

  • First of 3 things:

    1. This is why I play swf. Unreliable teammates.
    2. When you do play swf don't run that DS + Unbreakable combo unless you want to lose everyone's respect. Treat others the way you want to be treated.. except for hag players.
    3. Never bring any good point offering unless in swf. Just a waste otherwise.

    Hopefully you and your future swf team have fun 👍

  • Don't think they ever could do a Dbd 2. I'd personally rather they just fix the code of the current game.

  • If you have Monitor and Abuse I'd run that instead for now.

  • Not every single iri head Huntress is good. However a decent Huntress with iri head is pointless to face.

    She can snipe you across the map with an instadown.

    It's like moris. They aren't broken in every game if the killer isn't good and the team is good. However if they killer is decent then it's broken.

  • You shouldn't drink while eating your food.

    You should eat first, then have a drink after.

  • I personally can't play solo q because of how unreliable it is.

    An example is I faced an Oni a few days ago. Looped him for 2 minutes first chase, didn't get hit. I then got chased for 1 minute shortly after and didn't get hit.

    How'd my team do once he started chasing them? Gave him his power, he downed everyone relative quick and if it wasn't for me having desperate measures the game would've been over so much earlier. He got a 4k but if I was playing any sort of swf team the guy probably would've only gotten 1/2 hooks.

    This is what currently happens.

    1. Unreliable solo q creates swf teams
    2. Swf teams create sweaty killers
    3. Sweaty killers then destroy solo q
    4. Cycle repeats itself

    This is the current cycle of this game.

  • Gg does seem like a cocky thing to say after a bad game.

    So I usually would text something a bit more than just gg. Something like "Gg. That map is extremely bad for that killer."

  • If distortion replenished a token after a generator was completed then it would be a lot better. Start with 3 and it can go as high as 8 (completing 5 generators).

  • This idea wouldn't work for a few reasons. Here's some of them:

    • Punishing bad swf teams
    • Creative builds are now dead
    • Swf teams can still beat many killers without perks
    • Doesn't help with "gen rush"
    • Making camping and tunnelling easier for killer

    Feel like I'm missing a decent few but these are the only ones I could think of in 5 minutes.

  • @TheClownIsKing said:

    1. Hag
    2. Hag
    3. Hag

    Did I also mention Hag?

    @FilledPizza said:

    1. Hag
    2. Hag
    3. Hag

    This brings a smile to my face 😁

  • Like you when the Legion was teased I thought it was going to be multiple killers on the map at the same time. Also similar to you I thought it was a class idea that they should've done by now. Lastly similar to you I wrote a killer idea based off of this thought lol

    For the ability I think the random effect thing is cool but in practice will probably be extremely frustrating. I think the A.I would be cool but hard to balance. The A.I and killer shouldn't be able to chase the same survivor since they'll have no chance in a chase. Though I think an A.I killer would probably just run forward and would struggle to mind game.

    Perk 1: Would be decent but I think it wouldn't be used too often. The only time I see it being really helpful is if someone is playing swf trying to get a head-on stun.

    Perk 2: At max 30% reduction is extremely nice. Thing is the perk stun part is too reliant on DS and Head-on. I feel like this would be a gimmicky perk.

    Perk 3: I really like this perk. I'd increase the time to 2/4/6 seconds since 3 seconds feels way too short. Could create some really fun builds.

  • The Nurse is the best killer in the game. Doesn't matter how many play her since the ones that do destroy most teams.

    When you face the good Nurse's you'll understand that she's still the best. Faced one the other day on Azarovs Resting Place and I'm telling you she destroyed us. She hooked someone at 1 end then held control of the middle not letting anyone past. With infectious fright she was able to down someone then immediately chase someone else.

  • Other:

    • Resident Evil
    • Evil Within (Unlikely because it's too similar to Silent Hill)
    • Bloodborne (Unlikely because Playstation exclusive)
    • Hannibal Lector (don't mind if it's Mads Mikkelsen or Anthony Hopkins)
    • Anything that isn't Jason.
  • FB_IMG_1596569802822.jpg

    This is literally 2020 for me

  • Scummiest for survivor is probably tunnelling a unhooked survivor with a mori. This is even worse if no gens are done and they were camping before the unhook. Close second is tunnelling as Pig when your trap is active since you can only escape by hatch.

    Scummiest for killer is probably a swf team bringing you to a terrible map, with a key, rush gens, with small pop build and t-bagging the whole game.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664628#Comment_1664628

    This didn't create problems that didn't already exist - no new problems came from this. The normal stun is abused - but rather than go off and list unhooking a survivor disables Decisive also, I left it at the major non-tunneling actions (unhooking in a killer's face mid-chase is still technically while you're being tunneled or focused on). The increased stun coupled with the SB effect solves a lot of the issues -- and no, it doesn't stop DS from being an escape when the doors are open; that one was iffy but I suppose the suggestion that Decisive become disabled once an Exit Gate opens would solve that problem. If it's a real "problem" then add performing/starting an unhooking action; and once Exit Gate is opened to the list of disabling conditions.

    Once again --- changing one item should not be "well what about X" as an excuse not to do it. Change Decisive; then worry about changing moris. The problem is locker-ds doesn't just interfere with mori's it basically gives you 100% shielding while your timer is active, when it shouldn't. Yes, Mori's are a problem - but stop trying to say other things should not be changed just because X problem exists. Fix one, then fix the other and don't use them as conditions to fixing one another.

    And Unbreakable DS is not a 'problem' if you treat the "heals a health state" as healing any health states -- healing from dying to injured is healing a health state and under the suggested fixes, it would disable Decisive if they used Unbreakable to counter being slugged for the duration.

    And the "only value being a quick downing" -- that's the point. It's not supposed to be a safety net you carry with you for a full minute while doing your objective. It's supposed to stop you from being downed quickly after being unhooked; and if you're being tunneled for 30 seconds - odds are they would tunnel and or slug you for the remainder of the duration in the first place so a 60 second duration is still pointless in that scenario. This remark highlights the problem with Decisive -- Survivors are too used to having it as a safety blanket that keeps working long after they've been unhooked or are not being chased anymore. They're used to having it while they run somewhere to heal and then using it as a protection so they can run to the killer's face or attempt an unhook because "oh I still got my DS" - when that is not what the perk should have ever evolved into. It is an anti-tunneling perk and should only be for anti-tunneling, not whatever the hell Survivors feel like using it for, for 60 seconds.

    When it comes to unhooking/exit doors yes add that to your conditions.

    The thing about moris is unfortunately lockers + DS are the only counters to it. I'd be more than happy after moris are changed to change DS again but not till then. If you want an anti-tunnelling perk this is literally where it's needed.

    The DS + Unbreakable thing isn't fixed by your health state thing. When you down a recently unhooked survivor you have a few choices:

    • Pick them up and risk DS.
    • Slug them, go somewhere else and risk Unbreakable.
    • Stand over them till DS timer ends. Other 3 survivors rush gens and escape.

    Your health state thing fixes none of this. Faced a 3 man team all running Unbreakable + DS yesterday. Telling you right now your suggestion doesn't fix this lol

    The "this remark highlights" part made me laugh. Most of the points I made earlier were how you didn't fix the broken parts of DS. I'm telling you to add conditions to stop survivors unhooking in your face and getting a free escape (you highlighted the fixes to my point in bold in case you forgotten) yet your implying all I want is my "safety blanket" 😂 you say you want an anti-tunnelling perk yet the only people this perk would work with is baby survivors who get downed in 30 seconds after unhook and get immediately picked up.

    Sorry I can't agree with someone who doesn't properly fix DS. Your making it easier to tunnel while still keeping the stuff that makes it easy to abuse. The slight buff you gave it with the stun and sprint is pretty much useless since it should never be used. Only a baby killer would ever get hit by DS.

    Think you've basically showed your true intentions with your DS change. Don't think I need to say anymore. If you want the last word you can have it unopposed 😁.

  • @Orion said:

    OP, I understand what you were going for, but what @CashelP14 said (quoted below for convenience) is 100% accurate. You simply can't compare the way comms affect the two games because one will end outright if comms are used.

    https://forum.deadbydaylight.com/en/discussion/comment/1664031#Comment_1664031

    Thank you mate

  • This is where my problem with the devs come in. I dislike how dishonest they are sometimes.

    They'll always replay to discussions about things they can explain easily. Weirdly though if the discussion is about something they want to avoid like this they just ignore it.

    It's stuff like this why the devs aren't given the best treatment by the player base.

  • What I'd suggest is don't look at killers that you think will be amazing to play atm. Look past the killer at their perks.

    Killers like Clown and Plague aren't considered A tier killers but have A+ tier perks.

    What I'd say is level these 2 killers first (Probably Clown before Plague). Next is buy Monitor and Abuse from the Shrine (or level up Doctor). Lastly look at what killer you like and level them up. This way your killer will have access to Corrupt Intervention, Pop Goes The Weasil, Infectious Fright, Bamboozle and Monitor and Abuse. All of these perks will help you immensely as killer.

  • Bet their viewers all loved the amazing content 😂

    I don't understand it either. I find him unfun to face but I know I'll probably escape if I'm in a 4 man so I wouldn't dc.

  • The devs can be very stubborn. There's no point complaining at them till the end of time to revert a change they made.

    For instance I don't like new flashlights. I felt like the old version was really good and shouldn't have been changed. Thing is there's no point in me complaining about it forever so I just have to accept they're keeping the change and move on.

  • @ClickyClicky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664631#Comment_1664631

    Last time I got this as survivor me and a friend re playing 2 man swf and we rushed down the map to try and take out the middle gen while the two other knuckleheads did all the gens on one side and handed the killer an easy 3 gen.

    The end was so much harder than it needed to be. Its like some survivors just dont look at how many gens are on one side. They were a 2 man as well so there’s no excuse.

    This is what we call the "Non 4 Man Swf Experience" lol I've been in the exact same scenario many times. I've even had it vs an overcharge Doctor with sloppy.

    There so a lot this game doesn't teach you that you need to know to be good. It's why when my mate who I'm trying to get into this game is playing, I always play with him. Help him more than just what the simple tutorial teaches you.

    It's always why when people talk about "balance" in this game they need to think about more variables than just survivor and killer.

    This game is literally:

    • New players (both sides)
    • Solo q
    • ######### swf
    • Really good 4 man swf
    • Experienced players (both sides)

    I may be missing out on some but I think I've gotten the majority of it.

  • I've got ever perk unlocked so it doesn't really bother me. The issue I have is the perk tiers.

    I have a friend who I'm trying to teach this game to. He's only played for about 30 hours and they've only got claudettes perks and 2 of Kate's (The good 2). Thing is perk tiers are just too much when you have over 70 survivor and around 60 killer perks. This grind is too much to expect of a new player and even more to make them learn the differences in each tier.

  • You need to learn to identify where all the gens are early on that map. As long as the survivors are decent then it's never that much of a problem.

    Will say in solo q this map can be extremely annoying since they nearly always create the 3 gen.

  • @arcnkd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664045#Comment_1664045

    Decisive is easy to fix, but Survivors don't want it "fixed", they want it to remain a universal anti-Killer perk.

    Trigger on unhook, lasts up to 60 seconds. Killer can down you and this timer will still tick down while down. The perk should not be changed to where it also anti-slugging, when that is one of the only ways a Killer has to fight back against it; but I've seen so many people try to suggest this because "they just slug me and I never get to use DS". That's the point and it is because DS is so powerful we would rather just leave you to bleed out for 60 seconds than deal with it.

    The changes to fix it are simple:

    Decisive should disable itself when the Survivor - hops inside a locker; heals a health state; begins repairing a generator; starts cleansing a totem; or begins unlocking a chest. All of these actions should disable Decisive. The perk is meant to only be used if you are chased and downed again in a span of time; and apart from lockers, any of the other listed actions are clear enough that you are not being "tunneled" anymore if you have time to engage in them. Lockers need to go simply because it can be abused to just sit in the locker where the Killer cannot touch you because it triggers DS.

    The duration should be much shorter - 30 seconds max. Not only does this shorten the time a killer needs to chase or avoid you; but it also shortens the time you are left slugged if the Killer manages to down you and decides it isn't worth eating the stun.

    In compensation because it is now truly anti-tunneling, Decisive should stun slightly longer and give the Survivor a temporary Sprint Burst effect for a few seconds that does not trigger/ignores Exhaustion - but does not stack with using Sprint Burst perk with Decisive; as well as hide scratch marks for that same duration. This way Survivors can actually put distance and potentially get out of the tunneling situation during that stun. This does not stop a Killer from slugging you to avoid DS altogether - because that is a viable counterplay.

    Again, these changes will never happen because the Survivors that use the perk do not want it to be anti-tunneling. They want it to remain the all-scenario anti-Killer go-to that it is now, that gives them a ridiculous 60 seconds to do whatever they feel like doing without having to worry about the Killer being able to down and hook them without eating a stun.

    Firstly I will say survivors don't mind it getting changed but I think they'd rather other things changed first (keys/moris). Also I'd say they are worried that DS will be destroyed.

    Here's the problems I have with it though:

    • Locker + DS is the only real counter to a mori. I don't want this removed till moris are changed.
    • The only way a survivor will get any value out of this DS is if they get downed extremely quick. Killers can tunnel extremely easily if the survivor doesn't go down in 30 seconds which they shouldn't.
    • Still doesn't solve the problem that if you hit DS, the killer can now get a free tunnel to death.
    • Unbreakable + DS combo still there.
    • Your increased stun timer can still be abused. A swf player who has DS can still force a grab at the hook and use their DS.
    • Getting unhooked near the exit door is still a free escape.

    You've fixed a problem but created 1/2 more. Sorry but this is another DS idea that isn't good mate.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663998#Comment_1663998

    I think there were pretty good suggestions on the forum already, how to make it less of an anti momentum perk and more effective against tunneling, like pausing the timer in chase/slug or deactivating when you put yourself back into the game with certain actions.

    Thana is a different topic. But just to catch the thought: dont forget about Forever Freddy. I don't know the actual numbers, but having such a high slowdown on a single source brings Thana pretty close to old FF. And think about the additional slowdown that Freddy and other addons can put on top. I think Forever Freddy might be a bit worse now again

    I had a suggestion for changing DS a week ago though I don't think anyone saw it. It changed the perk a lot and I needed to make changes to the game for it to work but I felt it did fix a lot of the current problems with DS.

    This is why I didn't want the thanatraphobia slowdown to be no higher than 6%. People wanted it to be increased to 8% which I felt coupled with killers like Freddy and perks like Dying Light would be horrible. Never remind me of forever Freddy again lol

  • These examples don't quite match up. Pretend a 4 man team goes into Among Us. As you said when one dies they can tell their mates from beyond the grave who actually killed them. If one is imposter they can band together to kill of crew mates and vote the rest out.

    Here's the thing though.. this is broken because there is 0% CHANCE of losing in this scenario.

    Now look at Dead By Daylight. Comms are extremely strong no one is denying that. Thing is though it's not a guaranteed win for a 4 man swf. Variables like the map, killer, add-ons, map tile spawns and offerings can massively increase the killers chances of winning.

    The TL:DR is you can't compare Among Us and Dead By Daylight.

    Now I will say I do agree they need to balance swf. I do believe they should make voice chat baseline and buff killers respectively. The need to decrease the divide between swf and solo before making any big balance changes. They also need to buff killers to compensate for this change. Lastly I would like bonus bloodpoints for facing a swf though I don't think the killer should know they are facing a swf till after the game is over.

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662953#Comment_1662953

    on point 3 "either option is bad", that would be a so called lose/lose, which was the argumentation to change a medium popular perk like Thana, right?

    Yea basically. Though I will say trying to change a perk like thanatraphobia is a lot easier than changing DS. I wish they upped the percentage to 6% then it wouldn't have been that bad.

    Problem is thanatraphobia isn't the best gen slowdown or heal slowdown perk. The killers that used thana (Legion and Plague) will probably still use this one.

    Whereas DS is basically the only anti-tunnelling perk. BT helps but that's only for a short bit of time. The devs need to thread very carefully when they consider changing DS.

  • @Victor_hensley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662932#Comment_1662932

    after you use it, then what? Tunneling is not illegal btw

    Never said it was illegal did I?

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