Damarus
Damarus
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@TMNoThumbs said:
https://forum.deadbydaylight.com/en/discussion/comment/2582943#Comment_2582943
I think its funny that so many survivor mains get so worked up about noed. Its not that great of a perk on most of the roster. I legit hope it gets nerfed so i never have to hear about it again. Then maybe the devs will finally get to work balancing iron will and dead hard.
I play killer as well, but that doesn't make me like NoeD or prevent me from seeing the cheap thing it is. And, thus, I refuse to use it. I'd rather lose than "win" as if I payed to pass a test that I didn't even write on.
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@Nayru said:
https://forum.deadbydaylight.com/en/discussion/comment/2581215#Comment_2581215
are you one of those people that gives me [sheesh] for having noed on bubba even though my perks on him are awful (i just farm wee)
+4% speed isn't bad for a chainsaw dash (have you seen what penalty you have to take to get that from addons?) + you would probably not expect how many extra hook states/outright kills you get out of someone getting instadowned by an instadown killer in a scenario they didn't expect (i.e. going for the vault in front of the exit gate where it's physically impossible to catch them with chainsaw and thus hook them except WHOOPS)
I am against NOED on everyone, whoever the killer is, cause only truly awful players use it. And especially so on instadown killers.
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@drpynz said:
https://forum.deadbydaylight.com/en/discussion/comment/2580536#Comment_2580536
I don't think the majority do. I think it will become way more prevalent now.
Pretty much every single killer I get matched with only does those things. They will always, always, always tunnel and even camp, if you wasted enough of their time. And NoeD? Even those who play Nurse and Leatherface/instadown killers use it. Pathetic players always go for the easiest way around, and there are lost of them in this game, whatever the platform. And before anyone says anything, the same applies to 4 men SWF only survs.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2575321#Comment_2575321
they do. its called holding W
and no. they shouldn't. one survivor in a 1v4 should literally never be able to "counter" a killer. Every single killer in the game has counterplay. You may not like it. But they all do.
Guesswork is not a counter. Hoping you made the right call, out of sheer luck, is not counterplay.
Holding W, right. Because survivors, who already cannot outrun normal killers, will be able to outrun killers that vanish AND increase their movespeed just with the power, and even more with add-ons. Please, jokes are over.
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@Impose said:
https://forum.deadbydaylight.com/en/discussion/comment/2574122#Comment_2574122
One perk countering an entire killer power is not fine.
It isn't, exactly. It's not right. Because EVERY SINGLE killer should have a reliable of countering him/her WITHOUT a single perk equipped.
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@SlothGirly said:
https://forum.deadbydaylight.com/en/discussion/comment/2569360#Comment_2569360
an NFT is a digital cert that says you own a particular piece of digital media. Most commonly a piece of artwork. They are tradable via cryptocurrencies and the certificate is kept valid on huge computer servers.
Why is this a bad thing? The servers that produce cryptocurrencies and uphold NFTs are extremely power hungry. so for example the blockchain Ethereum which uses the cryptocurrency Ether, runs on servers and computers that consume more energy than the entire country of Denmark, per year. It's this excessive usage if power which directly contributes to global warming that causes them to be so distasteful. A single transaction made with Ether consumes enough power to power an average US household for two and a half days.
So, by supporting and promoting NFTs, BHVR is in essence promoting excessive power usage and global warming. Which is why there is such outrage right now,
Ok, I got the full picture now. Thank you for taking the time to explain that to me. What I don't get now, though, is why did they do that? Is the answer as simple as money
@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/2569360#Comment_2569360
Money laundering/Pyramid scheme that actively harms the environment and often steals artist's work. All that to buy a digital receipt to a piece of digital "art" that you don't own or even have.
Thank you as well, guess I learned something more today. I didn't hold them high anyway, given the state the game has always been in, but this is even more despicable. Especially the hiding it from the audience part..
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Can someone give me a general idea of what NFTs are and why is this a bad thing?
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@PerfectlyPink said:
I'm currently making up the script for either a forum post or video, listing all* the issues about the game, and I want to know what the community has to add... At least in a condensed thread.
Any issues you have from dev action/inaction, the community, specific perks or addons, balance, to the overall state of the game. Just nothing about how buggy the game is unless you have a specific bug to share.
Honestly, there is a lot that isn't right in this game. And the more it goes on, the more it becomes blatantly clear. It does a really poor job explaining stuff to new players, only teaching them the basics of the basics. And since the matchmaking, after all these tries and changes, still doesn't work properly, new players are likely to be demolished.
The killers, who sweat in each and every single game they play. They play as if getting a 4k is the only thing that matters in their lives (and for many people that is probably true). They use crutch things, abuse everything they can to have the game be fun ONLY for them, tunnel everyone to death, camp. On a design level, they have too much spam freedom. Look at Clown, look at Deathslinger (yeah, I know about the patch notes), look at all those who will only ever hit you with instadowns, without even trying basic attacks.
The survivors, who can sweat in much the same way as the killer. Although, in my experience, killers do it much, much more. The only sweaty survivors you have are those who never play the game outside of SWF, because they know they would suck otherwise. And they too abuse a flawed game design.
The toxicity that reigns supreme in this community is pretty evident, too. And I say that as a League of Legends player. People say there ain't a community more toxic than that. I dare them to come onto this game.
The developers, who have no idea of what they are doing, most of the time. It's evident they almost never bother playing their own game and, when they do, they do so on Rank 20 and the likes of it, having no real idea of how the game works. Also, they have long given up on console optimization, but never admitted it. And, on the developer side, greed. Because if I know something about videogame developers, is that they tend to try to find a way to work less, while earning the same or more. Just look at what we're having now. Just a single new map (and only because it was licensed), a killer and a survivor coming out in the same month, WITHOUT being part of the same DLC pack. So it's 5 bucks for one, and 5 bucks for another one. 2 bucks more than the usual chapter price. Yes, Mikaela will be purchasable with shards. But if you waste shards on her, you will then have to use money if you want a skin that you could have gotten for free (unless it was Cells only). It's becoming just like what Ubisoft did with R6 Siege. The Season Pass is sold for the same price, but it gives you no new maps, no new weapons, and half the content it did before. As I said, decreased content, for an increased price.
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I second this, why did you do this to them? Do you hate your friends that much?
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Both are issues, and need fixing. However, there is a huge difference that is really evident and shouldn't need to be highlighted: the tunneled survivor is being prevented from playing the game at its fullest. He will only be able to stand in a chase, give the other survivors as much time as possible to do gens (provided they are not pathetic at doing objectives, which is what happen 98% of the time) and get points in a SINGLE category. More often than not, those who hard tunnel will hold a grudge against the player they have tunneled, because he wasted a lot of their time. And that means they will prevent that player from playing even further, by camping him and making sure he dies on the first hook. With genrush, on the other hand, the killer can still do everything and get points everywhere. He can find survivors, chase them, hit them, kick gens, destroy pallets, use his power, hook them, close the hatch. Even if he loses, he will still get points in every category.
And remember, neither of these things are actually tactics/strategies. A tactic/strategy is something that requires thinking, planning, an intelligent approach. Holding M1 or chasing the same guy until his grandson's grandson is 98 years old is not a tactic, in the slightest. Camping is not a tactic. Cheap players will call it that and try to justify themselves by going for the same, overused catchphrase "It's part of the game". NoeD and 3 gen, or SWF, are just the same, but we're not talking about that right now.
In short, both of those things are issues that would need work, but it looks like BHVR refuses to do anything about it, at least for the time being.
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@Yeahsure said:
https://forum.deadbydaylight.com/en/discussion/comment/2537607#Comment_2537607
We have to stop talking about 'Skill' because doing gens and pressing E when failing at a loop is not 'skill' based
Very few things have got anything to do with skill, in this game. Still, the point about skill is all the more relevant about killers, as they have the most tools at their disposal, they are the ones who can do more. Survivors can run and hide, that's it. Of course there is less skill involved there. Doesn't make it any less true, though.
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I don't think Freddy should be given more charges, the game needs to divert from the spamfest most killers are. If you down someone, it has to be because of SOME skill, at least. I like the idea of him being able to set traps further away, but snares should not be able to block actions, as that includes pallets and vaults. What you are doing with this is giving survivors NO chance to retaliate, denying the only two things they have to effectively save themselves from being hit. Might as well have them standing still, then. Freddy having innate aura reading was the most bs part of his older kit, no need to have that back again. You have to find survivors on your own, not have the game do the work for you. Other than that, it's fine. Even if I think that there are no real issues with the current iteration of Freddy.
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To be honest, the only killer that needs a big nerf is the Spirit. The other two aren't unfair. I mean, a Nurse has the potential to dominate you, but you can still waste some of her time with EVIDENT counterplay and it doesn't feel unfair, because people know that Nurse takes quite a big chunk of skill. Whereas Spirit doesn't. Blight, on the other hand, is fun to play and to verse. Sure, he can still dominate you, but all it takes is a change of direction and stepping to the side, most of the time.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2480553#Comment_2480553
I just think the analogy didn't help your point, coz you DON'T know for sure that the killer has NOED whereas in the example you DO know they have a gun, it doesn't read to me as the same reasoning if that makes sense. In any case I do agree with what you're getting at, if you see come across a dull totem just do it because yeah it is totally frustrating when you get downed because of NOED and die on 1st hook after carrying the game. That did literally happened to me last week but I couldn't let myself get mad about it because them bones weren't done. It does feel like a cheapshot at the end, but at the same time they are playing risky 1 perk down for the whole game with that doesn't pay off if the team shed their altruism at the door. I have had some games though where NOED comes up, we're all like ARGH and spend some time searching for the bone and make something happen. But usually now I see it and just leave, because it does feel like poop to have a giant NOED snowball from a killer who hasn't played particularly well the entire match
Well, I thought it was clear enough, perhaps it wasn't. Anyway, that is pretty much what I am saying. There have been lots of times in which I alone cleansed all 5 of the totems, without totem perks. Sometimes the killer had NoeD, sometimes he didn't. I would at least like to know how many totems are still up, and if I can count on my teammates for them or not (randoms, of course). There was absolutely no point into making the totem counter fall onto the most useless perk ever, when it could have simply been a HUD information.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2480506#Comment_2480506
You're the one that used that analogy to bolster your point, my use of it in my reply is to highlight the reality that when playing as survivor, it's more often than not a complete waste of time to search for every dull bone in case there's NOED, when most of the time there is no NOED. Hence why I changed your example to fit how it usually goes down in DBD (i.e turns out there was nothing and you wasted time). I guess you didn't catch that I WAS referring to the issue
I used an analogy because it showed exactly what was wrong with somebody else's "reasoning". If anything, totems should be cleansed for points. Still, NOED is there a lot, from my experience. It was there when I started playing for the first time, it was there when I played long enough to get to rank 1, it was there when I stopped playing for long periods and came back again. It's a perk that facilitates the job of those who suck at playing killer, which means it will be there more often than you can imagine. If you truly don't find it that often, good for you. I'd like to go the same way, at least to be killed (when it happens) because I got outplayed and not because of a "get out of jail free".
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@Pig_Is_Pog said:
idk why the pallets were changed but these new pallets look absolutely shocking. truthfully whoever fired them should be fired lmao
lets not even mention the fact that it has the old pallet debris when you break them lmao
I find them to be quite good. Then again, this game has countless issues, and the look of said pallets is not a concern in the slightest to me, nor should it be to anyone. They could have the shape of a giant toothbrush, for all I care. As long as they do what they are supposed to do as intended, I'm ok with them.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2476953#Comment_2476953
That analogy is so bad dude. It'd be closer to NOED situation if it were "you see someone concealing something in their jacket and there is a police officer next to me. You go and warn the officer in case it is a gun and he kills somebody. Officer confronts that person, turns out it was not a gun and you just wasted everybody's time when you could have left by now" lol
I see these forums are pretty much filled to the brim with people who just like to play with words, because they probably have nothing better to do, instead of focusing on the actual issue. Suit yourselves.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/2476732#Comment_2476732
"I really don't know what you're trying to be sarcastic for"
Did you even read what they replied to (that I wrote)?
"Everyone is so focused on doing all 5 totems, they seem to forget you can just break the 1 totem when its active just like every other hex.
I hope we don't hear breaking 1 totem takes "too much time"."
Literally the first line they wrote: "Breaking one totem takes too much time because..."
The sarcasm is a reply to me saying "I hope we don't hear breaking 1 totem takes "too much time"."
Problems 1, 2, and 3 you just outlined are all about teammates and (I believe) doing all 5 totems. You don't need teammates to break 1 totem. Also as I just said:
"Everyone is so focused on doing all 5 totems, they seem to forget you can just break the 1 totem when its active just like every other hex."
1) ok, don't waste time on all 5, do the 1 at the end. Remember any totems you see for later just in case.
2)"Issue isn't not knowing the spawns" if your problem is you can't find the totems, yes that is the issue. Its harder on indoor maps but that just means you have to be better at knowing where they are. Or you know, map/perks of which you have multiple options (my personal choice being small game, but I hear detectives hunch is good too).
3) see 1.
Why are you still talking about doing all 5 when we specifically mentioned just doing 1 at the end which is easier, not team reliant, and doesn't take "too much time"? Its just like finding every other hex. Unless now we're going to say all hexes take "too much time".
In a game like this, pretty much everything is team reliant. Say you don't break any totem, like you are suggesting, and the killed has NoeD. Ok, which totem has it now? Is it on the other side of the map from where you are? Will the randoms on your team open the exit gates while you find and cleanse it, or will they hide forever? Will somebody else the hooked guy while you find and cleanse it, or will nobody do that? Will YOU be the hooked guy that gets left behind, because people are not going to help you against a killer who needed to rely on such a thing?
What you are saying, basically, is: I see someone carrying a gun in the metro, and there is a police officer next to me. But he still hasn't shot and killed anybody, so I don't need to warn the officer yet. Once someone is dead, which might as well be me, then he can be warned.
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@kyogul said:
https://forum.deadbydaylight.com/en/discussion/comment/2475072#Comment_2475072
People will read this and still say "just cleanse bones". Don't bother trying to explain logic to them
Oh, check the comment just a couple replies below that. It already happened, from a guy whose name I don't remember, to who I didn't bother replying. Some people think they are funny.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2475340#Comment_2475340
You don't need a SWF to say in chat "hey someone run a perk for totems".
I will agree with you though, that they should have made the totem counter just default part of the UI.
And this time you are assuming I am a PC player xD No chat on console
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2475072#Comment_2475072
Correct, this is literally the point of NOED. In high level play, the chase to gen speed ratio is heavily in favor of survivors. This game is balanced around the idea that survivors are scared of the big bad killer, are scared to do gens, sneak around, loot chests, and do totems. As soon as survivors realize they don't have to roleplay that, balance goes out the window. NOED exists as a way to FORCE survivors to do another objective besides slam generators as fast as possible.
Look at it this way, if you want, i can show you the math. But if a survivor does nothing but hold w, uses no pallets, no windows, no mindgames, no nothing, just pure simple shift + w, it will take the killer 47 seconds to down that survivor. Factor in the time it took to find them, pick them up, find a hook, walk to the hook, and hook them. You probably just took around 65-70 seconds. Generators take 80 seconds. You literally can't end chases fast enough. Now factor in pallets, and windows, and tons of second chance perks.
NOED exists as a threat so survivors need to take a pause on slamming those generators to look for totems and do them. If they don't, they run the risk of NOED. This is the nature of it existing. It is the killer version of DS or BT. Killers basically have to assume a survivor is running DS, or the one who just got unhooked has BT. The power of DS isn't in actually running the perk, it is just the fact that the perk exists. The same is true for NOED.
Survivors have 16 perks among them, all it takes is for 1 of you to dedicate a slot for finding totems and to have 1 of you prioritize doing those totems in the early to mid game. 1 survivor, not 4, just 1, 1 perk slot. You don't even need to dedicate a perk slot if you don't want, you can use a map. Hell, you could also run inner strength, so you can also get a free heal as well.
Point being.
JUST
DO
BONES
You are going by the assumption that everyone plays in a full premade SWF, which is false. As a single player, I might have no concern into sacrificing one of the perks I'd rather use for something to counter a (noob) perk that the killer might be using. The thing is there should be a totem counter, at all times, that warns ALL of the survivors about the totems that are still uncleansed. And that should not be dependant on a perk that nobody will ever use, as BHVR did. But I guess survivors could just tell you the same, right? Why did DS need to be nerfed, when you can
JUST
EAT
IT
?
I was happy about the nerf, as someone who USED to play both roles (because I hardly play DbD anymore, as of now). Still, there's just that. If something has a "easy" solution, it doesn't meant that it has to remain as it is. Doesn't make it any less undeserved, any less cheap.
Anyway, this game is hardly balanced around anything, while being quite unbalanced on lots of thins, actually. I can't seriously, for the life of me, understand people that are so devoted to defending cheap things like Spirit, NoeD, SWF, broken perk combos. There's always an excuse, yet ver few people openly admit that they wouldn't be able to do a thing without said things, be it win against a full SWF, against 4 solos or 4 afk bots on easy mode.
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We're getting to 2022 in a couple months and the "do bones" catchphrase is still a thing? People RIGHTFULLY complain about a perk such as that one because it is broken in what it does, not in HOW it does it. Can't believe I still have to go through this, but here we are:
First and foremost, cleansing totems takes away 14 seconds each, assuming you didn't bring in Counterforce. Which is, you know, a perk slot for the chance of a (bad) player having NoeD. But that's fine, I guess. Whatever the case, you will still be using ample time ONLY for totems, which will be fatal to you and your teammates, if they are the usual incompetent randoms you can find out there. If you don't bring in that perk, however, and you don't play in a full SWF, you have no way of knowing how many totems have already been cleansed from someone other than yourself, which means more wasted time. You need to look for totems, cleanse them, try to survive AND hope your teammates do them as well. All of this leaving potential godly hidden spawns and perks like TotH aside. If you don't get to cleanse even a SINGLE dull totem, however, the killer gains a upper hand that he DID NOT deserve. He will now move faster (especially overkill on some already easy picks like Spirit and Billy) and instadown. Rewarding failure, that's what NoeD does. And unless you would like to see a perk that automatically spawns the hatch onto the last survivor, or another perk that gives survivors double the speed boost you get from Sprint Burst if the killer damages two gens, I don't see why we're still talking about the same things over and over and over again.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2470433#Comment_2470433
Found the survivor who dies to Spirit every game.
That’s the whole point of her power. You’re not supposed to see a ghost.
Dude, people really use any excuse they can get these days, don't you. "You can't see a ghost". That has got to be the lamest excuse I have ever read. So you cure yourself from a disease by drinking water from a fountain? You don't turn from zombie bites? You stop bleeding out by touching yourself where you were cut? You become invisible when people ring a bell in the nearby church? Do you perhaps teleport to things you carved with your nails? Do you stay completely healthy if you get a harpoon through your stomach, but don't get hit by a blade after that? It's just a hole in the stomach, right? It's not like you're losing gallons of blood and probably having acid (gastric juices) releasing in your body. Not to mention that I haven't seen Ash from Evil Dead running faster than light every time he used his chainsaw, in the show.
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2469899#Comment_2469899
Does Nurse “have it easy” because she can blink through walls? Spirit takes skill to perform at a high level. It’s a different kind of skill, especially when it comes to predictions at windows and pallets. But undoubtedly some of the folks here are gonna babble stuff like “Hur dur, she is super easy to play”.
I’d like to see some of the people on this forum pick up Spirit and try getting at least a 1K on a team like ORACLE. She wasn’t a “free 4k killer”.
People try to defend the easiest killer to have ever been conceived, the Spirit, by comparing her to Nurse. Nurse does take actual skill and, most importantly, has a clear counter: be unpredictable, change direction when she starts blinking, go towards her. This way you might not escape her, as almost all of the killers who find you will tunnel you until Chapter 2500 comes out, but you still have a chance at wasting some of her time. With Spirit, you can't. Unless they guy playing her is on his first time on a videogame, she will catch you. Because you can't see her. Because she moves faster. Because she hears you running, breathing, grunting. Because she can stand still and fake her power, and you will have no way of knowing. Hell, back when she was released, and for quite some time, she even had a different vault animation that DIDN'T show her vaulting.
Nurse and Spirit only share a SINGLE similarity: you will have a very hard time escaping them. But while Nurse takes skill, Spirit does not. At all. In the slightest. Not by a single chance. I happened to find a picture, a while ago, that perfectly surmises her, and I kept it because I know they day would have come to show it. Here.
And before you try to use the excuse of "Iron Will counters her blah blah", every killer has to be designed in a way that, even by perkless survivors, they can be countered in some way. You DON'T have to be depending on a perk in order to survive a certain killer. Guess we're done now. Peace.
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They nerfed a perk that only she used, in order to not nerf HER directly. Let's stop acting like she stopped being OP and won't be again, because they will fix her. Not even playing DbD at the moment, but hey. Anything that stops killer mains from having it too easy? That's a welcome thing.
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@Leachy_Jr said:
Tinkerer is probably the only killer perk in the game that I find problematic. It's sole use is helping killers with their gamesense and completely screwing over solo queue while doing literally nothing against good SWF players. Combined with Ruin it's pretty annoying but that's not ruins fault it's tinkerers fault.
I have no issue with the Ruin Undying meta, if anything as long as I have good teammates I love it. Tinkerer however isn't even good it's just annoying when combined with it.
Seeing a blight bail half of their chases to go to a tinkered gen being worked on by a clueless Meg makes unfun gameplay. Chances are they won't even win the match either because they think that tinkerer is a better perk to take than corrupt. Ya know, corrupt, the best stand alone killer perk in the game.
I don't really see the point in the perk when it's sole purpose is to stomp noobs and makes unfun gameplay.
If I were to rework it id make it activate on 70% still, remove the undetectable status effect and add a 7% haste bonus to the killer for 16 seconds. This makes it better on pretty much most killers, makes it more fun and now it actually has a use against good players by having a faster chase with haste.
(No I did not just get rolled by a blight, I made this after seeing a content creator pick tinkerer over corrupt on bloody trickster. Why)
It exists for the same purpose of a lot of other killer perks: to do the killer's job in their stead. Most of the perks the killers use enable them to have the game playing itself for them, pretty simple.
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@Aneurysm said:
Killer adepts are going to get a lot easier when we get reset to 20 every month, so there'll be no need for any of this
I don't know, honestly. As of right now, people are getting "reset" to one colour less than the rank they had, which means that they will still be matched with people from those ranks, mostly. When we'll all go back to 20 (which is what it should have always been), EVERYONE is going back to 20.
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Why would you need Brutal Strength, when tentacles are faster in destroying pallets? IMO, that alone could be replaced with something more valuable.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2410779#Comment_2410779
And here we go again, with the typical Survivor excuse 'The Killer can prevent someone from playing the game! 🤪'
It's part of the game. If you can't handle your opponent trying to win; don't play PvP games. How is this a surprise 5 years into the game's life?
The Killer hooks you, and he has every right to ensure you die. It is his goal. Stop with this BS about how unfair it is that the Killer tries to win.
You really can't help it, can you? You have to dedicate your time to (try to) bother other people. Well, if you are happy, good for you. Still not going to dignify you with an answer concerning any nonsense you spit. Have a good day, pal ;) Try to get a breath of fresh air, every once in a while.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2403280#Comment_2403280
The reason Survivors dislike 'tunneling' is because
- They seem to think they're owed some 'fun' quota for the match, and should not be killed before they have fun
- They refuse to look at the Killer perspective
Let me work on #2:
What I mean is that, if 'tunneling' were mechanically punished, it would hurt Killers when they absolutely HAVE to kill someone now, or face a massive loss of momentum that costs the game.
On top of that, every 'fix' for tunneling or camping has been spiteful trash, or easily abuseable by Survivors. But most of the time, the people making these suggestions KNOW THIS, and want a mechanic that helps THEM win. They don't care about the Killer experience.
Also; the Killer DOES NOT have the time to 12 hook. It takes the Killer, on average, 13-14 minutes to 12 hook. It can take ONE survivor 6.66 minutes to do all 5 gens without skillchecks or items. Forcing Killers to not 'tunnel' or 'camp' will literally remove their ability to get any kills in a match.
And to top all that off; it's a PvP game. People will get removed. If being removed from this game comes as a surprise after 5 years; that's not the dev's fault.
It's also not up to you to decide how and when the Killer can kill. He's not an AI. If Survivors can genrush in 6 minutes & focus on their objective; why can't Killers?
Oh, right; because it makes Survivors sad. 🙄
And there we go again, typical excuse that I have read hundreds of times. People (killers) always, willingfully or naively, tend to forget that you are being prevented from PLAYING A VIDEOGAME, when you get tunneled or camped. You're not able to work on gens, vault, stun the killer, drop pallets, heal yourself, heal others, cleanse totems, sabotage hooks, open exit gates, unhook others, try to unhook yourself, be unhooked from others, when you get camped. And lots of these things happen just the same way if you are being tunneled. You are being denied to play. As a killer, there is nothing preventing you from doing anything. If survivors are able to gen rush, you can still: find them, chase them, hit them, down them, hook them, kill them, destroy pallets, destroy walls, kick generators, use your power, interact with your power (plague, hag, Freddy) close the hatch... There is a huge, enormous, gigantic difference.
It's ok for people to be removed, survivors shouldn't escape every match, as much as killers should not get a 4k every match and slug everytime to get it because winning a match in DbD is the only "important" thing in their lives. What is not ok is for people to be denied the chance of playing. Which is what only killers can do. As much as SWF is broken and it needs work, it still does not prevent the killer from doing everything he could. Being tunneled and/or camped, instead, does that. If you refuse to understand this, you are part of the issue.
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@Mandy said:
Or maybe you should be tunneled away five matches in a row in your game... and then tell us again: „hey, it’s the game rule“
I get tunnelled a lot, mori'd too. :)
And I never said that it might not be a problem, I think you'll find I said that this is within the game rules and I also don't believe that punishing a player for employing this tactic is the way to resolve what some perceive as an issue.
Tunneling is just chasing, again, someone who was just unhooked, or following the same survivor forever, until his bones become brittle and he starts perceiving money for being old. It's as much of a "tactic" as using your mouth to drink water from a glass is, it isn't. A tactic is something that requires thinking and planning, even at the last moment, not exploiting the faults of a game that is built so that, sooner or later, the killer WILL get you. It's not abusing Bloodlust.
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@Jarol said:
Why not Chucky? It is also another Slasher available at a good time.
I honestly never understood why people want Chucky so desperately. Not only would he require a lot of additional work, due to his diminished size (and if all the years on DbD have taught us something, is that BHVR tends to do only the strict necessary), but I find him to be pretty laughable, to be "iconic". It's like the worst killer, supernatural or not, if you ask me. No disrespect to his fans, of course, but he just doesn't have anything remotely close to being fascinating, especially if you think of other possibilities like a Xenomorph, Pinhead, Jason and Pennywise, to name a few.
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@legacycolt said:
The thing is, not everyone is using iron will. So spirit is basically gonna be the same for these people. We shouldn’t have to equip iron will to stand a chance against her. She needs changes!!
I can't agree more. As I stated when this was announced, this is only something they are trying in order to "nerf" Spirit, without directly touching her. Which isn't how you solve the issues she brings, as those are tied to her alone, not to a perk. Not gonna say no to that, of course. But if you aren't running IW, then what? What changes? Nothing at all. It doesn't make any sense. "We see that people aren't really falling for every trap the Trapper places so we have decided to make it so, after a set amount of time without being hit by one of his traps, one will generate at your feet and trap you, wherever you are, whatever you are doing". Yup, sounds fine.
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I heard this thing other times, in the past. It always resulted in the lawsuit resuming from where they left it, at some point. Don't get your hopes high.
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@Konnor24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2385521#Comment_2385521
Keeping a killy busy doesnt mean you deserve an extra chance when you finally do go down. And as someone stated, Noed still requires you to find and hit someone. Noed does not guarantee kills either. It increases your chance you will get 1 or a few hooks. If anyone else is dumb enough to approach a killer while noed is active then quite frankly, they dont deserve to go down in two hits. Dont play dumb and you'll live.
If as you say survs leave, then thats what...1 kill? or 1 extra kill. Most killers will camp after that, so people can easily go and find the totem and totally cancel it. You have made no valid point in what you said about Adrenaline and if anything just reaffirms the belief that Noed and Adrenaline are pretty much the same type of undeserving 2nd chance perks. And that remark about let the game play for you. Well...Dead Hard. Thats all ill say to that.
In regards to bloodlust ill just say, i dont have many issues with it when im playing survivor. If you know how to loop then BL isnt a huge deal. You should be looping a pallet by the time BL starts, and during that loop you can waste excessive amounts of time for the killer. Doing it fairly well will result in a pallet going down and then the killer has 2 choices. Chase round and round for another waste of time, or break the pallet and lose bloodlust. Either way the survivor is buying more time for his team, which is what a survivor being chased is meant to do. BL was put into the game at a time when there were maps/layouts which made it almost impossible to catch up. Nowadays the layouts aren't as heavy sided towards survivors, but there are still multiple places on maps, sometimes next to each other where things such as jungle gyms where chases just seem endless and you either waste a lot of time or give up and go after someone else after probably already investing quite a lot of time on that chase.
Still comparing things that aren't even remotely close, I see. Guess it is difficult to come up with a valid point, when you can't think of any. Dead Hard. A perk that doesn't even work properly the vast majority of the time, and that at the very least (when it does), requires you to be close to a pallet and look at where you're gonna be doing it, while simoultaneously keeping an eye on the killer. And if there is no pallet and you use it anyway, the killer will have wasted what, two seconds? Oh, noes! Not to mention that only people who just bought the game do not wait for it happen before striking, nowadays. Doesn't take that much skill, nothing to say on that. But the skill it requires is still enormous, compared to a NOED, the Spirit of perks. I have to say, though, that I like how you people try to phrase stuff in order to suit your purposes. "If anyone approaches the killer". Yup, killers are not, at all, moving faster than survivors in this game. And they don't either move faster thanks to tunneling and NOED's activation. Nah, let's just skip that part, right? After all, cows enter slaughterhouses because they want to become meat, isn't it? I don't see this discussion going anywhere worthwhile. Not with you, at least. So let's just end this here, shall we? You'll keep being a killer and I'll keep trying to look at the game from both perspectives, as it should be.
I'll just leave you with a list of perks that do the work in the killer's stead, so you'll have something to think about. Maybe.
- A Nurse's Calling: Did you lose a survivor? Is a survivor that you aren't even chasing anymore busy healing himself/being healed from others? Do not fear, now you can see their auras from a range that is bigger than that of their screams of pain. Just look around, dinner's served.
- BBQ & Chili: Having trouble doing something as basic as patrolling the place where survivors should be, gens? No worries, BBQ is here to find them for you. And if you don't see one or two, you know they are more than likely close to the hooked guy, so you can even camp him. But wait, I can already see you saying that you use it for the Bloodpoints, right?
- NOED: No need to explain this. I like to think that, at the very least, those who use NOED do so because, like those who play Ash on R6, or with the VMP on CoD Black Ops, do so because they are aware they suck. Because if they thought to be skilled, well... The joke of the century would not be able to stand up to them.
- Ruin: Kicking gens for you, regressing them at double the speed. You don't even need to perform the damage interaction anymore. And before you say anything, because I know you would, it is needed. Doesn't change the fact that it does your work for you.
- Infectious Fright: Same as BBQ, though to a lesser extent.
- Haunted Grounds: Mini, early game NOED.
- Spirit Fury: After 2 pallets destroyed from you, the next one will be for free. Pair Enduring with it and you get a FREE hit.
- Rancor: Get to know where all survivors are when a gen is completed, along with an inastadown AND mori on your obsession, when the last generator is repaired.
- Devour Hope: This requires you to actively gain tokens for it, but when you do, it eliminates the double hit mechanic AND gives you, potentially, a first hook mori.
- Iron Maiden: Again, another perk to give away the survivor's location, without direct involvement from you.
- Dragon's Grip: Again, another perk that does give away the fact that A) The survivor is on a gen: B) He is now an instadown: C) You now know his general location.
- Make Your Choice: Same as above.
- Surveillance: Get told when a gen that was regressing is stops doing so. Hence, you are communicated that survivors are now on it.
- Discordance: You now know not only what generator is being worked on, but are also given the location of TWO survivors.
- Corrupt Intervention: Want to get a head start? We got you. Generators will be blocked as soon as the round starts.
- I'm All Ears: Survivors that run near you will be shown to you even if you had NO IDEA they were there. Perhaps they were on the other side of a wall and you couldn't see nor hear them. Not a problem, let the game help you.
- Thrilling Tremors: Want to know which generators are being worked on/where some survivors are when you pick someone up? Here you go.
- Surge: Down survivors near gens, have them kicked for you.
- Deathbound: Once survivors heal far from you, you will know where they are AND they won't hear you coming.
- Thrill Of The Hunt: Want to know when survivors are cleansing totems, making them require more time to do it? Have at it, you don't need to be aware of them doing so, the game tells you.
- Crowd Control: Vaults will be blocked, without you doing so with Bamboozle, when survivors fast vault them.
- Hoarder: Get notificated when survivors start interacting with chests, giving you their location.
- Undying: Same as above, but you get to keep your Ruin this time. Double the game working for you.
- Lethal Pursuer: You now know where all survivors are as soon as the match starts.
- Whispers/Spies From The Shadows: As many other perks, gives you the survivor's location without you having any direct involvement in it.
- Bloodlust: Not even a perk, which is already powerful on its own, yet it rewards you for doing one of the most controversial things in the game, tunneling.
Of course, this is just a list of the perks that play the game for you, without taking into account how much each of them is used or how stronger some perks are compared to others. It's just a pretty exhaustive list of perks that make your life much easier, without you having any direct involvement in those things, or very little at best. As I said, let's not keep this going. Whatever you might have to say, just spare it. Or if you do, be aware that I am not even going to bother reading it anymore. Good day to you.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2388813#Comment_2388813
Your ability to invent BS does not make you right.
There's no such thing as an 'undeserved kill'. It's a flat out lie invented by Survivor mains to create a flaw with NoED, because they're too lazy to do bones.
Survivors want to lick gens for 5 minutes and twerk out the exit gates, and NoED prevents this. But NoED is actually pretty balanced, so they invented 'undeserved Kills' and 'basically lost when 5 gens pop' in order to have something to cry about. And now other lazy people have picked up the rallying cries of lazy Survivor mains everywhere as they attempt to nerf everything they don't like about Killers.
Git gud.
Talking about people going after what others say, just for the sake of it, and then you come up with a catchphrase. A walking contradiction, ladies and gentlemen. But, credit where it is due, you actually gave me a very good laugh. Someone stating "git gud", when he's defending NOED... Let's say that it's like a cheater who sets a multiplayer match to give him the win as soon as the round starts, laughable. Ridiculous. Ludicrous.
"They invented" undeserved kills, right. Because getting kills that you didn't manage to get for the whole match, just because you now instadown and move faster than you should, that is definitely deserved. You're funny, dude. Really funny. 😂😂😂 The best joke of the century would not be able to stand up to the things you say. Let's end this here, I'd be talking to bots if this was how I meant to waste my time. See you, "pro".
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2387814#Comment_2387814
'NOED will grant, when it happens, kills that are 100% undeserved.'
😂😂😂😂😂😂
BS. The Killer found the Survivor, chased the Survivor, and hit the Survivor. He deserved the kill. This statement is some of the Survivor dogma they use to claim NoED is 'OP'; that it somehow magically gives Killers kills without him putting in the same work he put in for the entire match.
Every time someone says 'NoED gives undeserved Kills!', it's clear they don't know what they are talking about. They are regurgitating the same tired line in order to push the 'NoED is OP' BS to everyone. They literally have no valid argument so they bleat the lie.
Guess what? Coup De Grace lets the Killer lunge further! Does this mean hits are undeserved because the Survivor would normally be too far away? Nope! Because that's how the perk works. Just like NoED does it's job, like a perk.
I've torn apart that 'UnDeSeRvEd KiLlS 🤪' argument so many times that I'm bored of it. Keep spewing the lie. Keep pretending NoED is a problem instead of learning to do bones. Keep trying to invent flaws for it because the truth is that NoED is balanced.
We'll see each other when survivors will have boon totems that, as long as they are up, give them Adrenaline for the entire match and two more health states. Saying the kill is deserved because the killer had to chase the survivor, with increased speed to help him do that, and an instadown.... It's like saying you deserve a job because you are able to spell your name. 😂😂😂😂😂😂😂😂😂😂😂😂😂
And about Coup De Grace, nice try. But it doesn't give you an instadown automatically, it is consumed when you use it AND can still be missed. Sayonara, "Power" guy.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2385521#Comment_2385521
'NOED will guarantee you kills more than likely'
NoED does not guarantee Kills. The Killer still has to find, chase, and hit people. But Survivor mains acts like it just insta-downs there where they stand. Stop with this lie. 🤦♂️
'leaving the moment they see the noob... erm, the killer has NOED'
Ah yes, the other Survivor main tactic; insult Killers in an attempt to pressure them into not using certain perks or not playing a certain way. You may have meant it as a joke but it's still something Survivor mains do. (Example: Only bad Killers use NoED. You don't want to be a bad Killer, right?)
In fact, I am not a bad killer. I go out of my way to NOT tunnel people, and I always refused, categorically, to use NOED, and still do to these days. It's funny that you like to assume I am a survivor main just because I express my hatred towards something I hate both when I am on the receiving end or when I play the role that could use that thing. But if there is one thing killer mains do good, it's calling others survivor mains just so they can somehow try to justify them showing the truth for what it is, and avert their attention onto something else. And if you think that just "insulting" others is enough to change the way they play... I don't know if you're just naive or if you are faking that too.
Anyway, grammar is important. What I said was, exactly, "NOED will guarantee kills MORE THAN LIKELY", which is to say it's not going to be like that 100% of the time. But if you only want all or nothing, black or white, then let me add something else: NOED will grant, when it happens, kills that are 100% undeserved. Oh, and another thing.. I know that anything goes, when it comes to trying to have a point but... Well, where could survivors be, since NOED activates when there is just a single thing left to do for them to escape? Maybe in a fridge? On another map? In the lobby? Oh, wait, that's right! Near the exit gates, that the killer sees wherever he is and to which he can now get even faster thanks to, you guessed it, NOED.
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@Konnor24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2378696#Comment_2378696
Adrenaline isna perk that activates just based on gens. It has nothing to do with you doing the gens. One survivor who loops all game finally goes down but gets a 2nd chance cause 3 others do the gens. Its in the same category as NOED. Its dependant on other factors but like noed, requires you to do no actual objective.
Im not a fan of Noed, but they're still in the same basis of free perks. And that Exhaustion of Adrenaline still overrides any exhaustion you already have. Giving you 2 perks in one go. 1 - Unbreakable and 2 - sprint burst.
Bloodlust isnt a 5th perk. It gains the killer speed after a very long chase. In the time it takes to get 3 stacks of BL a gen could get done very easily. And most killers break pallets. So to get any meaningful speed boost for it, you need to be in a chase for 45 seconds and break no pallets allowing any survivor with experience a very easy way to prolong the chase. Bloodlust is an extra ability but its by no means on the same level as any perk.
Also, worth pointing out i play both equally, but as ive made new friends lately. i play more survivor. And i still think the free abilities survs have outweigh the killers. But then again im one of those that think a killer should be OP. That doesnt think survs should get out easily. I like the challenge and the fear factor. So i prefer it to be harder and not make it so survs can be far stronger than killers. So this whole "killers crying" argument means nothing to me. Im over the years a 50/50 player and atm more 70/30 surv so its "survs crying" aswell.
Adrenaline gets activated when all 5 gens have been completed. Sure, you might not have worked on said gens. But if, as you said, you kept the killer busy for all of the match...I'd say you have quite deserved it, probably more than those working on gens. It's not the same thing as NOED, not even in the slightest. Then again, I wouldn't be against more conditions to activate both, even though I'd gladly see NOED simply removed. The biggest (and not the only) difference, though, is that Adrenaline doesn't guarantee you will survive. NOED will guarantee you kills more than likely, as you are bound to have survivors scared of going down and leaving the moment they see the noob... erm, the killer has NOED, or they will try being altruistic and take the place of the previously hooked guy. You don't simply get instadowns, you even get increased move speed. NOED could simply be renamed Hex: Let the game play for you.
And if you think that a mere 15 seconds of chase is a "long" time... I don't know how you perceive time. Because on lots of maps, Bloodlust 1 does make a tremendous difference, and allows hits that shouldn't have been a thing (along with those that already should not be a thing, like being hit from the other side of a dropped pallets or when you are 50m away from a vaulted window).
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2381553#Comment_2381553
At lower ranks, that is a valid argument, but in actual high ranks, I've never had a ranged killer bloodlust me, because they have the skills to pay the bills.
Plus even again, it's not too much of an issue. I never had a Bloodlust issue when I got downed, usually when I get the down the only things I factor that annoy me were the hitbox range or my dumb decision.
I've joked about Killers bloodlusting me "you gotta have bloodlust 20 at this point" Funnily enough, I still managed to outloop a killer with bloodlust 3, but wow... it was hard haha.
Only thing I can't loop is Play with your food with 3 tokens and bloodlust 3
Also, what's wrong with letting ranged killers have more choices? Some maps are brutal for ranged killers, should we just say "sorry. You got bad rng, you don't deserve anything to help compensate" that's just top brutal for your own personal opinion though
No, but we should give survivors a chance at surviving even when they get tunneled. As it stands right now, if you get found and the killer decides to hard tunnel you, you will be going on the hook, sooner or later. You can be "skilled" as much as you want at looping, or predicting what the killer will do. The game is made in a way that you're gonna end up on the hook, anyway. And if you managed to keep the chase going for a while, and pissed the killer off, he's gonna camp you on your first hook, making it also be the last for you. I'm not saying, as I have already stated, that ranged killers should not get the chance of attacking with melee. But with the way the game is spam-friendly (see Clown, Deathslinger, Huntress), allowing them to also bloodlust you when (and if, considering not all ranged killers do so) they run out of ammo, that's a bit overkill. Can I loop a huntress? Sure. Will I escape if she decides to tunnel me? Hell no. That's what doesn't work. If the killer puts a bounty on your head, there is very little you can do to survive, unless you get the best map ever and very good teammates (which is far, very far, from the ones I usually get, for instance).
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2380472#Comment_2380472
We were. In fact, we still are, but I'd like you to see why I was confused.
You made a statement that confuses me.
"Sure, that I know of. BHVR claimed, falsely, to have removed infinites. And although they did, in a way, some loops still act CLOSE to infinites."
I didn't ignore your statement about ranged killers, but reading that and you defending the argument that Bloodlust should be changed created a paradox.
The other part was how you stated how Ranged Killers were and how they abuse Bloodlust.
Using your ability shuts off bloodlust, so if you played a lot of killer, you would know this... I imagined you knew this when I saw your pfp as Deathslinger, but reading that made me slow down and verbally say "what?"
Now, I'm not insulting you or shooting down your views, it just threw me off was all.
Edit: If you won't respond than I wish you well, but as a pro tip, please don't ever make confusing responses.
It could be that I was working at the time, but... what was going on with that last post? It was jarbled and it accidentally painted you in a picture of someone who has never played as this role, but will pretend that you have all this boundless knowledge of said role.
It was pretty simple to understand, or so I thought at the time of writing. I know that using the killer's power, luckily, eliminates the accumulated seconds towards bloodlust and gets rid of it. Yet, what it shouldn't do is give ranged killers a double choice. They are a little bit slower (Nurse aside, even though she isn't really ranged) because they can cover distances with their ranged powers. With the ability of having bloodlust, as well, they can either shoot from the distance, and hit you, or come close enough (in a matter of seconds) and hit you in melee. I'm not saying they shouldn't be able to hit you in melee and only use their power, they would just have to rely more on that than be allowed to have an easier way with bloodlust. You can't get the full package.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2379214#Comment_2379214
...
Okay.
I'm gonna go out on a limb here and assume you play more survivor than killer.
I thought we were, for once, managing to have an intelligent conversation. Guess I was wrong all along. And since I was, please, spare me any eventual reply.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378952#Comment_2378952
Now that I'm off of work, I freely converse.
No chase under any circumstances should last forever, especially with how the maps are being designed now. Coldwind is absolutely the worst map right now besides RPD. It isn't because the corn, just the loops there are tedious and frustrating.
I've had a jungle gym, Pig tree, long lines (you know the hay on one side of the pallet with broken equipment on the other), into the barn. Christ. Alive. No way in hell should that be allowed. In fact, if they were set spawns, no randomness any more, then I think that way it would be fine to remove Bloodlust, but right now, no.
But, if that doesn't make you agree, then keep in mind killers who can't super lunge like Demo, slow down like clown, loop lock like Trapper, range like Huntress, or even rush like Hillbilly, will suffer immensely by this horrid decision because they don't have any other way of playing catch up or shut down unless they want to make specific builds. But, fun fact, that will cause issues right now because how the game is right now. In addition, might provoke more camping if they can't deal with ridiculous chasing situation. Boy howdy, I love it when a survivor sprint bursts away and I eat 17 pallets before I can even hit them and mind gaming can only get so far.
"Free perk" I sure do appreciate the survivor's free perks on having broken spawns, and potentially great map tile spawns as a "free perk." Broken spawns as in that they're all not together, and with how the gens are designed now where there is slowdown with more survivors on a gen, sure is exciting.
1.) Before you say anything about this, no. Besides making them a set spawn, I don't have any other issue with them, because right now we have the tool help counter that.
2.) Even if Bloodlust is removed tunneling will still be a thing, not sure why everyone automatically assumes that's it's just gonna disappear or help immensely, hell, those killers might pick up more stronger killers just out of spite.
And 3.) We still have an overwhelming list of issues that absolutely need to be took on before the thought about removing or changing Bloodlust can even be entertained.
Now, I've seen a lot of dumbness with deadhard, so it was pretty safe to assume that this would be another pointless argument about Dead Hard.
But you've opened my eyes to a legitimate issue with Dead Hard that will probably be fixed and will inevitably be drowned out by more pointless argumentative cases about Dead Hard.
Oh, and just to be safe
Is Dead Hard OP? No.
Just saying that before I get hit with another "you think DH is OP? Scrub." Like I did last time in a different discussion.
Sure, that I know of. BHVR claimed, falsely, to have removed infinites. And although they did, in a way, some loops still act CLOSE to infinites. They can be cut off, as the pig tree, for instance, doesn't give survivors enough room for a fast vault, if you do that. Still, having killers with ranged abilities able to bloodlust you, too, is going a bit too far. The way the game is designed, you are pretty much doomed against a Huntress, Nemesis or Deathslinger, and to a certain point PH as well. Due to how fast they can shoot or go back to melee, you either get hit in melee or vault/drop pallets and get hit from the distance during the animation. There isn't much room to breathe. The truth is this game was never ready to go over its vanilla state, where Trapper used to be among the best killers. Because there weren't any. Too many issues, too few proper fixes.
Regarding spawns, I don't see how those are broken. Multiple survivors spawning together is just bad. If the killer finds one, he finds all of you. And you all work on a single gen instead of multiple ones. That's not meant to happen, and it shouldn't be the only option. If it was, then the killer would know the location of all of the players. And many maps suck, survivor wise. All of the iterations of Yamaoka's and Black Swamp are less balanced than a fist fight against a tank would be. Too much room for the killer, too few pallets or vaults. And I hate playing those maps as killer, as well, because they are just bad, obnoxious beyond belief.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378899#Comment_2378899
I'm gonna talk about the Dead Hard one first since it's shorter, hope you don't mind.
I keep hearing that statement over and over, I still don't know what it means, but I've seen topics of people defending Dead Hard because they don't pay attention of what they're doing and Dead Hard into trees, walls, generally any obstacle and try to use that as a case saying as to why it's not strong. That's why associated it with that statement.
Bloodlust, I've never had an issue with Bloodlust as a survivor and I'm decently high up in terms of "Ranking" I know it's broken, but I've never had too much issues.
Now as a killer, I don't even remember the times I've used it for any other killer who isn't an M1 killer, that being said. No. It shouldn't be changed, I know that sounds bad, but for killers who primarily only have an m1, which is a decent cast, that's considered a bad move. Now, I had an exception to this, two perks that supported M1 killers by a lot. Enduring and Brutal Strength. But, unless you're okay with those being basekit for killers, then bloodlust shouldn't change.
Now we get to talk about NOED, one. The killer only has three active perks through the entire trial until end game happens. Nothing. NOED doesn't offer anything passive during not endgame and it can be completely countered by doing totems. But, knowing you, no offense, but whenever someone makes a case against NOED they'll say "That's not a valid strategy."
Yet, we're told time in and time out
"Don't tunnel a survivor" even though they stand in our way with DS and probably Borrowed when we want to get the UNHOOKER, and when we get the Unhooker we either get the Decisive to flashlight us or try to get our agro. I've seen this too many times and it just gets old.
"Just apply more gen pressure" even though there's a new meta going on involving Prove Thyself and Spine Chill (maybe not spine chill, but I have seen A LOT of spine chills comboing with Prove Thyself) we're just told to be more aggressive or dedicate to the meta. Not sure about you, but the meta is freaking boring. I want to play what I want, not use this crap just to have a better chance.
I know you hate comparisons, but... how is that genuinely fair?
I have always refused to use Moris (if not for something that tasked me with using them), keys (just the same), NOED or DS. Yet, since at least a year, the constant, never ending tunneling I am subject to/witness others being subject to when I play as survivor, convinced me that it now has become a necessity. Because I can't stand being tunneled again and again and again. People commonly associate tunneling with chasing the freshly unhooked survivor to hook him again. And, even if that is true, to me tunneling is more having the killer chase a survivor for longer than it would take to go back in time and come back to that same moment. The game is structured in a way that, sooner or later, a killer will catch that survivor. And that is flawed, because if you are better than him, he should not simply catch you because Bloodlust granted him the ability to do so.
About Dead Hard, I never talked about those who use it into walls or corners. I said that it gets used, gives exhaustion, and DOES NOT prevent you from getting hit. Most of the time you get exhausted, but the perk didn't even activate and you go down.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2378691#Comment_2378691
Okay. I'm gonna say it: I NEVER SAID THESE NEEDED TO BE NERFED.
Do not, and I repeat, do not put words in my mouth.
I'm also tired of constant nagging and screaming of so and so perk is op. Why I said it was because it's a freaking joke about how DUMB it is! I used those two as an example of how unfair it is to demand for a perk to be nerfed if the other side literally has the same types of perks that do the same thing. Second Chance perks.
Keys and Moris are completely different! Those two were blatantly over powered because they guaranteed a victory with little effort. That has been rectified now for the better of the game. Keys with zero charges can't open the hatch and moris now only work on death hook.
That's significantly better than what they were in the past.
By the way, just wanna say this. Being stupid with Dead Hard doesn't mean it isn't strong, it's like having NOED and you used your alternative power that doesn't get NOED's benefits. Your other statements for this perk are correct though, hence why I said it doesn't need to be nerfed.
Also, why the hell bring Bloodlust into this but also say that it's bad to compare mechanics to two different sides?
Because Bloodlust is something all killers get, for free. It is, effectively, a 5th perk, that doesn't need a slot. Hence why I compared the two things. If Bloodlust goes away, so we can stop favoring tunnelers, I'm all in for DH to be changed. But the truth is that killers have lots of facilitating things, and Bloodlust doesn't even have to be tied to a perk, in order to be there. If your fellow survivor randoms fail to complete gens, and die, you don't get a speed boost on how fast you can repair them. Nor do you do that if they DC on their first down. Keys and Moris were different in that Moris were far more OP. That said, I think keys could be nerfed in something else, too. Perhaps limiting them to just one per lobby, SWF or not. And NOED isn't really OP, it is just blatantly stupid. It's like old DS was. People kept slugging because they thought survivors would have DS. How's the situation with NOED? If you don't cleanse totems (and you have no idea how many have been destroyed, if you are not playing in a full SWF), you'll probably die. If you waste minute after minute in order to search the entire map, often being the only one in your team doing that, you're giving the killer a lot of additional time to kill you. Either way, it works good for him.
And what exactly does "being stupid with Dead Hard" mean? Hope you aren't referring to getting exhausted while on the ground, because that is nowhere near being the player's fault.
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@Konnor24 said:
https://forum.deadbydaylight.com/en/discussion/comment/2375410#Comment_2375410
So what about the "free" things survivors have? Like Dead Hard? Adrenaline? Killers taking 1-2 seconds to kick gens which can now be blast mined requiring 5-6 seconds to break only for the survivor to take 0.1 seconds to touch it and stop regression.
Im not a fan of noed, whether i play killer or survivor, but the whole "noed is a free down" argument just doesnt work as survivors have a lot more "free" stuff.
Adrenaline is a perk that activates only when all gens have been completed. And to complete all of the gens, you must work on them, your objective as a survivor. If you completed all of the gens, you get rewared for completing your objective. As a killer, NOED rewards you for NOT completing your objective, which is far different. And, on the plus side, Adrenaline is an exhaustion perk with a 60 seconds timer. Which means that, for 60 seconds, your DH will be gone. If the killer is chasing you at that time, Adrenaline will only make the chase slightly longer. As per Dead Hard, check what I wrote above. And again, remember, Bloodlust isn't a perk. Yet all killers have it. Blast Mine isn't as good as killers would like to make people think. It only does something if you kick gens when it is activated. If you get there too late, it's wasted. If you chase survivors instead, it's wasted. But, I must say, it baffles me how killer can whine about anything. Before, you used to cry about people combining DS and UB. Now that people don't use those as much as before, you found other things to cry about. Not saying there isn't stuff that needs fixing in this game, there is a lot of it. But, at the very least, try lamenting about things that need that, not about simply everything.
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@DwarvenTavern said:
https://forum.deadbydaylight.com/en/discussion/comment/2375410#Comment_2375410
Couldn't the exact same thing be said about Decisive and Dead Hard?
They reward you for making dumb decisions
First and foremost, this is what is wrong with this community. One thing cannot, ever, be considered for what it is. If someone criticizes something about the killer side, killers will instantly come and criticize something about survivors, without even taking into consideration what was being said or how true it was. This has to stop. If one side gets nerfed in something, it doesn't mean the other side needs to be nerfed as well. That is not how balancement works. Keys and Moris aren't correlated, for instance. Yet they keep being compared.
That said, no, it's not the same. DS should be an anti tunneling perk, even more so now that it got nerfed. Yet, the stun it gives is too short to really prevent the killer from tunneling you again. Dead Hard, instead, doesn't work most of the time, giving you the exhausted status when it didn't work or got you hit mid animation anyway. Sure, it is annoying af, but so is Bloodlust. And that isn't even a perk. And when the killer simply moves faster for failing to hit you, survivors need something to close distances with a pallet. I wouldn't really make it so it is instantly recharged when you get hooked, though.
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I'm not the kind of guy who follows rumors and starts saying the same thing. I just speak based on my first person experience. And I experienced on my own skin how the frames were not even close of that of a game that is supposed to be on PS4, on console. Frames were already bad enough, capped at 30 and really underwhelming and underperforming on a PS4, but the RE chapter somehow managed to make it even worse than that. And please, keep in mind that having them capped at 30 doesn't mean that those were stable and only at 30. They keep promising things that never happen, they keep fixing bugs while implementing more than those they fix... And their balancement either isn't good enough (too much or too little, in terms of effectiveness) or it requires way too much time. Sure, the game has grown. It would be laughable if it didn't. Eventually, all games grow. That's just a staple, but it doesn't mean that they know much about what they are doing.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2376617#Comment_2376617
I liked Last Year but my friends were so DBD focused that could not get them to even look at it.
'It's a DBD clone, it will die'. Well, it will if you can't be arsed to even look at the gameplay trailer! 🤪
Even DbD will die, eventually. And if they keep going this way, it will be sooner than later. I mean, other than the fact that they activated an event with the dreadful state console were in, not giving two shytes about that (without even taking into consideration that their BIG anniversary event was just a copy and paste from last year), they are the first and only devs I've seen that were able to bug characters (or aspects of the game) they didn't even touch. People are going to get burnt out, eventually, if they haven't been doing so already due to the constant tunneling/camping/SWF and all of the things we already know about. But I guess that's the price of money. When they started out, they were just a little indie company, with a very basic game and not so many ways of earning money. Now that they've earned tons, they must feel like they are no longer as they were before, elevating themselves to levels that are too important for us, or to test things properly and give their playerbase, across all platforms, the proper consideration. And this is the result.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2376193#Comment_2376193
predator hunting ground: dying
Last Year: Dead
Home sweet home: still have much to prove but is a in good direction
I never mentioned their current state. If people keep preferring DbD, with its massive flaws, it is normal that those games will not perform well. Still, from what I have seen (since I haven't played it), Last Year looked to be better than DbD.
