DangerScouse
DangerScouse
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2807372#Comment_2807372
Well I know there are a ton of pallets now. More than there have ever been since I've been playing the game.
Respectfully- when did you begin playing the game? Because the proof is in the patch notes, and my own experience (as well as the experience of many others that have been playing since 2016/2017), that pallet counts have been reduced overall.
And again- you're the one that couldn't be bothered to read when you explicitly asked for proof- if you cannot even do that, then there is no point continuing to debate.
I've been playing probably around 3 years. I'd say 90% killer, 10% survivor over that time. Give or take.
So, despite the fact you wanted to insult me and be passive aggressive, I did read your entire post. Without numbers there is no proof unfortunately. Certainly nothing that can override what I see and experience with my own eyes in the game. The last 6 months or so have been ridiculous for pallets.
Appreciate how much you wanted to convince me, but unfortunately nothing you have written does. No hard feelings though. It's ok. Can't win em all.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2807345#Comment_2807345
The "net" pallet count change depends on the map, and overall is difficult to say because pallet spawns are random and the exact number naturally isn't given because of that, however back in the good old days it would be commonplace for maps to have easily 20 pallets spawn. Now, the average is around 10-12, with 8 as a minimum across all maps, though some maps such as Badham Preschool and Ormond will spawn with more due to their strength being weaker than average.
Also- you asked for proof. If you can't be bothered to read when proof is given then I cannot help you, nor can I realistically hold any form of debate with you. I know using your eyes is a difficult task, but try for me- okay sweetie? x
Well I know there are a ton of pallets now. More than there have ever been since I've been playing the game.
You were the one so desperate to change my opinion. So you could have at least done a better job of trying. The fact you chose to resort to insults and being passive aggressive validates the fact I don't believe you.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2807283#Comment_2807283
DBD patch 1.3.0, released 6th December 2016, reduced the number of pallets that could spawn on a map, as well as increased the hook spawns.
DBD patch 1.4.0, released offically 13th February 2017, reduced the number of pallets that could spawn on The Pale Rose map and Autohaven Wreckers realms.
DBD patch 1.5.1, released 11th May 2017, added a minimum spawning distance between pallets + adjusted overall spawn logic.
DBD patch 1.9.0, released 23rd January 2018, reduced the pallets that can spawn on the Badham Preschool map (old version). Also removed double pallet spawns. Also added procedural generation limits to ensure a minimum/maximum pallet quota is reached each game. Also increased minimum spawning distance between pallets from 8m to 10m.
DBD patch 2.0.0 (PTB), released 29th May 2018, reduced the length of generic tiles on Autohaven Wreckers/Macmillain Estate/Coldwind Farm maps. Not a direct change to pallet count but it made them weaker. Also removed a pallet from the Badham Preschool map (old). Also fixed an issue on The Pale Rose map causing too many pallets to spawn.
Old version of Badham, however this guaranteed 2 pallets spawn in the Preschool remains true to this day.
All of these changes were carried to live on 12th June 2018. Also in the official release of patch 2.0.0, The Game, Lerys Memorial Institute, and Badham Preschool had their pallet counts made more procedural and thus overall count reduced to make a fairer distribution.
DBD patch 2.2.0, released 18th September 2018, reduced the pallets that can spawn on Mother's Dwelling. Also reduced amount of pallets that can spawn on Torment Creek.
DBD patch 2.3.0, released 16th October 2018, increased minimum pallet spawning distance to 14m, 16m, 18m, or 20m (map dependent).
DBD patch 2.6.0, released 19th March 2018, increased global minimum pallet spawns to 8 for better consistence.
While that was my bad- as this was a buff to pallet counts- it's worth noting that for the minimum number to be below 8 was incredibly rare, occuring only really on Backwater Swamp maps. Also worth noting all other changes so far have been nerfs to pallet counts + spawns.
DBD patch 3.1.0, released 29th July 2019, reduced overall pallet safety + increased numbers of pallets on Badham Preschool (old). Also reduced minimum pallet spawn distance to 8m on this map.
Yes, they increased pallet numbers, but that's old Badham- this pallet spawn logic carried over to the reworked map, which if you check my original comment is what I was basing the statement off of.
DBD patch 3.2.0, released 17th September 2019, reduced pallet count + adjusted loop strength on Hawkins National Laboratory (RIP).
DBD patch 3.5.0, released 21st January 2020, increased pallet count + reduced overall pallet safety on Treatment Theater.
Again, this is still not the updated version of Lerys, so my point still stands.
DBD patch 3.5.1, released 28th January 2020, made no impact to pallet spawns however slightly increased pallet strength in some rooms on Treatment Theater due to severely reducing strength of some window vaults.
DBD patch 3.7.0, released 28th April 2020, severely weakened strength of most main building window spawns (old "god loops"). Also reduced inside pallet count of Disturbed Ward to 2.
Since then, there have been no overall large changes to pallet counts or overall spawn logic. Any changes made to old versions of maps, such as Badham Preschool or Disturbed Ward, carried over into their updated states, with a few exceptions. Mount Ormond Resort got the Badham Preschool treatment, in that pallet safety was dramatically reduced, and in return pallet count was increased. The Game is the only outlier, in that it's update changed the minimum number of spawnable pallets from 15 to 20.
So, yeah- with the exception of around 2 changes, out of that entire list, my point still stands.
Source: https://deadbydaylight.fandom.com/wiki/Patches
Yes, I looked through every mention of the word "pallet" from DBD patch 1.1.0b, released 19th August 2016.
Hope this helps prove my point that pallet counts have been drastically reduced and we're living in the time of the fewest pallets on each map, starting the count from the time they were reworked as part of the "Realm Beyond" initiative.
Respectfully you need a TL:DR😂 It doesn't, because I'm not reading all that (and they've clearly added more without updating notes).
What's the "net" pallet count change today, from day one, per the notes you found? If you can tell me that, I might believe you.
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@Akumakaji said:
Yeah, that sounds bugged. Whenever I play killer, which is about 70% of my game time, I get smacked in the face 5 times during the first chase, if I am unlucky.
Lol same here.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2807307#Comment_2807307
Sure can't be. Had a 2 man swf meant to run the killer. They had WOO. All of us died, and in end game chat they were angry at the amount of pallets. They said they counted up 5, just like me.
Unlucky, you got a bugged map on that occasion.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2807283#Comment_2807283
Played a match on rotten fields last night. After being chased twice and only found two maps, decided to just wastebtime and go around the map and count all the pallets.
There were exactly 5, shack and cow tree included.
That can't be right.
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@HaunterofShadows said:
I am curious how long Hex totems usually last in your experience.
If they last more than 1 minute, even with Undying, you are doing well.
At least you can "re bless" them if..... oh wait that's another survivor sided mechanic. My bad.
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@NemeanXIII said:
1.Springtrap (super lame)
2.Jack Torrence (lame)
3.Leslie Vernon (extra lame)
4.Patrick Bateman (too human)
5.Psycho would be cool
6.Hatchet (please don't)
7.Predator (nope)
8. Leprechaun (bruh) Worst than Chucky just cringey the first 3 movies we're good but nah
I mean Bhrv does what it want's this is just my opinion
The problem with any "iconic" killer is they are traditional these unstoppable powerful juggernauts.
Unfortunately dbd turns them all into impotent caricatures, prone to being easily stunned by wood and torches.
So killers like Nemesis, PinHead, Michael Myers, Freddy, and Pyramid Head become shadows of their origin, and a joke.
Take this ring chapter? Seems cool until you realise they have to make the killer a poundshop betamax version of the original in the name of "ahem" ""balance"".
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@BoriskyTheFox said:
https://forum.deadbydaylight.com/en/discussion/comment/2807281#Comment_2807281
- They already nerfed loops with map reworks
- Gen speed isnt fast, if anything its slow due to gen defence perks killers have.
And if you believe these two points I have some magic beans you might be interested in 😂😂😂
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2807271#Comment_2807271
tfw there's literally the lowest amount of pallets on each map in dbd's history (counting since a map has been reworked, or in the case of a map that hasn't been reworked, since it's release).
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I don't necessarily think they need to buff killers directly (although the fact that they are supposed to be supernatural killing machine, not fodder for bullying is a joke). One exception.... Bamboozle should be base kit.
However the devs desperately either need to slow down gen speed, or make chases less ridiculous (sheer volume of pallets and windows, alongside dead hard aka free escape).
That being said I'm enjoying Artist atm. Finally a killer I can enjoy (won or lose) without having to camp.
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@danielmaster87 said:
I understand that people want Blight nerfed, although I disagree, because he's the strongest killer besides Nurse. But I've seen people citing the recent Adrenaline Vial buff as part of their argument. For example: "He's so strong, and then they gave him a buff!" He's strong, but not uncounterable, as I and others have shown countless times through gameplay. His Adrenaline Vial buff has nothing to do with his base strength, and no I don't see the add-on being OP or meta. It was an unplayable add-on that, because they've reduced the turn rate penalty, is now playable. Combining it with Blighted Crow or Umbra Salts is the best way to go about it. You may think that having 7 total rushes and all those other benefits outweighs the turn penalty, but I think it just breaks even. You're almost never going to get value out of using all 7 rushes, and even with Blighted Crow that level of speed almost seems redundant, especially on indoor maps. I've even had the idea of taking away the turn penalty and swapping add-on rarities with his Iridescent Blight Tag. But as of right now, Adrenaline Vial is not something that deserves the nerf hammer, especially since it saw no play for so long an just got buffed. You could say that about the new Boil Over, but you can see why that would be a harder argument to make. But anyway I'm genuinely curious. Do people want Adrenaline Vial nerfed? Is it really that strong?
More killer nerfs is literally the last thing this game needs right now.
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@Sweet_Potato said:
I havent played survivor for a while.
Just noticed I cant stun killers as usually anymore. Even if they stay literally in front of a pallet, I dont get a stun. Same goes for pallet saves
Good news. Pallets are fine , and there are now millions of them on each map so you should be ok.
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Great..... as if some of the people on these lists weren't thirsty enough..... 😂😂😂
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2805568#Comment_2805568
You can call it pointless but it’s grabbed over 100 people’s attention including yours lol.
Yep. We all laughing about it :)
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@BabyCameron10 said:
I don’t think the decreased amount of Healing speed really fixed the issue with the perk. It’s the infinite amount of Heals a survivor can perform which are the problem.
I don’t mind going to middle of the map and deactivate the perk but playing an M1 killer with COH on the team, can me a miserable experience.
Devs, please, Stop with the Bandaid fixes. Lowering the numbers, isn’t doing anything. Might as well not bother playing any M1 killers for now.
Also, why can’t the killer get back their Hex if it is overtaken by a Boon?
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@jamally093 said:
Deathslinger was fine the way he was I feared facing him because he could quick fire so you need to think quickly now it's boring playing and facing him.
Hillbilly the nerf is fine but you didn't need to remove his charge add-ons.
Clown I don't even know if it's counted as a buff for him you just gave him a bottle of urine so there was no point of doing that.
The only killer I think a nerf was deserved in a way was Bubba because it prevented perment body blocks even he still can at least now you have a chance to save at least.
Seriously I just ready for them to ruin my main(Oni)
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@Johann84 said:
This game is survivor sided, the only fun side to play is survivor. Where you can do mistakes and get away with it. Killers do 1 mistake and its game over. With the introduction of boon totems its almost impossible to win as killer. Hit validation is an insult where u get the hit but it does not even register. Even low rank survivors have an easy time to win. GG Behavior you have ######### up your game
100%.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2800146#Comment_2800146
False, Nurse had her biggest buff yet. Blight had addons buffed while Alchemist Ring and Blight ignoring collision still exists.
Let alone that awful survivor perks are only very recently getting buffs, where a lot of bad killer perks have recieved straight up buffs and reworks consistently for 2 years now.
False??? Wakey wakey. Survivors have literally everything in their favour atm. Back to la la land for you 😂😂
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You can literally drop a god pallet, and run to the next one. The window pallet pallet.... before the killer catches you, and rinse repeat easily over and over until all 5 gens are done. Game is a mess and joke for killer
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2799891#Comment_2799891
Same claim can be made for killers. Just because right now survivors are being made more complex overall to the point that its gonna be less easy to tunnel and camp and trying to keep killers at a decent level to keep up is actually a healthy way of balancing. Back in the day, survivors were ignored for nearly 2 years before they recieved their first hard needed buff and before killers recieved the first hard needed nerf.
No one is begging old Undying to come back anymore, even though tons of people begged the change to be reverted for 2 full months, and we can all look back on why Undying simply wasnt healthy for game balance and meta reasons.
Well survivors definitely aren't being ignored anymore. Whole game is solely geared to them right now. No balance
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@Sparxlost said:
As a killer it is literally impossible to counter swf.....
It is terribly overpowered and survivors shouldnt be allowed to qeue with friends
Whats stopping them from forming a party with randoms?? nothing
but honestly this game gives too much power to those players and i honestly think it would be a lot better if there was only a solo qeue option for them
this would make things so much easier for killers and the only time you would encounter swf is at the highest mmr
this is better for a horror game because i dont think dbd benefits from the funsy "get your friends together and reduce the population of people who enjoy the game as a killer" mindset
every game you play you have to deal with people who can communicate and abuse the least balanced aspects of the game
Chase with certain killers is near impossible and their utility is uselesss
I dont want to hear "oh Otzdarva says the game is balanced because it isnt, idk if he just has better mmr or what because im getting stomped at baby ranks as a killer
This game is TOXIC and should not be played by anyone until it is fixed
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@deKlaw_04 said:
I have done a killer tier list already but now it’s time for the survivors. Maps will come later. This is based on how they play when I’m killer or when hey are on my team. Also some survivors just look cooler than others.
https://us.v-cdn.net/6030815/uploads/AX0PJ5HX73G5/5e145c1d-431e-450c-b012-f1c8228dad59.png
B-S are survivor I’m happy to see in the lobby. They are usually the ones that are good teammates and are not toxic when I play killer. The survivors in S tier have been prone to give me free kills by letting the Timer run out, but I don’t allow it they must survive for me to be happy.C tier are players that can be good or bad. D and F are usually the ones that are terrible. For example David farming you for Wglf stacks or using no mither, Ashes don’t do anything stuff like that. Then we got the bottom tier. Look up Grayson Allen on YouTube and you’ll see what I mean. What are your?
All survivors are the same. Just with different skins 😂😂😂😂
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2799885#Comment_2799885
No because analogies are flawed and I understand the difference between the video game Dead By Daylight and a car. But nice try ❤️
I thought it was too.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2799873#Comment_2799873
Imagine letting someone be happy about a change while still knowing there are bigger issues couldn't be you
Nothing to really be happy about in this change. More time wasted on pointless "fixes".
If your car was broken and the mechanic told you he hadn't fixed it but had given you a pretty air freshener would you say "oh thank you so much kind sir"... You probably would.
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These patches are like cleaning your bathroom while your house is collapsing. Pointless.
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The chapter where killers actually get someone decent, and not another "bullied by survivor skin".
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@YOURFRIEND said:
This thread is all over the place. Are you ironically complaining about ubiquitous perks? For what reason?
Excellent use of the word ubiquitous!
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@douggie123 said:
Every nemesis player is a facecamping tunneling jerk for me
Keep it up Nemesis!!
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@JellodoKIKU said:
Yep...I'm burnt out, any ideas to help me with this?
Play something else. Devs have made the game a total joke for killers now.
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I'm camping and tunneling hard especially for this event.
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It was the Survivors Union, making sure everyone is playing by their rules.
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@cordonrouge said:
Why is it that if you're the last survivor in the game and have 0 hooks, you get instantly killed at first hook? you dont even have that 4% chance of doing something. at the end of the day, if you're the last one either your entire team died, or you were left alone by selfish players, or maybe (as i've had happen to me multiple times) i get downed to protect someone else since im at 0 hooks but they all leave anyway.
"it's a waste of time because even if you unhook, the killer will be camping and you'll die"
not really, as a jeff who runs breakdown, and possibly 3 other hooks gone, i could still have the chance to wiggle off. not to mention the existence of dead hard, decisive strike, unbreakable, and several other game mechanics. the game isnt over at all.
"the killer deserves at least to be guaranteed a kill after all that"
no, not when you arbitrarily decide to change a mechanic for no reason. an already existing one that just randomly doesnt get applied in this circumstance because of the code. honestly it left me confused many times before i realized it was like that, thinking maybe i'd already been hooked once even if it wasnt the case.
besides you can still do this if the last other survivor was killed recently.
once a survivor dies on hook, there's roughly a 15 second animation before the game actually considers him dead, making hatch spawn etc... in this case you can unhook yourself. so why can i do it in this circumstance but not when im alone, just because of terrible coding? (not to mention that this animation problem is an entirely different issue giving free kindred aura reading and denying hatch spawn for the last survivor etc)
it's funny because the insta death isn't even coded to not waste time (another common argument against this), since it just makes you go from hook 1 to 2, then from 2 to death, instead of insta-dying. and also the killer doesnt get to go to lobby until after the 15 second entity animation ends.
and you know what else? in horror media usually a bunch of people die (otherwise it wouldnt be a horror), and if anyone survives at all, it's probably the very last one alive, against terrible odds. so why, in the spirit of horror, cant we attempt a 4% chance that in 99% of games won't change anything, and in the other 1% would give an unexpected and adrenalinic experience for both killer and survivor? end game plays are always the most fun after all.
lastly, if someone were to not attempt unhook in order to be toxic and waste time, you could fix this by:
-*ACTUALLY* making the survivor insta-die at reaching second hook, taking overall not much longer wait time than it takes now.
-making the hook state progress faster, while still keeping the same percentage of progress removed at failed attempt.
-ignoring the fact that it *could* make the players "waste" a few seconds more in the game, when the real time waste is given by lobby times, getting into a match with hackers, joining a game just to be tunneled out in 2 minutes, and all of the other problematic stuff that actually makes you waste time when you play this game. besides, slugging and other accepted game mechanics waste really way more time. and you know what else? if you consider gameplay like this a waste of time you probably should find another game that you enjoy more.
another small lore related point: the entity feeds on survivors' hope right? then why insta kill them at the end. if anything the progress could be faster as previously suggested, as the entity gets more excited while the trial is coming to an end.
I dont know if i should've posted this under suggestions or in general discussions, but i chose the latter since it seems to be kind of an unpopular opinion. i wish BHVR would take this into consideration though, both to remove a mechanic that frustrates me and also to be more coherent since there's mechanics that are way way more situtational and clutch than this one (keys?) and are accepted with no problem.
Far more things to worry about in this game than this. Geez. Besides.... survivors would just cry and moan even more about camping. Because the game should be all about them.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2751856#Comment_2751856
I honestly don't understand what you mean.
Probably for the best.
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Because they are entitled and think the game should all be about them.
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@Sluzzy said:
I say too effective but you could also say they are overpowered, hence killers are overpowered.
Before someone comes at me that “Sluzzy, a 4 man SWF can counter those or good survivors can deal with it”. My answer: If it takes a perfect 4 man SWF to overcome something, there is a huge balancing problem.
One player should never, by default, simply win against an average team because builtin killer tactics are free and too strong. The devs might say it is a strategy, well I have an answer there too, it is an unskillful strategy that is too strong. The survivor side does not have a default unskillful strategy that gives a huge advantage. Survivors are expected to become and get a PHD from looping school before they can keep killers away for longer than 10 seconds. Casuals can’t deal with it and it drives away players. Stealth is almost non-existent so being seen by killers seem to be how everyone plays.
Now, I’m not about limiting killers. I believe strongly in big agency where players can play how they want as I feel that is contributed to DBD’s tremendous success but I feel like these killers strategies are simply too effective. When the game first came out, survivors were so much stronger so these killer strategies were warranted strong. But now that survivors are greatly nerfed over time, killers need adjustments. I am constantly facing killers winning because they camp or tunnel someone out of the match and the survivors are not compensated. Then in many matches the survivors give up because of an unwinnable way to win. The hatch and EGC mechanic are very unfair now.
Make the hook timer a little slower if the killer is camping. Make decisive strike cause the killer to lose the sense of sound so he can’t hear which direction the survivor is going after a strike. No scratch marks for 10 seconds after a successful strike. If the killer is stabbed, he could lose some of his senses for a little while. There is so much that can be done to deter camping and tunneling.
The Entity needs to help in these dire situations. If all four are slugged unnecessarily, why not give one a helping hand, especially at 5 gens still remaining. Is the Entity not feeding on hope or is that simply a lie? I am so tired of going into survivor matches and seeing steam roll and after steam roll. And these killers find it fun or would not want a challenge?
Decisive Strike was overnerfed and needs a buff now. It’s never been buffed, only nerfed. If it is actually labeled as an anti-tunnel perk, then it should be one. It’s not one. Meta killers ignore it and down them instantly again. It’s almost like a survivor with 3 perks and a tiny 5 second stun that the killer don’t even mind.
Not every game is a 4 man perfect SWF that can deal with these powerful killer tactics, there needs to be something done to help 96% of the games where it is overpowered. But done in a way that doesn’t make the perfect SWFs any stronger.
Survivors have been nerfed??
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@onekingbee said:
So thanks again dead by daylight by continuing to reward toxic killers by penalizing survivors who don't want to be camped and tunneled. I love spending a couple hundred bucks on a game to be told how to play it, or face a timeout. How about we get to see the killer in the pre-game lobby, that way the survivor gets a say on who they want to be camped by? It's only fair huh?
Do Bones
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@SirBleps said:
Rant: if you killers see bloody streamers being offered stop tunneling people. have fun and farm blood points. we will let you double hook and get max bp.
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@Canas said:
I'm sick and tired of the bad MMR, I can't put up with the blatant bullying and belitting from survivors who abuse broken map design and even more busted perks to make my life completely miserable.
Three gens pop during the first chase and I can't even get to tier 2 of my power with Nemesis... meanwhile what are the devs doing? They're nerfing Nemesis instead, a killer who (like many others) struggles severely against any competent survivors who also happen to be in a group of premades.
https://us.v-cdn.net/6030815/uploads/E1OS9TUB8ZRF/nemesis-getting-laughed-at.png
This is a common occurence whenever I try to play any other killer besides Pyramid Head (the only one who can deal with this obscene meta), it's truly ridiculous. BHVR's lack of understanding of the meta has contributed to creating an environment which heavily promotes the ongoing dehumanization and bullying of killers, it's simply disgusting.
None of these players feel any shame for what they're doing nor do they bother to reflect on the root of these issues. Playing killer isn't fun, it's absolute hell. I wish there would be ANY empathy from the survivor side of the community, but there isn't.
All you get are "ez" and "l2p" or "uninstall" as endgame reactions from people who will happily abuse the survivor sided nature of this game.
Happens every day. BHVR care only for the survivor experience
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@douggie123 said:
OK so shows you how crap NOED users are. Had a match with abghostie with noed and he was more than crap especially against me and one other and then brings out NOED and destroys. I'm 50/50 killer and survivor and I bloody hate NOED users
Do Bones, stop crying, and take your vitamins.
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Fun
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@Voodoo_Thirsty said:
I'm tired of seeing killers cry every time I'm on this site. Enough with crying and start constructively jotting down points and factors that could make the role better.
And PLEASE for the love of god, stop saying that the side needs to be "fun". If killers find something "fun" then the survivors would probably feel the opposite, vice versa.
Make it "balanced" or "fair". I'm tired of seeing "oh, playing killer is unfun." BS.
And if you still don't get why "fun" can't be a medium for good balancing, then watch this:
That's all.
Oh the irony....
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2723061#Comment_2723061
As I mentioned in my response to Kalinikta: Both need to happen at the same time. Baked in gen-slowdown, coupled with anti-camping measures.
Something that came forward in this thread was the idea of having a survivor teleport to a safe hook if they progress to struggle from first hook. This would make camping possible, but not for an entire survivor. It would also not be abusable, because there'd be no way to get a 'free unhook', it'd always cost a hook-state.
At the same time, things like improved gen regression (For example: A regressing gen requires passing X successful skillchecks before it will no longer regress when let go of, innate Corrupt Intervention) and anti-bully squad measures (Innate lightborn for X seconds after being subjected to a flashlight save, BT removes collission for duration of Endurance) should be implemented to give killers more breathing room and protection from similarly frustrating tactics from the other side.
Basically, I'd want an overhaul that arms players against the most frustrating things they can encounter from the opposite side. Both sides, simultaneously, not one without the other, or one with a vague promise of dealing with the other later.
One big patch.
Add in something that nerfs looping and I think you have it covered. As a (former) killer main, I would not have an issue with the teleporting to safe hook idea. I'd also probably be more in favour of gen slowdown more broadly, not just the "kick and regress" aspect. However I appreciate and respect a thought our solution and I believe yours is such.
I still, respectfully, think camping is nowhere near the issue that survivors on here would have us believe. It's basically Bubba, and he has already been nerfed once to impact his ability to camp.
At the end of the day, we know what will happen. Devs will somehow negate camping and do nadda about survivors. And not a single survivor main in here will say a dickie bird.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2723063#Comment_2723063
No camping, more espcapes... killers Silvia get buffs. Camping, more than 2 kills... killers will never get buffs
If I did understand, you are saying 2 things:
a) Camping now means more killers are getting 2+ kills than survivors escaping - I disagree with that opinion.
b) If you remove camping, you need to wait before buffing killers - again I disagree. The game already warrants a killer buff (or survivor nerf), before we continue to make mountains out of molehills.
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@smartemarte said:
what is the point in playing solo survivor ?
i'm constantly ranked vs good killers with beginner survivors that either hide in lockers or just stand infront of the killer or just D/C as soon as they get downed.
I just played a game with a guy that got downed instantly , i flash light saved and he just stood there and let the killer do it again then killed himself on hook.
waiting 10+ minutes for a game just for it to be over in 5 minutes because of this :/ getting beyond sick of it.
Do Bones