Danky
Danky
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/968804#Comment_968804
Not relevant nor connected to the population on the game it's a matchmaking problem
for both survivor and killer my Q's are less then 30 seconds for Texas Location
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@Kagari_Leha said:
https://forum.deadbydaylight.com/en/discussion/comment/968764#Comment_968764
Don't think so, I think it's good that way, we dont know yet how powerful it will be
if u can read, it wont be powerful @ all.
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@Kagari_Leha said:
THEY DID IT
https://us.v-cdn.net/6030815/uploads/338/OHU4Q2C05WKD.png
So now, what do you think of the New Ruin ?
if they keep it then remove the "totem" park of it.
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/962362#Comment_962362
Is there any real reason beyond personal preference for most of these points?
Also I get that it doesn't apply to nurse, because nurse has been broken since release and never should have been introduced to the game.
the Nurse was never broken, only that survivors didnt want to vs her because they had to think outside of the box other then infinite - pallet - pallet - window infinite and so on.
when someone says "and never should have been introduced to the game." you know theyre a survivor main that hates anything killers get.
its like survivor perks get buffed while killer perks get nerfed over and over and over.
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@Almo said:
Doctor is getting a significant change in the upcoming release. I'd recommend waiting until that's available to make this decision. Nobody outside a small circle of testers knows how the update feels, nor the nitpicky details of the update. People on PC will be able to play the update on PTB relatively soon, so you won't have to wait very long.
whens the patch notes coming??
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/958552#Comment_958552
lol....
'All we have is anecdotal'
Proceeds to explain that 'far more people' is statistically significant and claims my point as an outlier.
Here's a tid bit for you.
Over time the devs have consistently removed or nerfed the aspects that allow survivors to survive (vaults, pallets etc.), while buffing killers (bloodlust, more one-shot/instant find mechanics, end game hatch). Survivor mains did one of 2 things since release. Left the game or migrated to playing killer. The only survivor mains left are ‘new’ survivors who have no perspective or my favourite; killer mains that ‘play both sides equally’ -.-
If anything your 'far more people' is just an indication of bias, because survivor main have disengaged. Why stick around and comment when you just witness nerf after nerf.
I even have a list for you , that was put together BY A KILLER MAIN. Who didn't realise he was showing me all the survivor nerfs killer buffs. He's tried to highlight it as 'things that have helped survivor' but they've either been nerfed or removed.
1. Pallet Vacuum
2. Exhaustion recovering while running, meaning potentially 2 Sprint Bursts, 2 Balanced Landings, 2 Dead Hards, in one chase.
3. No Entity blocker, meaning infinites were truly infinite.
4. Instablinds
5. Instaheals
6. Self Care pre nerf
7. Many killers were in a worse spot, Hag, Trapper, Wraith, and especially Freddy, all of them being great examples before getting a few QoL changes.
8. Insane amounts of pallets on maps.
9. Old DS
10. Old Mettle of Man
11. Survivors prolonging the endgame for no reason before EGC.
12. Hatch standoffs
13. No Bloodlust. You could run a killer around the Shack for the whole game.
14. window vacuum,
15 insta gens(old old bnp),
16 half of the infinite windows (now half of buildings that had infinite windows have them closed/nerfed/50% to spawn or its ironworks of infinite)
17 Ballanced landing creating infinites
18 hook respawn
19 gens took less time
20 no exhaust (so you could run every speed perk)
i would give all that back for
1) OLD TRAPPER (trap under hooks x3)
2) OLD NURSE (OG 3 blink)
3) OLD LEGION
4) Hatch Stand off didnt apply for the doctor as he could shock then hit u before u could jump in, then if u were to jump in after he could grab u.
5) OLD UNHOOKING MECHANIC
6) OLD IRON GRASP
7) like 90% of the items u have listed dont apply to OG Nurse.
these are a just a few examples of killer Nerfs, and FYE OLD Iron Grasp and Agitation could get to the basement on 90%+ maps, i believe @ the time the only map it couldnt was The Thompson House if the basement was @ the shack and the survivor ran on the other side.
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@FearedbytheGods said:
https://forum.deadbydaylight.com/en/discussion/comment/955991#Comment_955991
Killers do the same.
In 2016 it was complaints of infinites and no exhaustion sprint burst. Fast forward 2019 and its keys and looping.
Pewdiepie talked about this recently in regards to his subreddit. Its something that's more related to human nature in general. Once people become accustom to something they complain about its short comings because they want something different.
The grass is always greener on the other side I guess.
Bring back OLD trapper where he could trap 3 traps under the hook.
Bring back Old Nurse.
Bring back old Flick.
Bring back Old Legion with addons.
Bring back old facecamping.
Bring back old DS.
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@Liruliniel said:
https://forum.deadbydaylight.com/en/discussion/116220/does-amanda-need-a-buff
Pig is really good, but the issues she faces are mostly these
- Exposed wont Trigger on a Ambush Attack for how hard they are.
- Crouch speed and movement speed are too slow.
- Ambush Dash Attack vocal too early making it borderline useless against good survivors.
- Addons need Rework.
She is fine after that.
No trap refill say from the locker??
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/932052#Comment_932052
Perhaps it wasn't conveyed fully in the stream, but it's more a matter of killing two birds with one stone. If we can make something more fun to play as and against while also giving them some QOL changes, that's a two for one deal. We're already changing them, so we can knock out both at the same time. This way we get more value out of the changes we make since it makes both sides happy at the same time.
Legion isnt fun to play as. why is it that most of the focus is on survivor fun?? killer mains want changes and the real only change was freddy and that was it. every other change was for survivor. hell even the wraith was for survivors.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/932786#Comment_932786
Blocking a pallet drop is fine, I'm talking explicitly about blocking vaults because it's buggy AF and completely latency dependent. This makes it broken. You vault the window, scream and teleport back. That should never happen, especially because of the killer's power. Likewise, this mechanic screws over the killer because you might see you shocked the survivor then they just appear on the other side. If it forced a slow vault then it's 100% going to do that and thus both players can play around it consistently.
The difference between blocking a vault and blocking a pallet drop is that if you see that you dropped the pallet regardless it will be dropped. The pallet doesn't reset after you see yourself drop it. It's not as binary as a window vault, where you are either on this side or that side.
And while he might get slowed while charging, it will only be for about a second. Unlike before where he would have to switch to treatment, shock, then switch back. He's literally gaining an extra 2-3 seconds of 115 movement speed here.
i agree with the shock bug vault thingy, that was before (killer was host) might get better as they "fix" #########.
his speed and changing modes was never an issue (give up speed to find survivors is a +++) the switch was always fast that it never caused a problem.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/932647#Comment_932647
If you can't catch someone moving at 115 and making them slow vault, it's not because the killer is weak.
Case and point, I play Freddy at rank 1 (you could almost say I main him). I can consistently beat survivors at loops using snares to force a slow vault. I don't need to block the window at all to beat them.
So yes, there is a better way and that better way is to force a slow vault. He does not need to block a vault.
ure comparing 2 different killers with 2 different powers. IF and ONLY IF ure saying to remove the doctors shock slow down for a slow vault that might help BUT if u arent then no thats still a nerf and isnt better ANYWAY. MEANING when the doctor shocks hes slowed down (walk speed), if u wanna remove that. now he cant stop people from throwing down pallets like before.
@SnakeSound222 said:
https://forum.deadbydaylight.com/en/discussion/comment/932647#Comment_932647
I think there is, but it would probably require a full rework, which is something the devs didn’t want to do with Doctor.
theres nothing wrong with the doctor, people just dont like playing vs him because survivors dont wanna work or change their perk set up to counter his power. which if u didnt know there is alrdy 1 perk that counters his power.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/932377#Comment_932377
Yet in the same breathe I say make him better in other ways SMH
there isnt a better way, and slow vaulting isnt a better way. better for survivors but not killer. nice try tho.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/932556#Comment_932556
not everyone has 20 mins to wait for a killer lobby lmfao
you do you tho sweetie pie. aint no one stopping you
but whats easy for you may not be easy for others lmao
and this is the stuff im talking about..so mean over NOTHING
on survivor or killer my wait time is no more then 1min max even when i SwFs (Texas). so i dont understand ur comment about that. in terms of "difficulty" killers are harder, if u compare a 1 for 1.
ure pointing blame on the killer, and EVEN claimed the killer held the game hostage, AGAIN survivor blameless when id even say the survivor has more blame then the killer. from what uve been saying is that the killer wanted to take him to the basement hook and not just keep him there (on the map). after 5mins of not being able to escape the survivor could have gave up as he was dead anyways BUT not survivors. theyll keep u there till the end, then point blame u on (the killer).
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/932536#Comment_932536
I actually play both sides.
Even though im only green ranks in killer right now, I play both sides. and yes even some survivor mains have a hard time doing some of them.
Not everyone is a god with flashlights, so maybe just think about that. Im not saying that killers aren't harder im just saying that it could be argued by other people who may think that survivors are hard as well.
No one is in the wrong for stating how they feel so please stop making it seem that way.
Yes I know what I said, that its a choice and not a must..But its also a must that the killer should put perks on that is going to help him get said challenges done. Its not the survivors fault, the rifts fault. At that point in time that is solely the killers fault for not using the perks that are give to him. If he would have used said perks it would have gotten it but he chose not to. And it ending in a "Im not giving it to you, I don't care" "Im not gonna hook you I dont care" battle because of ONE, ONE rift challenge that the killer could have ended the game. started a new one and possibly gotten it then.
I have said I dont know how many times, Im not faulting the killer or the survivor. and I said this AFTER i had posted that because other people have opened my eyes, because yes I was being in the favor of the survivor. BUT the killer had a choice and so did the survivor.
All I am saying is that, there comes a point in the game where you just need to say ######### it and hook them and move on. But this whole, You were dead anyway just give it to him, Big brain killer main #########..Its gotta stop. Thats why the sides bicker and fight so freaking much.
no survivor daily or rift is hard, just like u dont play killer. the survivor got what he got and thats his fault.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/932502#Comment_932502
that can be argued. I mean it really can be
BUT
its a choice to do the rifts. Not a must.
it cant be argued, FACTS. if u believe survivor rifts are harder plz let us know which one is harder then all of the killers. only a survivor main who doesnt play killer would say that.
u said "its a choice to do the rifts. Not a must." clearly the survivor wasnt going to escape YET the survivor did everything he could to stop the killer for getting it done. for that survivor it was a choice to wiggle in this case since he wasnt escaping. FACTS.
the survivor spent 20mins to stop the killer from getting this done, worst cuz he wasnt even getting out if the killer would have hooked him anywhere else. shows u how much survivors are entitled and hate killers.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/932281#Comment_932281
Its not fair lol
and it shouldn't have to come down to that
its not fair that killers have harder rifts to do.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/931405#Comment_931405
No he can make you slow vault. The fact he doesn't need to change his stance means he can shock you, force a slow vault, and still easily land the hit.
This is my exact problem with this discussion. It always becomes a "oh so you want Doc to be total ass killer". NO. Stop putting words into my mouth. I'm fine with him being stronger in other areas, but when he shocks you and you ######### teleport back across the vault, that is complete BS. No excuse for that and if you defend it you are just defending a broken latency dependent mechanic. PERIOD.
its not putting words in ur mouth because u just said it. u want to remove an ability the doctor has for a more crappy one. thats one of the great things about doctor and u wanna get rid of it, he counters shack but u wanna remove that.
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@UlvenDagoth said:
They just need a complete rework and a removal of Deep Wounds from them at this point.
hope so
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@AhoyWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/894150#Comment_894150
1) Why? I don't think this a good idea...
2) Again why? I get that chainsaws Demo and Oni can break pallets but a Survivor? I don't think so. I think as addon it is good.
3) I would have make it 3 seconds.
4) 100% agree, around 75% of them are still useless.
why not?? that would fall in line with his trailer
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@LieutenantRaage said:
I'm not a legion main, but I played him regularly when he dropped and still use him every once in a while. I'm of the camp that believes that Legion cannot be fixed as he currently is by buffing or nerfing his existing kit, as it just doesn't work in any useful way.
I think it can be fixed without a lot of fuss though and in doing so would help make this killer even more thematic. The idea mostly stems from me sitting around and thinking about the killer's apparent theme and their name.
First, let me say that I would either not mess with the FF ability Legion has or, if I had to, I would simply remove deep wound from FF entirely and have it be a basic attack but otherwise unchanged, stun effect on a miss and all.
Starting with the killer's theme, it would seem to me that it revolves around utilizing mechanics that are otherwise survivor exclusive, i.e., vaulting pallets and fast vaulting windows. I would propose being able to add entering and hiding in empty lockers to his arsenal. Now, this sounds horribly situational at best, but I believe it could be a powerful tool in his kit with one other, large, change.
This next idea stems from their name. The Legion. As of now, this name is completely cosmetic and has no tie in with how they play. I would propose having all four members of the legion in the game at once, with the player being able to switch between members with a long cooldown on switching.
The player would spawn in as normal with one killer, and there would be three other Legions scattered around the map and hidden in lockers, highlighted in the killer's vision. They could switch killers by going into a locker and selecting which one they want to take control of. Switching killers would initiate the switching cooldown. Meanwhile, if a survivor attempts to enter a Legion locker, the Legion member will deny them entry and hit them with an attack, laughing cruelly for added effect. The Deep Wound effect would be given to survivors when they are already injured so that they won't just get put down. That would strike me as slightly unfair and abuseable in a chase.
I don't claim to have any credentials as a game designer and I'm sure there would need to be changes to his abilities that would need to be inplimented to make them fair, but I feel this would be an excellent place to start making Legion a more unique and threatening killer that doesn't rely on cheesing mechanics.
1) Make his FF window Vault his default window vault.
2) make his FF pallet break addon default. (meaning u dont need the addon JUST need to be in FF)
3) leave his FF cool down the same as to not break the game.
4) rework some of the addons.
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@AlvaroTz5 said:
As a Legion main, I feel like he's useless now. The mending takes 12 secs or 8 secs if someone is mending you, what? You can run to a generator being worked on and get mended in 8 seconds and then continue the generator.
Even the mending system changed, you won't go down if you run or mend. Run? ok.
So my petition is to rework Legion, because it feels like hes the worst killer in the game. Legion is going the same way as Freddy, being completely useless, but now (after a rework) hes one of the best killers in the game (Freddy).
A rework would be interesting on Legion because devs won't stop nerfing him.
i posted a thread about some Legions changes but here are mine.
1) Make his FF window Vault his default window vault.
2) make his FF pallet break addon default. (meaning u dont need the addon JUST need to be in FF)
3) leave his FF cool down the same as to not break the game.
4) rework some of the addons.
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@Walker said:
https://forum.deadbydaylight.com/en/discussion/comment/892310#Comment_892310
Sure, but cleansing at a fountain takes very few seconds, while mending AND healing takes a lot more. So each has their own benefits and downsides. It's also easier for Legion to spread some damage, thanks to the killer's instinct.
I'm not arguing that their powerful, by the way, just that their power isn't completely useless as people seem to think.
(Anyway, you should never cleanse against a Plague anyway, and probably not against Legion as well).
Mending takes 12 seconds solo OR 8 seconds if someone else does it, while it takes 6 seconds to cure themselves of the sickness at a pool of devotion. not really much time if now a survivor runs to another survivor to have them heal them then bang out some gens. Legion has no benefits ONLY downsides. while in FF without addons Legion should be able to break pallets, and have that window vault speed while not in FF.
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@HeHeBoii said:
https://forum.deadbydaylight.com/en/discussion/comment/891108#Comment_891108
I mean I understand why they removed the ability for enduring to slightly counter DS. It was originally 3 seconds so that was the right call. Then it got buffed to 5 seconds because of enduring being a slight counter. Then removed the effect against DS with enduring overall, and DS still remains at 5 seconds. Like....ok then
originally it was 5 seconds then they nerfed it 4 seconds then they nerfed it to the wiggle meter +3 seconds then they buffed it to 5 seconds.
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@Walker said:
Pardon me if I'm wrong, but how has he changed at all in this respect?
Ever since his first rework his power, just like the Plague's, is supposed to assure just a first hit, and not a down. And, if you get lucky and survivors are somewhat close to each other, quickly spread some damage that means wasted time for them.
After the first hit, just like Plague, he's a regular M1 killer for the down and the sacrifices. That's really how he's been ever since first nerf. The only exception is when you have enduring and spirit fury (which I feel are musts on him) and you manage to get an injured survivor to (stupidly) stun you out of your power and ensure a quick down as well.
the difference is if they heal from Plagues power then her power is upgraded, FF/Legion isnt upgraded.
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/889356#Comment_889356
In swf Is useless, "Hey he has Franklin, ive lost my Key next to the shack" problem solved yea sure. This item need to go or be changes, same for ebony mori
but it counters keys i think ur problem is that u might wanna 4k, SwFs is a problem in of it self. SwFs needs a nerf but nothing wrong with keys.
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@Monlyth said:
https://forum.deadbydaylight.com/en/discussion/comment/888417#Comment_888417
Keys have no counterplay. There is nothing you can really do to prevent losing the match to one. Even some of the best killer mains in the world frequently lose to keys.
And why does there need to be any strings attached? It doesn't matter whether we remove other broken things like Moris at the same; the game would be better off without keys. End of story.
using franklin's demise counters all items, EVEN keys.
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@Waldorf_2R3 said:
Honestly if they got rid of keys all together and made the hatch gameplay different. Like if they made it a "keypad" and you had to hit 1-4 difficult skill checks to open it. The amount of skill checks could ve based on how many gens were done. Like 0 gens done = 4 check. 1 or 2 done mean 3 check. 3 or 4 gens done = 2 checks. 5 gens done is only 1 check needed. Could also make it to where instead of needing an item to open it anyone can open it but you only get one attempt. I think this change would be fair to both survivors as well as killers. Does anyone else think this is a good idea? I'd love to hear others thoughts on this.
i think the hatch is fine, 50/50 unless survivors running bills perk.
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DC's dont count. show me the numbers without DCs
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/885218#Comment_885218
Not relying on Ruin.
thats funny
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/885181#Comment_885181
You don't get a free down for doing absolutely nothing with zero counterplay, interactivity, or effort involved, correct. You do need to put in a little effort to get the down.
whats the counter play to survivor spawning on top of Ruin with no way of stopping it??
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@ChiTenshi said:
The game is balanced around using 4 perks, so unless they do a massive overhaul with the current perks they're not likely to change the amount you can use.
the game is only balanced for survivors and not killers, when Ruin can be taken out within 10seconds of the match starting that isnt balanced. u might be thinking thats the risk right??? thats one of the only things to slow an alrdy fast game down. Devour Hope is one thing but shouldnt be that way for ruin.
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@Sinner5Gonn4Sin said:
1) Freddy already performs really good in mid to late game, that's and that has always been one of his key design, I don't know why he should get that early game buff.
2) Realisticly, hell to the no. Although, it should reward you for getting all the REMAINING suvirvors injured ( or more ) by having a 25% to 50% to its base values.
3) Same goes for a lot perks. PwYF, for example, or even Rancor. But let's take a look at survivors ones, you brought Inner Strength, Adrenaline, Selfcare, Second Wind or We'll Make It but it's a Plague, well too bad for you. You brought Unbreakable but never get slugged long enough, or Deliverance but get downed first or someone yeeted the rescue from you ? Deal with it. Losing a perk is clearly not the end of the world, you shouldn't get too triggered about it.
1) Billy is higher in terms of tier list then freddy yet gets his power right away.
2) yea maybe higher values.
3) u can still heal VS Plague, u just have to listen for when she gets her power (ez counter). killers alrdy lose 1 perk (ruin), the only person getting triggered is u.
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@Vao said:
I've seen a lot of people recently complain about how the Oni has no counterplay. Although I agree with that, is that necessarily a bad thing? From my understanding, the Oni has similar counterplay and even playstyle as the Plague. Keep people injured, force them to heal or they get punished. Plague really doesn't have counterplay either, but for the longest time I haven't seen complaints. Is it just because the Oni is new?
The Plague has alot of counter play, if u heal up then u can hear when she takes her power, or u can not and gen rush like normal. Oni is just a gimp billy nothing more.
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@LapisInfernalis said:
@Danky That was the exception I did not mention because I thought it would be obvious.
@slipttees I do not consider that camping, because the killer has nothing else to do. But that's personal definition I think.
so the issue isnt facecamping, its just u want an ez'er game???
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@vossler25 said:
https://forum.deadbydaylight.com/en/discussion/comment/882635#Comment_882635
1) through a mod and a custom game you can pick a gen and you are 60% likely (we played serious against each other to maximize the results) to find a survivor and stop gens, with his add ons and the forever Freddy build, this makes it too much, the charge isn't too bad anyways after the first one you see it charge almost too quickly (sleeping survivors)
2) they aren't, through sacrifice anyways, if they die from bleeding out then I'll agree but from sacrifice, timed continued effect, again they are one down, gens indirectly are going to take longer
3) early game a DC with or without that perk almost always mean an instant win, that's just salt in the wound, if late game then yes it should have a continued effect or have it continue the current bonus but no longer stackable, again, DC, less players, easier for killer, I'm thinking this on balanced terms and how fair it is, so either one or the other of these would at least keep it going but at different rates, what you suggest is complete overkill and super unbalanced
@TapeKnot said:
- Not a very good idea. Survivors start the trial very close to generators, sometimes right next to them. This buff would allow Freddy to instantly start a chase and give survivors no chance to hide or prepare.
- I kind of like this idea, no complaints about it.
- This seems more like a bandaid buff than anything. The real problem is people DC'ing, and it should be tackled rather than just being accepted like that.
1) you could use that same logic with Killbilly, and even with BBQ freddy doesnt always get someone after the teleport.
2) just an idea.
3) with the amount of pallets and windows with RNG alot of loops can keep most killers running.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/880994#Comment_880994
People exaggerate Legion, Nurse, and Spirit changes, then assume BHVR is going to gut any killer they say are going to rework or is over performing.
In reality, BHVR doesn't always gut killers, and when they do, gutting is exaggerating what exactly they did to that killer. Most changes BHVR made towards killers is for making things balanced and fun for everyone. They just buffed Legion and made Freddy a beast a while ago — Ghostface got a significant buff too. The community, not everyone, tends to only see the bad of BHVR more than the good because it's easier to look at someone's mistakes than look at their success.
I said too much, bracing for impact! 😕
"fun" for everyone but killers. only make it fun and fair for survivors and over look killers.
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@LapisInfernalis said:
@slipttees well... against facecamping it needs more than just BT. It needs multiple Survivors for distraction and someone who fakes the unhook. I did it myself against freddy without having BT at all and it worked. He is no Bubba, Huntress or Billy where you even have problems trying that.
if facecamping was just an issue then why arent people crying about Leatherface??? u cant save from Leatherface with him full on facecamping or even basement camping.
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@vossler25 said:
1) first one I disagree with, that I thought on and it would actually be very powerful to the point of nearly being unfair
2) definitely to DC and as for dead it should be timed, maybe 60 seconds
3) hmm no, think about it, they down 1 survivor there and then, maybe late game yes but early game no, you got the same effect but indirectly instead
1) how would Freddy be unfair??
2) i mean their bodies are still on the map.
3) if the Obsession DC's then the perk is worthless, why is it ok for the killer perks to be canceled or taken out?
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again Depip squad would say otherwise, but nice try tho.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/874751#Comment_874751
Spirit, nurse, Hilbilly and oni would get clap by a swf team with Mori? That is so false.
The game uses rank 1 game time as well, so regardless of what people say. The game normally ends in more than 10 minutes.
Depip squad would say otherwise, but nice try tho.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/870183#Comment_870183
I can't argue with your first paragraph.
How does it counter blood warden from activating? It also leads me to the next point of the killer tunnelling the surivior that just got Unhook so that they can endlessly use blood warden.
It does matter because you can't expect a rank 20 player to usually(or ever) perform better than a rank 1 surivior.
Games can end that quickly but the devs have shown that gameplay at average has last more than 10 minutes. Another thing is that killers are capable of finishing games quicker than suriviors doing gens, so it some what balance things out.
Kindred helps survivors from rushing in and stopping BW for going off again (if they buffed it).
Rank 20 SwFs trump any rank 20 killer with Mori, same is true for rank 1's.
the only games that last 10mins are low ranks to include most of the devs as we have alrdy seen them play. (not bashing them) but as we seen over the 3+ years of videos where theyre just ok @ the game.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/869818#Comment_869818
There is no way of knowing how long a totem last in a game.
It is a higher chance of it lasting long when taking in the measurement of the map compare to the size of the totem. Then again, who can be asked to do math? The reason why totem gets destroyed early is just that you are just unlucky if I'm being honest.
That just sounds broken in every way possible. This is towards the end of the map meaning most pallets would be gone. Thus leaving a surivior to rely on vaulting (Which aren't a reliable way of wasting the killer's time). So there is a likely chance of the chase time lasting 30 seconds at best because I would like to know how killers such as the nurse, spirit, Freddy, Huntress, hag and Hilbilly will struggle on lasting more than a minute in a chase.
As for the just not opening the gate thing, you know that opening the gate common to happen. Otherwise you would have also mention changes on that if it was so frequent of that happening. For swf team it won't be a big deal. However for a solo surivior it's common to have a team mate that will open the gate straight away so that they can escape. This is because when playing as a solo surivior you will obviously be looking out for yourself because your team won't be cooperative (no way of communication with them) which results on your plan and objective being different to what your team mate wants.
When people speak of 1 vs 1( in dead by daylight from my understanding) they mean applying there knowledge to what they learn against the killer. Not as in, them have an equal level of speed, stength and e.t.c against a killer, but rather showing they can waste time longer than someone who just joined and started playing as surivior. You spent 1000 hours on the game, just to know someone who played for 1 hour can do as well as you? Does that sound fair? Obviously there should always be something against a PvP game where you can tell the different between a noob and a pro which is what people mean by the 1 vs 1 aspect. Its from that, that makes dead by daylight enjoyable because all your hard work and skill you have developed is being shown from how well you perform against a killer. What's the point playing a game where all your hard work is wasted and that there is nothing you can do against a killer to give you an advantage?
1st part. while that is true we all know totems like ruin dont last on most maps.
2nd part. they just buff kindred where as long as 1 person (alive) is running it then the other survivors will be able to see what the others are doing. they can use that team work to counter it.
3rd part about "hard work". idk what game ure talking about but it doesnt matter how much work u put on killer when survivors have 2nd chance perks that cant really be countered unlike killer perks.
killer needs to run say like Ruin just to slow the game down because without it the game would end within like 4-5mins before a killer can hook a survivor.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/869689#Comment_869689
Noed is always a issue depending on the killer (of course).
I don't mind the perk idea, i'm just saying how many times would it activate. To say the perk will activated more than twice (let alone more than once) would just be annoying and not a fair match. However, allowing it to activate once doesn't sound mad.
You can't use the argument the surivior would have to think as if chases doesn't end quickly. Especially when there are different ranks which would struggle against killers.
NoED is never an issue because it gets taken down faster then Ruin, sometime it doesnt and u may get 1 or 2 people but that isnt always.
BUT it would activate after the gates are opened and u hook a survivor, and each time after that would reset the timer. so the 60 seconds would just restart after each new hook.
ALSO chases dont end quickly, green, purple and red ranks. clearly if we are talking about people with less then 500 hours then it might. again its a 4v1 game where the killer should be stronger then 1 survivor BUT its not, not in this game.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/107466/blood-warden-buff-rework
Depending on how many times the killer can reset the timer, this sounds alright. The only problem is noed with that build.
NoED isnt an issue anymore these days, and again survivors would have to think before rushing in.
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@PistolTimb said:
Why does blood warden need to be buffed exactly? It's meant to be a gimmicky end game perk that combos with other end game perk, and can net you an ez 4k if timed right. I'd argue that Remember Me should be reworked to have a more interesting purpose. After it was nerfed for the EGC, there's no reason to use it unless you're doing an end game meme build.
why? to help killers with the gen rush, Hex Ruin doesnt last for most people on reg all game or even half, after that then its pallet to pallet till theres no more pallets. again even if the devs gave in to the buff it can and could still be countered where its not OP.
its not
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@Carlosylu said:
What I do is down a survivor, open the gate, hook the survivor. There you go
so what about the rehook?
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@chase131119 said:
If keys are nerfed, then moris have to be nerfed with them. Simple as that.
FD full time for all items and chest, till a better perk comes out.
@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/868704#Comment_868704
Stop with the damn conditional BS.
Both need to be nerfed/reworked/whatever regardless of the other.
the issue is that Mori is only @ play when survivors are caught and hooked, with all the survivor buffs normal non sweaty killers arent 4k'ing nor are the getting survivors to Mori them in the 1st place.
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@PigNRun said:
I would have been fine with this if we didnt have EGC. Having Blood Warden up means a (more or less) guaranteed down. Being able to refresh Blood Warden becomes an issue with a 2~3 minute timer, preventing anyone from escaping after the time passed.
that would force survivors to not just rush the hook, to bait out the killer or just leave before BW activates. even with the EGC this is where skill comes into play with the survivors.
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@AshleyWB said:
They would never buff a perk I use...oops I mean I don't use bloodwarden ( /: plz don't 99% the door)
never say never but i hope a dev or mod looks in here and maybe just maybe does it. i mean if survivors were rushing the hook endgame while BW is up then yea it would be OP but other then that it can still be countered.