DawnMad
DawnMad
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- DawnMad
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I already don't play him much because the effort-reward ratio is awful. PTB won't change this much.
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I wouldn't say DbD is more toxic than most other PvP games, but I believe toxicity in DbD comes from survivors being the power role.
All the toxic survivors I see act that way when they know they are completely safe. For example when a killer is carrying a survivor, when they are waiting in the exit gate, when they just dropped a pallet or vaulted a window etc. The confidence of knowing they have the upper hand at all times causes this. On the case of killers, most toxicity I see from them comes from frustration with survivors and trying to feel in power against them. I see many killers BMing and facecamping a hooked survivor just to have power over them, knowing they are throwing the game.
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If the killer is right on you, literally behind touching you then their lunge will be as long as your Dead Hard, so they can hit you unless the auto-aim messes it up.
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I used to be like that when I was just starting to play PvP games. You care too much about the matches and other people which stresses you out stops you from actually enjoying the game. Best way to overcome this is to not play to win, but play to improve. That way you won't be as stressed about a match and you will get more confident the more you play.
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Definitely not, but all it needs to do is create competition. Even if DbD loses only 5% of it's player base to them after a bad patch, that will make BHVR stop and think, which is good.
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Honestly the distance gained isn't really important, those two perks do very different things.
- Sprint Burst triggers at the start of a chase and let's you get to a safe area. This both wastes a few more seconds of the killer and makes it safe to do generators in deadzones.
- Dead Hard is used in a chase to basically give you a new health state in most cases. In a pallet loop, if you did a mistake or the killer outplayed you you can use it to reach the pallet and be completely safe, so same as another health state. Against killers like Huntress, Blight, Nurse and Spirit it lets you dodge a hit and completely counter their power once per chase.
So in an organized team which loops the killer perfectly and doesn't do mistakes, Sprint Burst is much better. But in most teams Dead Hard is much better because most good survivors don't play perfectly and 3 health states are much more useful for them.
Also I did a post like this once, from the wording I assumed your movement speed gradually reaches 250% at the first 0.2 seconds so I found a lower number for Dead Hard. https://forum.deadbydaylight.com/en/discussion/251677/numbers-for-exhaustion-perk-distances#latest
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Blight is one of the few killers who's both very strong, very fun to play and very fun to face. I just wish more killers were like him.
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I feel they are overpowered because there are 4 survivors in the game. The fact that 1 out of 16 perks survivors bring to a game being this can completely remove a killers healing pressure is way too strong in my opinion. It's like the old Brand New Parts, when the addon could instantly finish a generator, so 4 people bringing the addon could pop 4 generators at the start of a game. They changed it so 4 people bringing BNP can pop 1 generator at the start of the game, which should also be the power level of boon perks. It should be fourth as strong as a hex.
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I would say too obvious bait but people fall for anything these days.
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Also when we finish a challenge and open the archives to claim it, it would be very nice if it directed us to the page that the challenge is on.
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Isn't that the map with a jungle gym with both windows open too? Yeah, not the greatest map for killers.
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Well it's actually pretty self-explanatory if you look at what those perks do.
- Borrowed Time so the killer doesn't tunnel/camp your teammates and they can actually play the game.
- Decisive Strike so the killer doesn't tunnel you and you can actually play the game.
- Iron Will so in case you get a Spirit you can actually play the game. Also lets you do some plays you wouldn't be able to do otherwise, which adds to the fun.
- Dead Hard/Sprint Burst because exhaustion perks are both very strong and very fun to have because they lead to longer chases. These aren't as necessary as the others but it's just so set in stone that you should always have one of these at all time.
- Also Unbreakable in case the killer decides to just slug, but it's not a common strategy these days so less people run this perk compared to last year.
If the developers actually gave survivors a way to counter tunneling/camping instead of tying them to perks, people wouldn't have to constantly use the same perks (mainly DS and BT) every game just to play the game. Which is the same case with regression/slowdown perks and killers honestly.
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Give the survivor a little slowdown after the dash. If you just made it to a pallet or a window with it good, if you managed to bait a hit good. If you did neither and used it for distance on a loop without reaching anywhere, you get hit. I think that would be fair since people wouldn't be able to use Dead Hard to erase their mistakes in a chase while still being able to use it to reach a safe area.
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Honestly removing it wouldn't change much, people can just go off of sound queues to judge how long is left. It would be just a hinder to all players without any gain in my opinion.
If you are talking about removing the bar, sound effects and all that then that would hurt a lot of things like Bloodwarden plays. I don't think that's a good idea.
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I hear your argument and sounds to me like Pig is the main cause of this. Let's just take her weapon away.
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Enduring is good for saving time, but Brutal Strength is good on killers for zoning survivors and creating deadzones. I use Brutal on my Pig and Wraith and it gives very good value.
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Sure I love it even though the fact that I now get a key in half my lobbies after the Devs announced their nerf.
Boons need nerfs and Deathslinger's nerf was needed but delivering it without giving him map pressure is a mistake. But looking at it overall I love it, can't wait to play Ghostface without having to be a powerless M1 killer half the match.
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Amazing killer on paper; good chase potential with passive map pressure and even information. I believe he could be a very decent killer with just some small tweaks.
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Honestly a Hard-Easy scale would never work because playing killer has multiple levels to it.
For example playing Blight requires a lot more practice with his power than playing Pig, but you need to have a better game sense to play Pig well from using her traps to using her stealth effectively. Blight doesn't need as much game sense because you have the ability to gain information and end chases quickly with good use of his power. So I wouldn't be able to compare their difficulties since they are difficult in very different ways.
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His snowball potential is the only thing that makes him C tier. His whole power falls in to pieces against a team with comms and even without it it's too little lethality for the amount of time spent.
Changes were nice but all they did were make him less addon dependent and less RNG based. Not really a buff to his potential.
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They already made it so no perks directly affects a killers power, same should be true for items too. Maps shouldn't be able to see Trapper/Hag traps and flashlights shouldn't be able to burn Wraiths/destroy Hag traps. It's just depressing to see 4 flashlights after a 5 minute queue time as Wraith or Hag.
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You are sure you didn't do it too early? I haven't had any problems with pallet stuns but I may be just lucky of course.
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If by angle you mean survivors moving to the sides, it's them doing that to make it harder for you. If you walk backwards while reeling you will limit their horizontal movement while reeling at the same rate.
Deathslinger, as most 110% killers, is very oppressively in chases. His problem is the lack of map pressure he has. My usual strategy when facing one is to just focus on generators since by the time he does his reeling in, reloading, catching up and patrolling survivors get more than enough time.
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Shape being able to one shot survivors is too strong, in tier 3 when he hits a survivor they should heal a health state instead.
On a serious note, is this even a question. Of course he needs a buff.
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- Lethal Persuer so you get a better early game and push more people off generators.
- No Way Out is a good slowdown perk that triggers after all generators are done.
- Sloppy Butcher is a fine slowdown perk that requires zero maintenance but isn't very effective against good teams.
- Discordance and Thrilling Tremors would help with pushing more people off generators.
- Like you mentioned Deadlock is a good slowdown perk that requires zero maintenance and Surge is a good slowdown on M1 killers.
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Oni as a killer encourages healing, so does Thanatophobia so you are just rewarding survivors more for healing. You could use Sloppy to make healing less attractive, which would be a better choice.
If you want slowdown on Oni, what I would recommend is Corrupt Intervention. Oni's weakest part is his early game where this perk really helps. It will make less generator pop before you get your power, which will give you a much easier time in late game.
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I am not sure if it's a bug but even if it's not it should be changed. For now your best bet would be to go to a narrow corner where chains don't have much space to spawn and hope that you get lucky.
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Honestly I'm not optimistic about the Trapper and Spirit changes, but the addon changes should be good and hopefully spice up some killers.
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Think of it like both sides have 2 choices, A and B. If both choose the same the killer wins, if they choose differently survivor wins. 50:50's are a two sided interaction, both sides have to guess.
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As a survivor, more skillchecks would actually help me search boxes faster.
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Well if they do I hope Dweet finally gets one.
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The only issue I have with Noed is it's too strong in solo queue. 4 survivors without coordination doesn't have the time to look for all 5 totems before doing the generators, and Noed has this property where if you miss even just a single totem it will still activate. If it were to scale off of how many totems are left I think the perk would be completely fine.
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Nothing really changed since you stopped playing, and there is still time until the changes you read come to the game. Though since you are asking this in one of the most biased places you can, I believe you already made up your mind. Just don't go in with high expectations.
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The main thing it will be good for in my opinion are exhaustion perks (obviously) and perks like Deliverance and For The People. It will also help against Make Your Choice or Haunted Grounds but those are pretty uncommon among killers.
I'm curious if it will affect Night Shroud, since supposedly no perk should have a direct effect on a killers power and that exposed effect is like half of Ghostface's kit.
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When the Pinhead hits you with his power 3 chains spawn on you. Unless he is using an addon if you break these chains holding M1 they will disappear but if you break them using the enviroment another chain will spawn that you will either need to dodge or break again.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2517406#Comment_2517406
Eh, as said, they are off the list because while they are very distinct, they do need to be near the survivors to do these things. Near enough to attack.
Doctor is an either or, as he might set off his blast far away from survivors.
The posts says "before they engage you" which is why I counted these. But fair enough if you don't wanna count them.
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Some I would like to add;
- Doctor with static blast or screams and madness effect on survivor icons.
- Ghostface if a survivor gets marked.
- Myers when they tier up.
- Clown if you hear screaming and no survivor is in madness, though not 100% of the time.
- Deathslinger with the gun sound, Legion with the mending with no gun sound.
- Oni if he gets his power or gets pallet stunned.
Honorable mention: If a survivor gets one shot without any other indication, it's an Iri Head Huntress. If they scream first it's most likely a clown with Pinky Finger addon.
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I believe that's the point. The DLC will only include a survivor, which means just 3 more perks for most people. If BHVR wants this DLC to be profitable they need to something extra. From what it seems this trailer and the first ever boon perk coming with the survivor are that something.
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There are a lot of perks I would rather use before Vigil right now. Only 4 perk slots with 1-2 of them being used up to prevent tunneling/camping doesn't really add much space to play around with.
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These have been happening for years, if anything the DC penalties and the struggle changes actually made some of them better.
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Looks like a stage performer. The survivors looks and the perks should be very interesting since they will be the only selling points of this DLC.
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Unlike Clown his slowdown is effective against windows and pallets, plus he has built in map pressure + info. I believe he can be a very decent killer with some tweaks and buffs. Overall pretty good compared to a lot of killers when they were just released.
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Many people think these nerfs may be too harsh, but what you are doing is just overreacting. You should wait until the chapter to see how these changes will actually affect the Spirit since it is too early to know right now.
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I am skeptical of the "dust clouds", feels like too much information. For example, in theory, a survivor can camp a pallet and be completely safe because they can see when a Spirit is coming and from which side. Of course, it is way too early to know.
I like the Spirit changes overall, I doubt it would hurt the performance of very good Spirits all that much. The window block addon looks more gimmicky than strong to me.
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I love going against Spirits, Blights and Nurses. They feel different than how chases work with most killers and feel much more interactive than killers like Deathslinger, Trickster, Wraith, Plague, Legion etc.
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Corrupt + Deadlock probably slows the game down around as much on paper, but you have no control on generators. With Ruin + Undying you can defend closer generators and let go of the ones far away while with Deadlock you can't really do that since you can't really regress the generators.
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Yes, survivors share their MMR while killers have individual MMRs.
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@KweenPlease said:
https://forum.deadbydaylight.com/en/discussion/comment/2472248#Comment_2472248
Why would you do totems if there are no hexes though? I mean I know some only light when activated but at that rate if there is one you've seen it pop and you can find it within what? 2 minutes or less unless it's the Silent Hill or RPD maps? and people over-use the term then because we get told we Gen Rush in my group and we're highly altruistic lmao
and we do do totems but we've got 2 people who totem hunt at beginning so that's out of the way fast.
It is overused, just like people overuse "toxic", "tunneling", "camping". There even are people who try to shame survivors for even looping a pallet. You really shouldn't be taking end game chats that seriously, it's mostly people being salty about losing. Anything you do to win is fair game.
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There are multiple objectives in the game. Unless it's just used as a meaningless insult, gen rushing is supposed to mean prioritizing generators over anything else like totems, healing. Doing generators until last second before unhooking could also count for this.
It is a valid strategy and is punished by killers like Deathslinger/Wraith who benefit from not healing or hex perks like Noed/Devour.