Deadeye
Deadeye
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@Exerath1992 said:
Does lulliby work with other skillcheck affecting perks, such as overcharge, oppression, or unnerving presence?
I think you word that wrong. Overcharge and Oppression create skillchecks, they don't affect any. Lullaby and Unnerving affect only core mechanic skillchecks and not perk or power related skillchecks.
And yes, that's the point of the changes. Lullaby/Unnerving won't affect any existing nor upcoming perk related or power related skillchecks, but Lullaby and Unnerving target the same skillchecks (repair, healing) and will still stack, making no-cue small skillchecks for these actions
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824571#Comment_1824571
But have u been playing survivor? Do u die as survivor most of ur games?
50:50
but what does that say about if the game is killer or survivor sided? and how entitled survivors forced a lullaby nerf they didn't even complain about? I just don't get your logic and assume there is none
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1824280#Comment_1824280
https://forum.deadbydaylight.com/en/discussion/comment/1824280#Comment_1824280
It makes perfect sense cuz that was referring to the devs nerfing killers.
There's been a lot of nerfing killers for the last 5 months.
Due to the entitled survivor mentality. I blame them, and the devs too but more on the entitled survivors.
I'm in the process of data collecting. I escape most of my matches. It's just too easy to play survivor.
Sorry to disagree but it makes no sense at all. Survivor entitlement wouldn't change a thing that doesn't help survivors and what they don't complain about.
Btw I'm collecting data as well regarding tunneling behavior, also taking notes on my games to see if I actually play as I think how I play. And guess what, 3.5k on average over 67 games. Totally killer sided game 🤣
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1823215#Comment_1823215
Exactly what I been saying. Nobody complained, but it was nerfed.
you said "I blame the entitled survivors ..." which doesn't make sense if they have nothing to do with that
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I don't think Ruin/Pop is good anyway. You play a 3 perk game with that. Undying gives you the additional effect of aura reading. And as said before, early game pressure is the most precious thing for killers. If they really would try to break the totems that early, you would see it and get into chases real quick.
It surely is possible to break both totems super quickly and turning you into a 2 perk killer, but I would say that is at most 1 of 10 games possible.
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@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/comment/1818780#Comment_1818780
If everyone can hit the skillcheck then why does the nerf matter?
According to you anyone can do the skillcheck so the skillcheck should just be removed because it's obviously a nonissue.
I get the impression that logic is not really the way to go vs this rant :P
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1823064#Comment_1823064
I blame the entitled survivors ...
I can't really remember if a survivor here complained about Lullaby affecting madness skillchecks
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1822047#Comment_1822047
I'd like to bring up Unnerving Presence also no longer effects Snapping Out Of It anymore.
Shadownerf or what? Can't find that in the patch notes. Sure about that?
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822793#Comment_1822793
It affects it though. It's not the pattern. It's the sound warning. So is the piggy traps.
We can agree to disagree. But even if it's a slight nerf, it is indeed, a nerf.
yeah, whatever. Still saying that, when you think it is a nerf regarding madness, then you didn't get that it was not that effective before. Impossible skillcheck doc is as hard as before. If you stop running it, it is your fault. The power is Unnerving Presence with Overcharge and the additional 6% regression on top, crushing the gens...
But hey, if you prefer to rant and blame BHVR over running a still equally strong build... your choice
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stuff like that needs to be a bug report. but not needed anymore, it is already reported. just search the bug report section and vote +1 to give it achknoledgement
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822106#Comment_1822106
It affected the doctor's madness. Now it doesn't affect it. Now that I think of it, I'm pretty sure it affected the pigs traps as well. But that's gone too.
So lullaby is same no matter which killer uses it. The affects are the same across the board.
My point is that nobody really complained about it, but the devs changed it.
U can call it a rework. I call it a nerf.
Dude, you didn't read my post at all did you? Lullaby, again, did NOTHING of huge value for the madness skillcheck, because the pattern that the skillchecks appear, are ALWAYS the same! There is no difference if you have lullaby active or not, you KNOW the second you start snapping, there will be 3 skillchecks every 3 seconds!
Besides that, almo explained the reason for the change. It is not for complaints, but for maintenance, as each consecutive chapter will need a review if lullaby and other "special" perks will interact with the new killer power
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1822047#Comment_1822047
Bruh.. nobody uses it in its current state. It was a nerf becuz it did more than it was supposed to at least for the doctor.
Now it doesn't do any extra for the doctor.
U can call it that they 'fixed' it.
But end result is that it's nerfed.
I asked for a clean explanation. I gave one. Lullaby did NOTHING for doctor madness because it is always the same pattern how the skillchecks appear. Please give me a clean before-after comparison to show why this turned into trash in your opinion
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@MandyTalk thanks. I noticed the other thread after I posted mine
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@Ghoste said:
Iron Maiden is a noob trap. That's the general consensus among Huntress mains anyway.
Add Make Your Choice. Tried that several times. Nasty. Normally there are more people going into the basement than out :D
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@danielmaster87 said:
The most obvious example is Stridor on Spirit. STBFL is good on killers like Deathslinger and Trapper, who can minimize lost stacks from hitting the obsession by using their power. Legion and Plague are good with Thanatophobia, because their powers excel at getting most/all of the survivors injured in a short amount of time.
The typical number one killers for STBFL are actually Demo (1st) and Piggy (2nd).
Trapper has to rely on a bit of luck and Slinger eats a noticeable drawback for breaking the chain. If you list him, you could list any insta down killer.
I actually also heard that hag is fine with STBFL. She can't control it that well but being able to teleport again faster can be huge.
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Hi. There was recently already a shrine containing a "new" teachable for 2700 shards giving 250.000 BP if you already owned it. At least it was announced with price 2700 on twitter. But in game it was still on 2000 shards granting 150.000 BP. I reported that as bug but did not see any message, confirmation or change about it.
Now again the same with both perks, they should be 2700 as they are relatively new and never were on the shrine yet.
Twitter:
Ingame shrine:
What's going on? Is that on purpose? Did I miss any announcements? If so, why does Twitter not reflect that?
Comments @Almo @Peanits @MandyTalk ?
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@noctis129 said:
https://forum.deadbydaylight.com/en/discussion/comment/1818790#Comment_1818790
But I use to use lullaby when playing doctor. The only worthwhile time to use it is with the doctor. Otherwise it's just a useless perk no killers will use especially w the nerf.
Unless w undying, but is it really worth all those perk slots? ...
What is the problem exactly with the change? Why is it trash now? Because the missing sound is missing?
The skillchecks "now unaffected" by lullaby are pretty clear when they appear. Once you saw overcharge, you know you will face it on every sparkling gen. No need to hear it, you just know it will come. Same on madness. The 3 skillchecks appear like every 3 seconds. That is always the same on madness. No need for an audio cue. And 6% regression on madness? What a bummer, now THAT was always killing you. Not the fact that you just screamed and revealed your position to the killer.
I don't know if I got all pervious and current interactions correctly, but I think there is not a single case that makes the perk "worthless". If you say so, it either was already before but you didn't notice or you exaggerate.
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@Leonardo1ita said:
@Almo I've just watched a youtube video called "Almo the game designer" on youtube.
There I saw the scene where because you couldn't hit doctor's skillchecks you said that huntress' lullaby won't affect snap out of it anymore.
From this it's clear that this is the reason you nerfed it, in my opinion.
So I have to argue:
1 I can hit those "impossible" skillchecks, it's not that difficult.
2 Other players, comp teams will hit those skillchecks 100%, there are proofs and I can prove it.
3 Normal streamers hit those skillchecks
Why did you nerf a perk that was not only a hex perk, but completely useless against good players unless some specific situations where you could surprise people?
I didn't want to make this post, but after seeing a perk being nerfed for no reason for this (maybe) I got pissed off.
( In the case this wasn't clear, this isn't a personal attack, I just want to discuss about this. Maybe you're a wonderful person, but if Albert Einstein says 1+2 = 4 It's not, it's 3)
tbh there is literally no change in the difficulty of madness skillchecks before and after Lullaby nerf, because you have a pretty consistent timing when they appear. It is not like they are random. You have a x second span and get 3 skillchecks. Pretty straight forward. I think Lullaby did NOTHING for madness
@TAG said:
Balancing for lower ranks matters more than some people realize. If something ends up being miserable to play against in a lower-skilled environment, it can very much push people away.
@AggressiveFTW said:
All of what you just said are high-level players. Low-level players exist too!
The other thing is: how long do you play until you get the point of "impossible skillcheck doc"? Aren't you already out of these low ranks when you try such builds? Especially as you need to unlock two perks from other killers and then grind through the doc until you find them. How often would yellow ranks face such builds?
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I think back when ranks meant something, you wouldnt be able to get to rank 1 with "hundreds of hours" while the game is already some years old. Maybe record a game and send it to Tofu for a review, my guess would be that you are used to the randomness of matchmaking and fighting some potatoes (at least one per match) which brought you to red ranks, but actually miss some fundamentals which let you stumble when you run across "true" red ranks.
Being a Blight main should already be sufficient to get 1 or 2 kills in a game, running the most meta gen control build on one of the killers that can take the most advantage from it could maybe lead to a 4 escape but definitely not allow a "genrush" unless you do some major throws. You could also post a full game in here to get some feedback.
No offense at all btw. I myself get to rank 1 easily on both roles quickly and comparing myself to several streamers, I would consider myself purple at best
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Same noticed last match. It was on Rotten Fields, so apparently on every map containing a harvester, not a specific map.
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I also have that several times. Not every game, sometimes multiple times in a single game. Can't say yet if there is a pattern when it happens
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@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1820247#Comment_1820247
But when he finds the gen with two survivor you can lose all the progress. Against most killer you should be able to get enough time to complete a gen alone, even when the chase starts after 10 sec in the match. To catch up to the sprintboost after a hit and to hook a survivor is so much time.
Two gens after the first chase is an average start.
even then you can get one hit and the other pressures the gen again, forcing the killer either to go for a healthy survivor chase or let go of the gen, while 2 other survivors are unaffected completely and probably finish other gens.
Not that easy to package a "2 survs at first gen" into a single scenario. Also depends on the gen. Easy to defend for killer or between two pallets/vaults, near the edge or more centered gen... can be a risk but can be worth it. It is not wrong by default. That's all I'm saying
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1820285#Comment_1820285
There you go being superstitious and Nanking nothing out of something. The apology was to those who tried to grind out the rift the last couple of days for the skin, probably losing interest in playing from overextending themselves.
But yeah I love the paranoia you have on these post it’s honestly hilarious :)
Well, if we disagree on that one, I guess one of us needs to think about proper understanding of some rhetocital tools
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@QwQw said:
Ah yes, I have offended the fictional character.
"I have never once gotten a good Meg, they are always bad" is not very fictional. It is actually addressing every player behind a Meg you face
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@lagosta said:
https://forum.deadbydaylight.com/en/discussion/comment/1820294#Comment_1820294
Join us! Spill the tea :D
NO I WONT! It's CRINGING me!!
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1819555#Comment_1819555
Better than the hatch being closed for 60 seconds would be that, after a key has been used, the hatch closes and disappears, respawning elsewhere. It means every survivor escaping has to deal with the same RNG and SWF won't have an advantage.
That might be nice but probably too difficult to implement. At least there are some typical explanations like this in previous change requests. I'm pretty sure that hatch placement is part of the random map generation and would cause problems when you want to change that during the match.
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I kinda disagree. The quality of the game was bad enough to easily figure out a 3D trap placed on the 2D floor textures. I agree that the textures are kinda boring compared to the old ones, but the new grass hides traps even better than before. Especially the plants completely cover them.
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gawd, this is a HORRIBLE thread!
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1819038#Comment_1819038
Well some people got it sooner thanks to the post it seems. Again, who’s complaining and where? Try reading my post a little slower it might help :)
So explain what your post was supposed to be. Especially I would like your explanation for the line "Sorry for everyone who grinded out against the clock". That one doesn't sound very neutral to me.
Do you want to say "don't worry, you can waste 10th the time of money for each cosmetic, rather than getting them for playtime"?
"Sorry for everyone" doesn't seem like "alleviate stress", it seems more like "raising frustration". But I can try to read even slower
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sweaty Feng
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Btw Prove Thyself only lessens the slowdown, it doesn't nullify
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Just as a different opinion: splitting up on gens in early game allows the killer to find a chase more quickly. If you start with 2 people on one gen and the killer finds someone else, the gen is almost guaranteed done.
Once the killer is in chases, splitting up makes more sense.
Besides that, there are many things you think are obvious but actually take a lot of time to learn, for some people even only being possible if they get told or need to see in videos or streams. Once you got there, you can say DBD is an easy game, but it definitely isn't. That's why the bad emblem system causes such a pain, because almost everyone can reach red ranks and makes matchmaking such a disease
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I think this is all superficial...
I've seen everything on every character
You can ask for design and backstory, but regarding playstyle... just for OP: I played with some SWF rainbows and once in a while I switched to Adam after a lot of tunneling matches. Because I got a good sabo build on him ready, to protect my mates from being downed over and over again. You apparently didn't run into this then
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I would also like a replay function. Not just what you can record on your own, but instead an "action tracker" that allows to watch the game from every POV. Showing you how the killer played, how he outplayed you, what your teammates did. To get a feeling of what happens where you have no information.
First thing I would guess is that the typical 5 second snapshot on hook "noone on gens? useless team" would be addressed because there are thousands of reasons why someone could be not on a gen. Although I guess people claiming useless teams wouldn't take the time to find out anyway :/ But I would really also like to see others running the killer etc or how they managed to get the basement unhook or whatever.
Besides: I don't know what the horror aspect has to do with the justification of having a replay function or not. Anyway, Dead By Daylight IS a horror game. No matter if you got used to it or not or how competitive the game is. There is a killer trying to murder you. Abstract as much as you want, the core horror aspect stays.
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Just wanna give a +1 to everything said so far. BBQ is not too strong and easy to outplay.
Besides that, there are way more annoying metas in the game being worse, but don't wanna start a whataboutism
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It is not really related to the pandemic. The change to home office is a one time effort for an IT company. There are enough tools for remote teamwork and in my company I even did that already because it is an international team merged together. The company my brother works for needed like one week of preparation to get everything set up.
It is a different situation but the quality should not be affected at all.
Btw I think the GF chapter was worse, which had less complicated content and no survivor. At least the bugs were more game breaking on PTB
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1813091#Comment_1813091
It would fix the problem where cleansing a totem would eat 2 stacks and it would be a nice quality of life buff to the perk.
If that is a bug, it is a bug. I can just confirm that I didnt had that.
Ok, not sure if it is a nice or needed QOL change when it applies in just every x-th game. But no complains about it then from my side :)
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1812874#Comment_1812874
It sure is a difference in whether having 5 from start or having three but can get more, bc you have to work for it ^^.
A cooldown cannot be controlled as easily, sure, but it would have the benefit that wallhack abilities from the killer (mirror myers, amandas letter) wouldn't eat uo all your stacks near instantly :9.
It makes very minor difference as you have 3 token consumptions of time to get the other 2 stacks. The main thing is, 5 tokens counter the regular aura reading games
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1812848#Comment_1812848
You are also forgetting about addons that show survivors aura which there are a multitude of them that could completely shread through the tokens. There is also the issue of the secondary effect not being useful. 10 seconds of scratch marks is not impactful enough to get use out of it since most of the time a token is consumed your not near the killer to not leave scratch marks. Its also won't be to useful when injured since the killer can follow blood and use grunts to detect you.
A good change to the perk without making it overpowered would be to increase the tokens by 1 more (whats the harm in one more token as you demonstrated above that 4 would not be impactful) or make its secondary effect more useful like increasing the time your aura is not shown to 15 seconds and you won't leave scratch marks for that time, or keep the time the same and also include no blood as well as the scratch marks.
I'm not forgetting about them. These are normally ultra rares, and balancing Distortion around them would mean that you shred 2-3 perk aura reading builds of regular killers. I said it before, these are rare games, the regular games would completely be nullified then.
@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1812805#Comment_1812805
Maybe increase the length that distortion's effect is active.15 seconds rather than 10 seconds and an additional token. That in my mind would make the perk in a good goldilock zone.
Not sure what the 15 seconds would help you. Except for constant aura reading effects like scratched mirror. Most aura reading effects have a time limit of 10s or below
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@CaulDrohn said:
https://forum.deadbydaylight.com/en/discussion/comment/1812848#Comment_1812848
I would say three tokens max is fine, but there needs to be a way of replenishing them. There are multiple ways to do so. It could be working like Stake Out and Diversion, slowly filling up when in TR but not chased. It could work like WGLF, for each unhook or protection hit, but that might be to much. Maybe only one token for each unique unhook, that would result in maximum of three recharge token. Or you gotta finish a gen to get one back. Or, totally scrap the tokens, and give it a one minute cooldown.
if you repleish them makes no difference to having them from the beginning. Having 5 tokens is having 5 tokens.
The only change that would help @dspaceman20 's request would be to start with 1 token and allow to replenish a maximum of 2 tokens, so you can get to a maximum of 3 uses but you can control when to use them.
Cooldown could also be a solution to not overbuff it but makes it way harder to control when to use them
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/1812805#Comment_1812805
I was being hyperbolic but I still think it needs a buff as a killer using multiple aura reading perks and addons can completely take your tokens away, what if you wanna use the perks effects later on? And even if its a full aura immunity (which is not something I want) the effect once a token has been used is lack luster as 10 seconds of no scratch marks is ok but not too impactful, especially if your injured. It a great information perk and great in swf but experienced survivors would use the killers actions in order to know if they have that aura reading perk, no need for distortion all the time, with this i feel distortion needs a buff.
As I said, if you buff it, you will fix it for Undying only. And for the VERY RARE games where the killer runs multiple aura reading perks. Games with 0 aura readinds are more common than 3+. Buff Distortion and you get aura immunity against the more common games where the killer only runs BBQ or only runs Nurses.
Just roughly calculate. The most games have like 9 hooks and the first kill is about hook number 6 or 7. Subtract the up-to-2 hooks when you get hooked and obviously are within 40m of the hook. So 5-6 Distortion stacks would already be enough to completely counter BBQ aura reading. And how many times do you heal within 28m of the killer? 3 stacks is already enough to completely counter Bitter Murmur, because you don't sit on every gen that gets completed.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1812598#Comment_1812598
One totem will take up two tokens seeing as the cleanse action takes 14 seconds to complete, and one token only hides your aura for 10 seconds.
@Aneurysm said:
Possibly a bug, you should be able to get three totems if the killer has no other aura reading
I'm pretty sure there is no bug. The aura reveal only triggers when you get into totem range (2m). You are not revealed for the entire time you stay there. If you lost 2 stacks on one totem, you left the range and got back in again. I can confirm that I only lost one stack for cleansing a totem. The only other possibility would be that he had Hex: Retribution as well, to consume the stack after a hex cleanse.
@dspaceman20 said:
For this reason its why distortion is in desperate need of a buff. It won't stand a chance against perks like undying and other aura reading perks and addons.
No. a single perk should not be the reason to buff Distorion beyond horizon and therefore rip all other possible aura reading setups. In addition: Distortion is not meant to give you aura immunity. Just for a limited time. Most of all, it gives you information. Also when you never lose a stack the entire match. Like "killer has no BBQ, no nurses, no Undying..." And after getting this info, you get the possibility to outplay the perks you know about. Or allows you to not waste time in lockers to counter a non existent BBQ
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@sulaiman said:
The problem is not that swf exist, it should. The problem is that the game is not balanced around the advantage you get from it.
The difference is NOT that huge. 2018 stats showed that 4 man SWF has less than 10% higher chance of surviving compared to solos.
Some people don't even make use of the advantage, they just talk, and not about the game. Some get confused by comms more than it helps ( grab -"What? I thought u are chased" -"oh yeah, he left 10 seconds ago. I think he has tinkerer" | or try to describe where ruin is on shelter woods "near a tree and a rock")
The percentage of SWF capitalizing on comms that much to turn a loss into a win is probably the same like the percentage of red ranks being actually good at the game 😎
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1810487#Comment_1810487
I keep forgetting about that lmao, yeah that was nuts when people had to set up for the basement and hope that it wouldn't spawn in a bad spot of the map. Was agitation the only perk they had besides monstrous that was any good there then? lol 4 jakes
I think Monstrous never changed and the only possibility was 4 man slug if you didn't bring a mori
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@Freddy96 said:
The issue is not 10 seconds locker block, the issue is that 5 seconds are like eating ds every time you use your power.
I think that 10 seconds are fair, 15 seconds blocked in a locker with no way out would be really unhealthy. They should make charlotte waking up insanely faster
The reason Charlotte needs to take long for wake up is, that you need to be able to escape, otherwise Surveillance would be meta on her as it grants free insta hits. Same to proxy camping
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Every perk is a crutch perk, unless ysou get no value out of it.
As stated already, you need to be at least decent, to be "carried" by the perks. There are surely a lot of perks that help you to reach red ranks, because a lot of killers wouldn't be red ranks when playing perkless. But also don't forget that survivors don't play perkless either, therefore it is quite OK to have supportive perks on killer side as well.
Just imagine how much time the killer would NOT lose if you just remove exhaustion perks. Hard to guess what is stronger, but just roughly you could say, to get the idea, remove Ruin/Undying and exhaustion perks from the game and the killrate would stay the same.
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@SocialDistomancy said:
https://forum.deadbydaylight.com/en/discussion/comment/1809643#Comment_1809643
original mori was pretty screwed up and unfair, but making them essentially a deathhook with a longer animation and delay to move toward a hatch just makes them a waste of bloodpoints and an offering. at this point, they need to make any swf bigger than a duo a separate queue, penalize and/or buff killer against them somehow, or place an indication in lobby so the killer can dodge it without doing detective work constantly if they ever want a lot of people to touch killer again. It's too stressful, it's too much, it's a bad time to ask people to work as behavior's entertainers without paying them a fair wage for it.
original mori was necessary, as original sabo broke hooks forever. the game at that time was simply... wrong. In quite a lot of cases
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30-45 minutes would be horrible in my opinion.
Not only regarding the necessary BP/XP adjustments. I think queue time is an issue, but I would not design the match length around an issue.
10 minutes per game (plus minus 1) would be perfect. Games that take longer than 15 minutes with the current objectives start to get boring. This is normally caused by (failed) slugging, over-imersion or just scared survivors vs bad killers. At least in most of my 15+ games.
And 5 minutes games are either happening by heavily outplayed or heavily failing opponents, which is fine as it does not happen all the time and a huge difference in skill level should just allow such a "glorious" win. Just wish that working matchmaking would reduce the amount of such games happening.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1809248#Comment_1809248
Except that it would NOT make them useless. It would make unlocking the Black Locks much more limited (just like the Mori). It would allow someone another way out after the Generators are up, but the End Game Collapse hasn't started. This can be great if you are trying to avoid NOED. The Killer is probably headed to the gates. The Key can STILL have the other Add-Ons to do OTHER things. That is how most Items work, you take them and add-on. Nothing about that will change for the Key by my suggestion. I'm just talking about nuking the ability to for an EASY escape in the same way they nuked the easy Kills.
Heck, I don't even mind if the Hatch still becomes visible (so people can find it early) based on the current formula. I just don't think you should be able to unlock it until all the Generators are up.
I was referring to your statement "That is to say making them largely pointless" but you didn't restrict it to "the hatch unlock ability" to be largely pointless. which I disagree with. That's why I pointed out to leave the aura reading untouched. Your change suggestion regarding hatch mechanic is ok.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/1808689#Comment_1808689
I think that Keys should get EXACTLY the same treatment the Mori (unfortunately) got. That is to say making them largely pointless. I think Keys should be changed to only being able to open the hatch after all Generators are powered. You no longer have to open the Gates, you can use the key. That would give them about the same niche effectiveness left to the Mori.
making an item useless is something different than making an offering useless. the hatch mechanic needs a big change, but the aura part should definitely stay and probably get a rework to make keys useful without addons in any way.
I also disagree with the mori change and that there were a lot of more creative solutions, but it is definitely more helathy for the game.
And regarding the argument that it should have been changed along with keys: the same happened to gen/toolbox speed nerfs and Hex:Ruin. SO Id say this is common. Just thinking about a case where the survivor side has been nerfed first and then adjust the killer side

