Deathstroke
Deathstroke
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@Header said:
got destroyed in my first game of the patch so idk about that
I got too was very good swf gen rushing and all escaped. I was playing pig and they but map offering to swamp. But lately been winning all my games as I adjusted my perks and well I have played better too.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074403#Comment_3074403
Nurse is grossly unbalanced and needs to be nerfed/reworked accordingly. If Oni had his power all the time he would be stronger than Nurse. Oni is balanced aside from the current blood orb bug. Nurse is not balanced.
Well you can still loop oni when he uses his power so nurse is still stronger. But well maybe if oni would have wholw game his power then he would have better snowball potential. But if oni could start with his power ofcourse it would end eventually but it would mean you could get quick down and make sure there is blood available. This would make oni viable in higher mmr.
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@Huge_Bush said:
Did they ever confirm that this was the plan? I always thought that it was what solo players wanted (I do too).
Just the action icons would have been a fantastic QoL change. With what they’ve done, especially the nerf to DS (Should have been buffed to proc after each unhook and deactivate after gens are completed) it seems like they don’t care about the tunneling that many survivors face. I’d go so far as to have it be basekit and give killers something like Ruin as basekit.
They actually made tunneling super strong as killer I got looped long time when I tried to tunnel but now it's so easy. Well before I usually tried to tunnel very good loopers and had to eat ds ans bt and teammates taking protection hits. But now ds is not threat so it's very easy. Before when you was tunneled you could gave your team enough time to do all gens but now it's not possible anymore.
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@Card_Eater said:
It used to feel like a struggle to get 4k and I would sweat my ass off. It was really nice being able to relish a win that I barely got.
Now, Killer feels like easy mode. A lot of the challenge isn't there anymore, and I do not need to put the same effort in that I used to. I seriously have played 2 hours of killer today, and not once did I get anything less than a 4k (barring the survivors I gave hatch to, ofc).
Play weaker killer like pig or sadako you still have to work for it as no antiloop or very bad one.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3074157#Comment_3074157
Good Onis are unstoppable once they get a slight amount of pressure and start snowballing. If you're going to hand Oni the strongest power in the game without having to work for it, survivors need something to deal with that as well.
Nurse has strongest power on game and she does not has to work for it so why should oni has to work for his power.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3072354#Comment_3072354
it takes 2 whole M1 hits to get his power. why does that need a further buff? building even the slightest amount of pressure with a hook and another injure makes it easy to chain his power for most of the match.
Good survivors will pre drop every pallet and play very safe to delay the first hit so he needs something to deal with that.
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@EternalSinOfCain said:
I want to play Oni with the new Armored Titan skin, but I don't want to play him while he's bugged and getting double orbs when he shouldn't. I don't like to abuse bugs for an advantage.
Oni is still weaker than nurse and blight even with bug so if you want to like play fairly agains't survivors don't play either of those killers. I think this bug should stay and they devs should buff oni even more starting with his power would be good start.
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@Tiufal said:
Solo Q is even more dead than before. Its already shown thousands of times that playing Solo or even duo is the most pain in the ass way to play this game. And now with those unreasonable and even contradicting changes it got way worse. There is no way to deny that.
Well trio can be more painful than anything else when the ramdom loses the game for your team by just hidind or running whole match not doing gens or anything useful. Well it's just more pain as you know you would won that game if the ramdom would done something or if you would been playing in 4 man swf. But overall yes duo and solo are weaker. I hava had veey good games as duos thought when your teammates are another duo so then it's almost like playing swf as you can coordinate pretty well.
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@Grandpa_Crack_Pipe said:
So i've heard from people who take considerable amount of joy in dancing in some ashes and pointing and laughing at people, that you need to "get good" without your "crutches" and you were trash if you ran some certain perks. I won't nameCOUGHDEAD any perksCOUGHHARD, but that seems to be something of a recurrent theme right now.
Here's the truth: running a good perk says nothing about your skill. It just shows that you're running a good perk. And shockingly, good players make better use of good perks than bad players.
More often than not, frothing in rage at people that need to "get good" without their "crutch" is how people that had their entire rears force-fed to them by good use of the perk is how people desperately trying to preserve their ego cope.
You didn't actually win, you had a crutch carry you to victory. You won, but you didn't beat me.
It's lame.
Well I have had people tell me that I didn't win the game but my killer won it for me...
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@Exxodus21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3071763#Comment_3071763
I only play solo.
Sounds you got very lucky you probably got tree man swf as your teammates and faced bad killers. I will not touch soloQ it was hard enough already I stick to killer instead.
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@Exxodus21 said:
I've played 7 survivor games so far. Only died once to a camping Nurse. The rest were all 3 and 4 man escapes. I never played with many 2nd chance perks so not much has changed for me.
The game seems pretty far from destroyed imo.
If you play swf that does not count. Only soloQ was nerfed but swf remain as strong as ever.
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No bonus for killer unfortunately. It's only for survivors apperantly but I still usually get more bp as killer than survivor even without the bonus...
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@Vetrathene said:
Does not mean you can't win, so please stop killing yourselves on your first hook, adjust your build, learn to loop, and things will be fine. They will be harder, but its not the end of the world. Its just finally time for playing survivor to actually be a challenge.
SoloQ suffered most and will be unplayable. The thing is these killer buffs will not affect on 4 man swf at all so if you want to win play full swf. Well trio is still ok and have chance to win. Duo is bit better than soloQ but lot debends on your teammates.
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@Emeal said:
Killer is pretty fun atm, nobody is cheating me out of hits with DH. Why would I camp?
It's most effient stragedy to win that's good reason also tunneling is stronger than ever I will use these tactics as long as they remain strong.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3070979#Comment_3070979
Nobody cares about sprint burst or lithe, this is fallacious thinking that folks trot out to pretend like old dead hard was somehow equivalent to those perks. It wasn't, it was miles better in every way.
Not true sprint burst is arguably better if you use it right.
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@cannonballB said:
There's no reason, other than to artificially get rid of bloodpoints at the end user level, to penalize us for prestiging. You keep saying you've reduced the grind, but then throw in artificial costs for something we're forced to do.
If you're trying to reduce the grind, why artificially inflate it?
They made grind 100 times more worse honestly now you have to update character to level 100 to complete the grind before 3 was enough and still you have to pay extra 20K per level this change really sucks and old P3 looked better too with the skull and roman numerials than now it's just circle with number...
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@voorheesgt said:
I stopped prestiging characters after 2 killers because I realized the grind it would cause (before new system of course). Yesterday I see a "if you haven't already, do this NOW" video. He explained that if you had just grinded and not ever prestiged a character to prestige them now so you'd get p3 with the 2 gift levels. Well... I did so except with 5 lvl 50 killers I wanted to use for bp (to finish leveling a few survivors) before the update. I forgot to p1 those killers before bed. I thought this morning I'd see those 5 being p2... Now ALL my killers are p3 but with no add-ons or general (non teachable) perks except the 5 killers that I left un-prestiged accidentally.... Those killers are between p5 and p12 with all add-ons and perks retained.
I feel like this advice mixed with the confusing way the catch up rewards would work actively screwed me out of thousands of hours of gameplay. Anybody else follow this advice based on the update release info?
I prestigated yesterday few characters and lost all my perks and item on them. But today I found out I have all the items and perks back and they're on P3 character level. Now I regret not prestigating everyone.
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@Sumnox said:
Against randoms everything is a powerhouse though. In fact, if you're a somewhat experienced killer and you don't stomp 99% of the matches, you really must be doing something wrong.
Against SWF, if they're good and know what to do, Twins' power considerably decreases. But that's every killer.
Killrates show that killers on average kill around 50% of survivors per trial so I think killrates should be closer to 90% then if that't the case. Unless most killers are baby killers then? I think I win most of my games but I don't know exactly debends which killers I play with myers I always win but with pig I have harder time.
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@Obelt said:
Jk his bloodorbs are bugged which drop 2x the regular amount
Maybe it is intended coh and healing meta made oni weaker so this balance it out.
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@Nathan13 said:
We all know survivors are not leaving after this patch, every player says this and they always stay. Killers really needed these buffs too I mean look at all the nerfs they've gotten patch after patch after patch and survivors finally got some healthy nerfs too.
Killers have not got nerf other than coh and well pig gets nerfs but other than that I have't seen nerfs in a while but buffs.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/3066985#Comment_3066985
someone else who gets it
you see SWF not cheating but SWF with Coms is like cheating but the dev can't doing anything about it.
https://forum.deadbydaylight.com/en/discussion/comment/3066962#Comment_3066962
like this there need to be more emot or at least a text chat to buff solo, like a button system (no typing) like word pop up like heal me,save me,do gens soomething like that then buff killers accordingly.
I think that fix some of the things not all I'm sure.
Kindred basekit would be good start but then also killers should have BBQ as basekit.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/3063606#Comment_3063606
I wouldn't say impossible against people slamming gens, breaking los and using lockers.
Tp is rough to deal with against someone who use it right true but judith's takes a while and survivors have to be really inefficient and misplay a lot to lose against it.
I think in most situations that Myers got a 4k with these add ons, survivors were cocky and underestimating him until it was too late. You can't really go into his face like it is nothing and feed him stalk.
With corrupt you can get good use out of judith tombstone you can basically quard the 4 gens I use ruin with it so I can delay first gen by a lot. Survivors has to avoid stalking very well if they want chance to win.
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@Swampoffering said:
https://forum.deadbydaylight.com/en/discussion/comment/3065644#Comment_3065644
I give you one:
Playing as SoloQ gives you X% extra Bloodpoints, same as less played side reward on the future patch. More BP, X2-3 experience that allows them to have more Iri Shards, for example.
Nerfing SWF to the ground ¿How? Really Easy, Making impossible to repeat perks if you are playing on a group. Not 4xDS - UB - DH - IW anymore (Or the new meta build, it doesn´t matter). Don´t let them equip items with more than Yellow Quality if they are on group. Do not allow SWF to use Map offerings.
Mark on killers lobby if they are premade or not, and how many are on the same group. Or just separate queues as solo or swf
"This will kill SWF". Yes, that is the idea, this game is not designed to being played by 4 friends on comms, and if they are not going to prohibe it or nerf it , at least let killers choose if they want to play against SWF or not, if you can choose your team as survivor, I have the right to know if you are on group and decide if I want to play an unbalanced match or queue again looking for chill matches.
SWF is the can.... of DBD.
Or just buff soloQ to closer to swf level and buff killers accordingly. Not every swf are godly good and coordinated most are just playing casually. Biggest differences with casualy sfw conpared to soloQ can be that there is no early dc and they don't bring killer on almost completed gen and they save their teammates. That is not bad thing and most swf are not full man most are duos or trios.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3065851#Comment_3065851
They already are even though they're easy to do with the survivor-favored servers.
They don't favour either side but definetely should favour survivor more if anything hits throught pallets are sometimes just bs and should not happen when killer was clearly on other side.
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@TheEmeraldTuber said:
https://forum.deadbydaylight.com/en/discussion/comment/3066716#Comment_3066716
But with that logic, shouldn't you also be able to grab the survivor doing the healing? You can grab during sabos and gens, so if you can't hit the downed survivor it should logically transition into a grab. Do you get what I mean or am I not explaining this well?
Haven't seen killer ever grap someone saboing well nobody sabos unless killer carries another survivor.
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@Hi_Im_Chucky said:
BBQ stacks ain’t dead yet, my dood~
That will be sad day when they are. I don't really care about the buffs when they take half of my bloodpoints rewards away makes me want to not play.
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@i_dont_care223 said:
https://forum.deadbydaylight.com/en/discussion/comment/3064664#Comment_3064664
im playing the game bc i want to have fun but getting outplayed by a button is not fun and it robs the fun
You can still get them just outplay them again and force them to use that button when they don't want to.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3064127#Comment_3064127
Honestly? relying it on grade literally does not makes sense, grade is NOT an indicator of anything and should not be considered for achievement like this.
Also no, getting adept for killer is definitely "how well you do it", it's all depends on how potato survivor is... it's definitely WORSE than survivor counterpart.
They don't have to be potato survivlrs but if they are good that makes it hard but agains't potatoes it's easy to get even in red rank/grade usually unless you end the match too soon. Gettimg survivor adept is usually easier if your team does well you get it but as killer you have to work for it all alone.
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3064210#Comment_3064210
I completely agree, for sure some killers are much weaker than others; they should slightly up them case by case 😉
https://forum.deadbydaylight.com/en/discussion/comment/3063963#Comment_3063963
"So she's fine. Adapt, and learn to play against her."
This sentence sums it up so well that I think when I play my nurse, I'll rename my account like that ☺️
https://forum.deadbydaylight.com/en/discussion/comment/3064095#Comment_3064095
Unlike the Oni, who can still catch up with the survivors by walking normally if his power does not allow him to, the nurse cannot; this is the counter effect of his power ☺️
I am always amazed to read that what you want, in the end, is to turn the nurse into an easy-to-brain, easy-to-bully, easy-to-talk-about killer 🤨
How hard is it to accept that, 1) she's more complicated to deal with than other killers and 2) you should learn to play against her?
But if you still think she's OP, I'm waiting for your videos of games against her, so we can see your gameplay.
Because after all, you do rate the nurse as "OP".
Well, let us evaluate your gameplay against her, to see if it's so "OP" too.
By the way, I was teasing you, but I really think that showing us how you play against the nurse would allow you to improve, or at least to understand some things. Maybe some people wouldn't care about your videos, but others would be more than willing to advise you and help you improve!
https://forum.deadbydaylight.com/en/discussion/comment/3064110#Comment_3064110
As far as I'm concerned, the fact that you know how to play the nurse better than others will greatly increase your chances of getting through it, that's clear.
If four people who know how to play well against the nurse play together in SWF, their chances of win will inevitably be greatly increased, I agree.
That doesn't mean they'll always win; sometimes they might run into nurses who are stronger than they are.
And this is a very important point: the nurse, more than any other killer, can put a lot of pressure on the survivors very quickly, and can generate a much faster and more efficient snowball.
This means that if you want to fight effectively against a nurse, you must, as a survivor, be faster, more precise, more efficient, and more coordinated than if you were playing against a poor Caleb in Lery.
More than ever, the nurse is THE killer that requires survivors to be a team player.
So yes ... against 4 soloQ's who don't know how to counter the nurse, the nurse is in for a treat.
But is it her fault? Absolutely not.
Just like proposing that the nurse does not have her power at the beginning of the game.
I don't understand: how does the fact that she can teleport at the beginning of the game mean the defeat of the survivors? I want to say: there is no connection. Especially because whether a nurse wins her game will be determined by many other parameters.
The fact to show the killer that he is about to play against a SWF ... I'm divided: as much as it would allow the killer to choose to play more "quietly" ... but it could also penalize the chill SWFs, who just want to have fun and not bully the killer, by risking to lengthen their waiting time excessively
Unless you set up a reward system for the killer who agrees to play against a SWF, and a reward for the SWFs every time a killer leaves their lobby 😉
I do agree about the map addons though.
However, sometimes I do like to play on this or that map ... so why not a new addon, which would be the opposite of the existing one?
For example :
"Computer bug: burning this offering will greatly reduce the chances of you getting to the Lery Memory Institute."
This would keep the randomness of the maps, while allowing a survivor/killer to have some choice about where to go.
Yes she is OP I got basically 4K playing her last time (one dc:t after he was downed) This is result how it ends in majority of soloQ matches as well in my experience.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3064110#Comment_3064110
Yes, the OP killer with a negative kill rate. Could've fooled me.
Also, they don't need to be buffed to Nurse's level. Even just re-balancing the game and buffing them would be able to bring most killers to an A-A+ level, which is sufficient. Also, you still have this weird assumption that SWF and Nurse are OP. They're only better-performing in comparison because the game is currently juggling balance between solo and SWF. If survivor's side is merged into being just SWF by buffing their information, it allows for balancing around that instead of both solo and SWF. Weaker killers struggle against very good SWFs. Solo survivors struggle against very good S-tiers. Thus, make all survivors SWF, and buff weaker killers. Simple.
Swf still struggle agains't good killers. Only very good swf:s are problematic and make even good killer struggle. I don't think nurse has negative kill rate anymore that was old stat now new nurse players have probably learned her it takes few games but after that your able to 4K most matches.
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@AbsolutGrndZer0 said:
To get Adept Survivor: Log into match, go AFK the entire match, get lucky with a farming killer, escape. Did nothing whatsover, I was AFK the entire match, but yay. I got Adept.
To get Adept Killer: Log into game and get a perfect match, chase survivors for extended times, down them, let them escape, down them again, hook them, etc. You can see this with your own Fog Whisperer OhTofu's repeated attempts to get Adept Cannibal how difficult it can be to do this, as you literally need to get a +2 Pip via the emblems system.
Honestly, I think Adept Killer challenges should be just get a 4K and be done with it, as OhTofu shows, not only does it rely on the survivors not disconnecting (and honestly, again as OhTofu shows, that's a serious issue when you are doing what you need to do in order to get these.)
Here is OhTofu's latest attempt at getting Adept Cannibal, he's even decided to just wait until rank reset so he can cheese it, because of how truly impossible it is to get a perfect 4 survivors willing to not DC vs. a Bubba playing like you have to play to get all your emblems on him.
Rank reseted just few days ago and in lower rank you actually only need 3K to get it. You have to still get 9 hooks or could be less. But it should be easy if you have good match. Getting farming killer you need to be very lucky as they are very rare. Being AFK whole match results in death in normal match. In red ranks getting adept is hard but definetely possible you have to go for chases not to camp and kick gens and end chases quickly. For survivor if your team is good you have good chance to get it but if you're team is bad you are probably not gonna get it. As killer it all debends how well you do I think getring it in red ranks is made to be little bit too hard thought. 9 hooks without camping and 4K should be enough but sometimes it is not if you downed survivors too fast with one shot killer ability like bubba best to use add ons for him which makes that you need 2 hits with the chainsaw or just use m1.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/334373/why-do-they-insult-at-the-end-of-the-game
No need to be sorry but to answer your question survivors will always be survivors (not all of them, i have run into a few chilled players) if they lose they will insult you if you lose and they all get out same thing.
If need be turn off the chat window so you don't have to put up with the insults. if they are to bad i.e they turn them into racist comments then you can report them for it. Otherwise just leave the end screen and move onto the next match and hope you get better players.
Many survivors don't say anything at all no matter what you do. I facecamped and tunneled as bubba and got nothing I wanted some salt... But some survivors say bad things when I played with my friend as survivors our teammate was sacrificed at the endgame and he blamed my friend and started to spawn on his profile that he should let him kill him in real life.
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@MikaelaWantsYourBoon said:
Spirit is strong killer but she countered so hard by Iron Will & Dead Hard.
Now both perks nerfed to ground. So question is on title. Do you think she will be more popular after patch dropped?
She is still pretty weak needs buff to have 115% movement speed.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3063660#Comment_3063660
People keep using this fallacious argument, but you are just wrong. Infinites never affected her. She doesn't loop normally. Whether or not infinites exist is irrelevant. It's not specifically she was particularly good at countering infinites. It's just she doesn't care about loop structure at all outside of LOS blockers. She was counterable regardless of infinites or not. Infinites not existing doesn't matter anymore. She doesn't auto win or auto lose on any tile.
She ignored everything so back then so she was band aid fix for that problem. But now dbd is changed every patch more and more killer sided so that means nurse is just getting stronger and stronger. She needs to be reworked fine change would be to start an m1 killer with 115% movement speed and earn her power. Oni has second bes power in game and he has to earn it so it's ridicious nurse can just start with it. Oni could start with his power to make him more viable at higher mmr where survivors just pre drop every single pallet and still he would much weaker than nurse.
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@SekiSeki said:
Her range add ons, sure. When you use them, things just turn easy mode, regardless of survivor.
Everything else about her is fine. I get she 'breaks the game' logic but that was her point when she released. She is another form of killer you need to play against, she has plenty counterplay and has some skill involved with her.
Your point exactly proves why she should not be on the game the way she is. She is outdated and was only fix for when there was infinities and pallets everywhere. Vut now she is not needed anymore as those things are gone and killers getting buffs and her last counters taken away dh and ds.
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@Marik1987 said:
I think an issue is the 40m-rule. It should go down to 20m, because it wont work properly on maps like The Game, Midwich or RPD sometimes.
I would put 30m personally 20m could be too good.
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@VikingDragonXii said:
All they need to do is put a small cool down on flashlights to stop macro users. Because even with Lightborn the strobe effect from macros is what is the major issue with them. I don't get sezures but I do get bad headaches if a macro flashlight is used to often against me.
They need to add that you can't flaslight click hundred times in one sec as that yeah causes headache sometimes other than that they are fine if they try to macro blind just look up.
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@Veinslay said:
They'll never get rid of flashlights cause they're too much fun for survivors, but with the awesome nerfs to Dead Hard and Iron Will coming up, the amount of toxic flashlight players is going to decrease substantially IMO
Sprint burst...
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@Freudentrauma said:
We have to wait, when it hits life to see how well it works. 0.5s isn't a short time period and works on current DH quite well, since they've made the I-frames server sides. So if endurance activation and hit detection is the same, I don't see an issue. But if not we might see a good amount of beeing people complain of beeing enduranced on the ground.
On console they will be on the ground unless killer is potato or makes mistake (no I frames). Only good pc:s has those and still lot of times even in those I frames don't work.
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@loothound said:
https://forum.deadbydaylight.com/en/discussion/comment/3058045#Comment_3058045
its still 120 seconds
Damn...
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@AcelynnBen said:
Instead of it disabling when a survivor enters a dying state, it should disable when the survivor is hooked
mainly that there are a lot of things that interfere with dying state or while being picked up
there are flashy saves, pallet saves, or just normal healing, OR THE BOON.......
and honestly downing someone just for them to get picked up in 5 seconds while disabling a perk seems like a waste
Is there any time limit for corrupt? I think it could be pretty good for tombstone myers...
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3055975#Comment_3055975
I just want one person to tell me why they dont want to get chased and get better.
I want to survive and not to be the only one dying yup I can usually loop killer long enough that others can get away. Sometimes I get away too but I don't want my survivors games be more stressful than killer games as that already is enough and survivor is relaxing...
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@TheLastHook said:
Given you have to search for the survivor, hit, clean your weapon, chase and hit and then pick up and bring to the hook anything past 20s is already really bad for a Killer.
If they unhook the Survivor and you have to chase them all over again you have this:
Up to 6 hits for 3 hooks. That is three chases... because you know "tunneling":
- 20s per chase would be 60s and a generator is done in ~90s.
- +5 to bring the Survivor to the hook (+15s total or more)
- +2s to pick the Survivor from the ground (+6s extra)
If they body block, you fail to pick up near a vault location,etc. That´s extra 20s easily.
And so, if a chase lasts more than 20s you can pretty much give up against a SWF team coordinated doing gens, if Survivors are overly altruistic and you let them, you are going to lose, too.
However:
- If the Survivors are not very good, you can over extend up to 30s but you will have to proxy camp.
- If Survivors do gens in parallel, and they keep at it, they will be doing three generators for a single kill.
But otherwise with a chase of 20s you will be spending 324s chasing four Survivors and generators are completed in 360s - that is reasonably tight for both Killers and Survivors that are not playing using voice communications.
Where you take your times you don't seem to take account survivors has to find the gens. Important for killer is to find first survivor in less than 20s and get him in less than 30s. Usually one gen gets done while you hook but if you use any slow down perk you can stop other gen from getting completed. Still most survivors don't play optimally so you have to just take advantage of that.
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I will use sprint burst and lithe after the nerf it will be garbage on console and still it didn't give value everytime even now whereas sb and lithe give always value.
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@Blueberry said:
Still very good for skilled players but will probably be bad for most players that aren't very good at the game.
It just requires more skill to use now.
It does not require skill it just requires good pc when you can use it even after killer started to hit you. On console eve if you use it before killer start to hit you still go down is it skill issue? No just poor optimisation for console.
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@BaroneMaximus said:
Many already know me in this forum, but probably not all do so i will reintroduce myself (i doubt that any dev knows me lol). I play both sides, i don't care about "winning" killing/surviving, i only care for the fun that this game can give (as every other game i play). This game tho has a huge problem: it is very unfavourable and unfun towards the killer. I don't know why you favour so much survivors and i don't even care. What i wanna say is that every time you make it easy for survivors you are making it easy for FOUR survivors, in many situations, four survivors that are cooperating together against a lone player that is struggling already with killer powers and addons almost ever changing with every patch when survivors never changed their game style since the very beginning of this game. This created a situation where survivor became cocky and toxic to the level where the killer can't ever have fun in his games, but he has to try everything he has and many times fail since the game is waaaaaaay harder for him and maybe get a 2 man out of 3 or 4 hooks and still "lose" and so not be payed off at all. In my very honest opinion, you should really stop thinking that this game is a 1v1 whenever you do your balance changes and start thinking that this game is an actual 4v1 where the 1 atm is veeeeery behind in balance even in the 1v1 scenario. If you are worried about solos, just do the changes thinking the 4v1 and then buff solos. If you are worried about casual players or "bad players", casual players don't care about winning or losing and if they do they are not so casual ( ;) ;) ;) ;) ;) ) while bad players can always improve and don't have to relay on devs making it easier for them. There are tons of content creators out there, namely your fog whisperers, that can help them out and even without ANY help from the outside, they would just have to try and play the game since they would finally make it through (this is how i do in ANY game i play.) Are you worried about op killers making it impossible for survivors to live their lives? Nerf them, change them, dismantle them and build it anew. You are really good at that :)
I've been very honest and i skipped all the lies behind almost every bad player hides like "this game is not unbalanced" or "there is no such thing as gen rush" so i hope you will be honest with yourself and start thinking about the real good and health of this game and then you will see that all your worries were in vain and that this game would become better and better.
P.s. i also wanted to add that i'm very disappointed for the upcoming changes that you announced to perks. You created monstrous survivors perks and gave them bt at base, while for killers you just destroyed their only chance to defend gens by nerfing to the ground pop and giving no notification with scourge and waiting at a gen to get to 0 for 30 seconds is not really my go while other gens could pop in the meantime :) so now the best option you gave killers is to camp and tunnel. Changes you made to kicks and stuff are really meaningless and bloodlust should not even exist for me, it's a bad brute force mechanic that gets rid of any gameplay survivor or killer could have and also the buff you made is quite useless 99% of the times so yeah...
Hope to hit the right ppl with this, have a nice day and gg all.
I don't think the game is that bad for killer sure sometimes you have bad matches but every match is winnable. It just debends how far you are ready to go tunnel/camp/slugging are sometimes needed. Devs have nerfed survivors every patch to make it easier for killers. So how long that can continue before casual survivors will quit.
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@Xord said:
I'd rather they add 10 seconds (on top of the other changes), then we might figure it's not enough and they might add more later.
Rather than add 30 seconds at once and take the risk to have a completely unplayable game for the survivors.
If they add more than 10s survivors will quit nobody wants to play gen simulator.
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@AnnoyingNarrator said:
Picture a horror movie where everyone is in the same call. That is what SWF is.
SWF with Coms is, in my opinion, the single greatest problem in the game because it throws everything off balance.
DBD has a lot of perks that can be broken if timed correctly, but they are limited in effectiveness by that exact same timing. But if you happen to know exactly what the killer is doing at all times, it can be very easy to use these perks to their fullest effect.
As Solo Que, Soul Guard is a perk that will rarely be used. In SWF, it is a very powerful way to deny a down.
Speaking of Perks, SWF can do something so evil and so broken that I consider it to be one of the strongest things survivors can do. They can all play the same character. This makes keeping track of whose who incredibly hard and can easily make it impossible to keep track of which survivor has which perk. Combine this with the aforementioned ability to make certain perks very strong, and you can make the killer have a very, very bad time.
However, it should be noted that not all SWF are like this. In fact, most SWF are just that, friends playing a game together.
This leads us to the reason why SWF is a Deal with the Devil.
On One Hand, players get to play with their friends which greatly increases the amount of enjoyment for many people.
On the Other Hand, the potential to abuse SWF to make the killer's life miserable is now there.
While I don't think that SWF are responsible for all killer's toxic behavior, I do think that it can easy lead to a sort of arms race where killers always bring the strongest stuff because they don't want to have to go up against a fully decked out SWF with a weak build.
SWF, for all of the fun it can give people, completely changes the balance of the game. What is supposed to be four strangers taken from their world and forced to work together despite their differences to escape from an crazed, unstoppable killer turns into four survivors who all have cell phones working to complete some generators in order to escape for a killer that is actually quite stoppable.
Most swf are very beatable even easier than solos who know what to do. Swf survivors play more risky and than that can end you slugging them all or just get enough pressure to win the game. But if they are good loopers in swf who play perfectly that is like when you face nurse as survivor both are broken.
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/333722/survive-with-friends-bhvrs-deal-with-the-devil
I just want proximity chat on both sides to make this game fun. That's why people love Friday The 13th The Game.
Friday 13th me and my friends always team when one is jason and the others tell where other counselors are. It is very counselor sided game if they are in group so it is easy to kill jason. It's still fun game you don't have to work 80s for generator.
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@BaschFonRonsenburg said:
https://forum.deadbydaylight.com/en/discussion/comment/3053832#Comment_3053832
Please explain why spirit is 110 but gets a speed boost when using her power, but blight is 115 and STILL gets a speed boost when using his power? The only nerf blight needs is a 110 out of power and he’d be fine.
Spirit should be buffed to 115 as well. Blight can't use his power every loop and is very hard killer to use so 115 is fine for him.
