Deathstroke
Deathstroke
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3043014#Comment_3043014
I'm pretty sure that in red ranks, as killer, you need a perfect score - so the last survivor can't get hatch and you need the 9-hook-plus 4k.
It's very stupid how the emblem system interacts with your current rank, but I don't think they can change how an achievement works unless the requirements are literally impossible.
I would say it requires more than perfect game. I did everything right but only wrong decision was to down someone close to the hook as she came immediatelly to rescue. Maybe I could get it also if I would kept slugging last survivors again and again as I did it only few times which was not enough. The requirent in red ranks to get this are just ridicious.
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@DrDeepwound said:
I know survs think this will make their life better, but changes like this cause other things, for example this would make killers slug more imo. The incentive to slug everyone will increase, slug em all and theyll bleed out even faster.
I dont think things like this will fix slugging, it will increase it.
ps slugging is a tactic used to create pressure in a match nothing really broken about it.
Slugging last survivor and letting him bleed out while headnodding for him is not stragedy it's bullying and those killers must have miserable life to do that.
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The reward is just bad. They should give at least something shards or auric cells even bp. But no only the lame icon. Ideally I would hoped some legacy cosmetics.
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@tensu950 said:
https://forum.deadbydaylight.com/en/discussion/comment/3042186#Comment_3042186
They would not be able to balance it because no amount of debuffs or anything would be a downside because the other option is you are dead. The only way it would be able to be balanced is if it was something like +1 gen needed to be done per person with the perk and that would be terrible also.
Basically it would delay first kill but it's still would be 12 hook game. It should be only one time use.
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@RiskyKara said:
I was thinking of this perk idea and wanted to see what other people had to say about it.
What if there were a perk that offered a 4th hook state. However with great limitations. From '3rd to 4th' hook (in lieu of dying outright) they would have 15-20 seconds of struggle.
If rescued they're afflicted with the broken status and permanent exhaustion, as well as maybe a few other things like blindness and oblivious. Additionally they could be mori'd without any killer perks or offerings that would allow it.
Would that be overpowered and game changing or do you think that would be greatly under powered with all the penalties and debuffs?
I don't know how they would balance that thought being pernament exhausted is prettty big thing as dh and sprint burst basically give free health state so you would only have to go through 2 health state while chasing that survivor. But I would rather see perk which allows you to give one of your own hook state for other survivor kinda like for the people but much bigger effect. It would counter super tunneling and would also encourage killer to go after the one who gave the hook state too.
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@skylerbound said:
I’d add don’t immediately heal someone off hook if the killer isn’t near.
had a Feng dc cause I wouldn’t let her heal me and ran away to a far gen(no gens were being doing and I had prove) and proceeded to do a gen while she stood behind me waiting to heal. She dc’d when my gen was 80%.
Did she had we"ll make it so maybe that pissed her off after the timer run out or she could just have challenge to heal other survivors.
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@xEmoGirlxAlexisx said:
She is cleary 1 of the most Fun Killer in the Game ( After Dredge ) to play even as a weak Killer who only has a teleport as her Power and nothing för a chase or Loop
Maybe its her soundeffect and animations that makes her so Fun
Plz BHVR Buff her in the Next Chapter Update she really needs a anti Loop she is so fun but so weak
If i wouldnt have Dredge i Think she would have a good Chance to be my Main because she is so fun :)
Maybe she should be able to go throught pallets while demanifest as she is ghost.
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@PNgamer said:
hey,
that's my opinion and I stand by it. I play killer and survivor in a 60-40 ratio and I know both sides. I don't like this Killer vs Survivor thing (not anymore, cause it brings nothing) and I think solo players have the best experience. (it´s my feeling cause i always play solo) SWF players should have it harder and in my opinion it has nothing to do with punishment.
It really debends which kind of swf. Some just play for fun and are not that different than solos but they don't just leave their friend to die in first hook for example. Lot debens also is it duo, trio or full man swf. Duos are not bad almost like solos. Trios can be good but if the solo teammate is bad then... very good and competive full man coordinated swf thought is deadly for killer not really much you can do if you play below A-tier killer agains't them. But thought even nurses struggle agains't these so for other killers there is not much hope.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3039095#Comment_3039095
Expecting best from opponent all the time is a loser? hmm?
Full campers and tunnelers rarely know how to chase so what im seeing is unskilled play happening over and over again. I would long ago quitted killer if that would be best way to win but it's not. Being good chases carries you long way and only occasionally you need to camp or tunnel.
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@SantaKlawz1 said:
Tunneling and camping are done by weak minded individuals who lack the desire and patience to develop skills at this game. And that's fine. For those losers. They don't really "win" those matches. Everyone loses when they play like that. They're only screwing themselves by putting themselves in a higher mmr than what their actual skill level is. If we believe mmr works as intended...
Win or lose, I have fun as long as killer doesn't rely on cheap, lazy & greasy tactics like tunneling or camping. Don't care what perks they bring aside from Franklin's. It can be a very fun game. Just not when trash people use trash tactics.
That's going too far sometimes you have to use those stragedies in order to win but killer who uses them all the time is loser thought.
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@INoLuv said:
https://forum.deadbydaylight.com/en/discussion/comment/3037430#Comment_3037430
Not against competent surv players with basic knowledge of the game.
It's still and you face survivors like that rarely.
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@INoLuv said:
Tunneling can be weak depending of map and if the survivors do gens, same with camping, far from being a issue, the blame is on braindead survs.
Tunneling and camping killer is pretty braindead too.
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@MrsMaliciousX said:
https://forum.deadbydaylight.com/en/discussion/comment/3035844#Comment_3035844
Idk my games lately ( I know the update hasn't hit) its non stop. Like the game isn't even enjoyable. Finished most of the event and I got the rift done, So now I think Im hanging up the towel til update day. I get that killers want kills, but honestly being on the end of tunneled and slugged and face camped until you're dead is just no fun at all and it gets boring. lol
Your unlucky facing those kind of killers cause I think half the killers still try to avoid using those stragedies. Ofcourse endgame is different thing. But today I faced killers who mostly were going chases but one game thought there was dredge super tunneling zariah at start of the match and even when we blocked him he still tried to avoid hitting us. But we all managed to escape in the end somehow.
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@Akumakaji said:
Hello everyone,
I just want to talk about my feelings. I just finished my first post-event game as a survivor. It was an okayish game, got hooked twice, escaped by the skein of my teeth and made 24k in BP. But here is the kicker: that 24k .. stayed 24k. Yeah, it sucks. But thats the cold, old reality. No more cute and easy 125k.
I now feel a gigantic, flan-shaped hole in my soul, a hole that is ever increasing and splinters are already shaving off to be for ever lost to The Entity. Hope is lost. Paradoxically I still have some 300+ flan (probably more) over all my characters and will throw them into the ring during the next bloodhunt that comes along, but ... but it will never be the same.
Thanks for listening. It helped to get this out of my system.
Bye.
Just played one game post event and there was still 4 flans. (I was only one not using one). So maybe everything is not lost yet. I save my flans for the new prestigate system.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/3014857#Comment_3014857
Well if hit validation is working as intended (which was the case 80% of the time till now), even when revealing they have the perk to the killer, they will still be able to use it.
Playing with sound, just trigger it when you hear the swing.
Never works on console and even if I use it before killer hits still killer hit downs me as hit vakidation always favour killer. It will be good on pc but on console garbage. That's why I wanted immortality and ability to dodge hits taken away so it can only be used for distance.
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I used to main bill when I first played and then changed to nea main but later I found bunny feng so she is my main now.
For killers first I mained oni but now I don't main one killer anymore but play almost all of them.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3034294#Comment_3034294
Just 2 of them, yes. Blight himself is ok though.
Yes his basekit is ok more killers should be as strong as him or stronger. Oni for example should start with his power so he would be stronger than blight.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/331729/how-would-you-nerf-blight
I wouldn't...? He doesn't need it...?
His add ons need to be nerfed he has one of the best even he already is one of the best killers.
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@INoLuv said:
Killers should have the right to tunnel without being ashamed, atleast block all gens temporarily for 10 secs (or basekit dissolution) if the killer hits the unhooker, nerfed DS was a good move lets hope the speed of breaking gets stacked witj brutal strentght
Killers should not be shamed about tunneling but not either encourage them to do that. Other tactics should be made more viable and ds in fact needs to be basekit.
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No! But you can give survivors perk which makes you able to give one hook state for other survivor kind of like for the people. Someone dying on first hook would be very unfair so for that idea nope. For facecamping I would say make the timer go slower like 80s for one hook state instead 60s.
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@HexPleaseLetMeSpeak said:
I honestly don't think adding more perks or more ways for SURVIVORS to avoid tunneling is going to change anything. The biggest reason WHY tunneling is usually happening and the main priority for killers? There's literally no incentive to actually going for multiple hooks on multiple people.
There's no reason to, unless the team is quite clearly very bad and you can get away with it, all you're doing is wasting time and getting your gens blasted through if you're trying to go for hooks. It just doesn't work against good players.
If you want killers to tunnel less, add an actual reason for them to go for hooks on someone else. Why would I waste time to go for that full HP Nea who has zero hooks, if I can just go for the Feng who just got off the hook and is vulnerable. Why would I waste time for something that won't give me an advantage, if I can quickly get someone completely out of the game and will actually help me get some pressure.
It's less about tunneling being too strong and more about the fact that going for multiple hooks is too weak of a strat and just doesn't work. And this is coming from a guy that mostly plays terrible killers and still goes for hooks a majority of the time, or at least will full on leave hooks and try not to tunnel as much as possible. But if I feel like winning some day? I have to tunnel. Not because I want to, but it's because I HAVE to if I want to stay competitive and try to win, without getting completely washed.
You don't neccesary need to super tunnel one out to win game but you don't either have to go for hooking everyone twice or something before killing. Something between can work very well and actually even better than straight out tunneling one at start. Going for multiple hooks allows you to also find who is weakest link and you can take target him more than others.
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@[Deleted User] said:
I strongly disagree that legion is the worst killer in the game. Sadako is in my opinion because her power feels extremely pointless, or Trapper because people can dead hard over traps or the map design not allowing many trap hiding spots.
Legion is not that bad because their power allows you to hit and run in the best way possible. Injure everyone, make them mend and then chase injured survivors. Yes they don't have a chase power but you can bring bamboozle, and also dead hard, spine chill and iron will are getting nerfed so that is good for legion. They also have a very good set of add-ons.
Also the fatigue now is pretty short after getting out of frenzy. It is possible to caught survivors of the quard also like they think you're going to chase someone else but instead you can block nearly pallet or window while still in frenzy and that can result easy down.
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@Veinslay said:
I'm pretty sure the true kill rates are actually lower than what's present in BHVR's stats. A lot of the times survivors die in the end game collapse trying to save their teammates when they could have just left. If survivors just left behind one person more often, the escape rates would go up. I doubt BHVR is accounting for this.
Lot of times killers get free kills when survivors are too greedy for safe I have even get 3-4K because of that. Would be interesting to know.
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@designator said:
https://forum.deadbydaylight.com/en/discussion/comment/3028919#Comment_3028919
uh yeah it actually does... Dead Hard works consistently on every map. If a survivor brings balanced landing they risk a shelter woods or wretched shop game, and if they bring lithe they risk the game. If they fixed the map design so every map has a balanced landing spot and at least several windows the other perks would be used more.
Sprint burst works on every map.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3029300#Comment_3029300
"Killer is when I'm exerting myself, and Survivor is for relaxing." It should be the other way around
Sometimes it is when you completely dominate like agains't potato survivors. But as survivor I don't care if I die or not that much as lot debends on your team but as killer you're alone and you have to make your own success.
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@ad19970 said:
First the positives: The upcoming patch for DBD has a lot of great changes. This is easily the biggest patch DBD has ever received, and having all these balance changes and the meta shake up is something DBD really needs. I am also sure this patch took a lot of work, so it's certainly impressive.
With that said, the biggest issue with this new patch is the fact that, when it comes to basekit changes, survivors were kind of left out this time around. The changes to killer, besides the bloodlust buff, are all fantastic.
The 10 seconds time increase of gens is particularly big. In theory, this adds 50 seconds on top of survivors objectives, which is almost another full minute. However, once in game, you'll notice it will be even more impactful, because good killer players will be able to get even more out of this change, when applying proper map pressure, and that will lead the extra objective time to further accumulate. It's not a complete rarity to have a generator pop right before you can intercept it.
All the other buffs for killers are also great, especially some of the chase buffs, since those help M1 killers in particular. The one exception being the bloodlust buff.
Sadly, survivors didn't get the same treatement. With killers having their frustrations addressed, survivors should be getting the same. But the 5 second endurance and haste status effect after being unhooked just won't cut it, not even close. Even worse is the fact that, because gen times are being increased, camping is actually being buffed, which is beyond bad.
So in the following I am going to list all changes the game absolutely needs as well when the patch goes live, and I hope the devs will be able to make these improvements, or I fear the game will not be in a good spot for a while, until these issues are addressed:
- Increase the endurance and haste status effect duration after being unhooked from 5 to 12 seconds
- It has to be at least 10 seconds, but 12 would be even better in my opinion. With BT the effect would last 22 seconds, but that is fine, because tunneling, and staying near hooks, needs to be both encouraged and discouraged. It's as simple as that. Unless of course you are yearning for those juicy 20 minute killer queue times.
- Another effect I would really wish to see is to have survivors unhooked not leave any scratchmarks, pools of blood, and not make any grunts of pain during this duration, so survivors that were unhooked have a better chance of actually escaping
- Increase the hook phase duration from 60 seconds to 80 seconds
- This one is probably the most important one of all. Since gen times are increased, the hook phase timers also need to be increased. Now somebody did the math, and in order to keep the hook phase and gen time ratio pretty much the same as it is now, the hook phase would need to be increased to approximately 67 seconds. However, that's NOT what needs to be done. Now that killers are getting so many nice buffs, BHVR absolutely has to take advantage of that and actually nerf camping, finally, after like 6 freaking years. It's beyond unfun to go against, and it takes almost no skill at all. I do not know any other online pvp game that has such an effective strategy that takes so, so little skill. The only thing even remotely close I can think of is Bastion in the lower ranks of Overwatch, and even that is barely a valid comparison
- Remove hook grabs
- For obvious reasons. There is no reason this insanely outdated mechanic is still in the game, it just makes it unnecessarily difficult to unhook another survivor, and more importantly, it hurts newer players far more. A few people have argued that survivors shouldn't be safe when unhooking in front of a killer, but they still wouldn't be. The killer is still able to injure the unhooking survivor normally, especially with the nice M1 cooldown reduction, and if the killer has just a few braincells, they will often simply be able to trade. But again, there is no reason to give killers such effective tools for something as skillless as camping.
- Revert the DS stun duration nerf
- What a terrible, terrible nerf. I am not a fan of the end game deactivation, because survivors should have a fair chance of getting a 4 man escape, but if the endurance and haste status effect duration is increased, I don't think this would be too bad. The stun duration decrease however is absolutely awful. Against killers like Blight and Nurse, it will be almost useless. There is no way on earth this can make it into the live game.
These changes will 100% need to happen, and hopefully together with the other changes in the midchapter patch. Sadly I am not that optimistic that will happen. But if it won't, I fear a fair amount of survivor players, especially solo queue players, will leave the game, at least until these issues have been resolved.
This patch has some other issues as well, especially certain perks being overnerfed, like Self Care, Ruin, Spine Chill or the already mentioned DS, and some perks being overbuffed, like Overcharge, Eruption or Off the Record. But by far the biggest problem with this upcoming patch is that the basekit changes only address the killer frustrations properly, not the survivor frustrations.
Good ides but I would say hook state should last 70s as the 80s is bit too much. Ds change was stupid it's only bad killers who conplained about the perk and if all 4 survivors are alive in endgame like you said I think they deserve chance to escape. Instead what devs did they should made the nerfed ds basekit and the perk would make stun last maybe 6s and work at endgame. I also think it should disable drop of bloods and scratch mark for 10s so then it would really work like an antitunnel perk. Also I would add survivors secondary objectives to find part for gens and killer could also try to stop that somewhat so then the game would not be gen simulator for survivors as much.
- Increase the endurance and haste status effect duration after being unhooked from 5 to 12 seconds
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/3029287#Comment_3029287
i see it a bit differently. High MMR 10%
Even the high mmr players miss ds sometimes. I hit it 95% of the time but that 5% is still annoying and usually because lag.
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@PNgamer said:
hello,
I expect this topic will upset many here, but I just want to be honest and say what I think.
"Why does BHVR listen to the casuals rather than the high MMR players when it comes to balancing? Simple: the casuals, or at least the majority of the playerbase, are the majority, right?
That's a question I've heard a lot. It's understandable why they would think that. They are the largest part, so of course they should be more important. Anything else would be unfair, in the BHVR's view.
At the end of the day, the majority of the casual community is not good enough for this game. Let's not kid ourselves. We know this to be true. I can give so many different examples of why it's a bad idea for BHVR to strike a balance based on casual games.
In my opinion, most of the community is extremely divided. It often can't really agree on anything unless it's something they hate, and even then the decision on what exactly they hate is split.
Back to the topic
A streamer once gave a good example with a perk: Take Overcharge. The skill check is not really a problem for experienced players and is easy to do. We all know that, but for players with low MMR it looks different. So when balancing, you would have to work on the respective perks as well, right? This means that if the developers made the skill check even harder, it would be more frustration than joy for the majority of players.
That's one of the reasons why developers focus on balancing the majority of the community. That's how I see it, too. What do you guys think? Do you think it's better to balance the game based on feedback from players with high MMR?
Let's discuss
No harder skill check I already broke my controller because of that so I don't want to break another and also I want to play mindlessly not really focus when I play survivor and do something else at the same time. Killer is when I try hard and survivor is for relaxing.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/3028998#Comment_3028998
I disagree with everything, if we nerf Killers based on the Solo Queue experience then Escape Rates will drastically go up which they currently don't need and it will HUGELY benefit coordinated SWFs. This is NOT THE WAY TO HELP SOLO QUEUES. You are only using the argument to help Survivors get buffs, you might not even Solo Queue ever and only play in SWFs.
So you only want to face swf as I can quarantee soloQ will die after the new updates and all survivors you face will be sweat swf:s then.
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@rooCraah said:
https://forum.deadbydaylight.com/en/discussion/comment/3028176#Comment_3028176
More convincing as a nerf nurse argument than a buff oni argument tbh
I'd like an oni addon pass/rework, but Oni's base kit is fine.
The problem is good loopers can deny your power very long so he should get it faster at least maybe less blood orbs and passive charge should be lot faster. But I would like iri add on which would make you start with the power that would make him even better than blight.
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@MikaelaWantsYourBoon said:
It is auto-lose if i am not Nemmy or Nurse on this map.
I usually win there demogorgon is pretty fine there too. Survivors bit struggle to find gens there and once you get rid of yhe pallets there is not much they can do anymore. But it's still pallet breaking simulator.
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Increase the limit at least to 9 999 999 blood points.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/331064/devs-know-killers-need-weak-soloq-survivors
Obviously if all survivors knew to just do gens killers would never win ever
The game would be dead without solo q giving killers freebies
Even lot of sfw don't know that and give killees free kills. Bully squad and just they play too carelessly.
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The exhaustion change would been fine but without that 100% it's dead perk.
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@rooCraah said:
https://forum.deadbydaylight.com/en/discussion/comment/3028135#Comment_3028135
That's the problem.
What are survivors supposed to do against an oni that sees their auras at the start of the game and can immediately demon dash to them? On gideon, sure, they can predrop pallets until your power is gone and never get downed, and they might be able to run you for 30 seconds on Ormond or some Autohaven setups, but otherwise they might as well just die.
Same agains't nurse I quess but would be cool to have other strong killers too and oni is stil somewhat loopable unlike nurse.
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@Maelstrom808 said:
My favorite is when I'm doing my "8 hooks and everyone gets out the gate" games, I've got everyone dead on hook by 3 gens and I'm just letting survivors wiggle off after a chase at this point. Wait for them to finally finish up gens and you get blasted at the exit gates with triumphant t-bags and flashlight clicks. Like, do even know what just happened here? I don't expect thanks, but damn y'all look like a bunch of clowns right now.
Why you don't kill them at least kill 2 and show the 2 clearly you let them go then they are actually thankful.
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@drsoontm said:
Sometimes in the end game chat, the only explanation I have for what I read is that I'm talking to 12 years old (or maybe 16, its not like there is much of a difference)
Yes huge portion of players are what 12-16 years old. My cousin and bro who play with me are 16 and 15 and my little sis is 13. But lot of full grown mans play too and my counsin has gotten some salty messages from them which is sad. He is killer main and sometimes camp so survivors mains get bit too upset about that. It's just game everyone can play however they want and makes them happy and it's devs desicion to make camping less viable stragedy.
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@rooCraah said:
https://forum.deadbydaylight.com/en/discussion/comment/3028083#Comment_3028083
I wouldn't mind an addon that gave his power 50% charge at the start of the game, maybe rolled into an activation speed addon. Would let you use your power after the first M1.
Having his power fully charged at the start of the game, though, is a pass from me.
Starting with his power you could get few downs with lethal pursue and make sure you have blood orbs available all the time no more pre dropping pallets survivors can counter him.
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@INoLuv said:
no, dont deserve, she is already very hard to play
Not that hard once you bit learn her and you still have to fail to get pallet stunned.
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@Valik said:
3 ways to fix camping:
1: Make killers stronger in chase - remove survivors ability to extend chases and punish the killer with ease. (A step forward with this patch)
2: Slow down generators to give killers more time to do what they must (Done in this patch)
3: Make survivor's into BP piñatas that degrade based off of hook proximity - and are enriched in chases.
Make it so that hook states have a base BP value, and that the value gradually decays while close to the hook. The value increases slightly while in chase, and the value greatly increases on consecutive hooks.
Hook someone (+1,000bp) but sit there and stare at them... when they hit phase two (+500bp)... hit their friend who saves them last minute and hook them (+250bp)... they hit phase two (+100bp)
Hook someone (+1,000bp) and then go and chase another survivor for a little, hooking them (+1,250bp)... They hit phase two as you chase someone (+1,500bp)... hook that other person (+2,000bp) etc.
Use bloodpoints to greatly reward killers that chase survivors and engage with them in healthy ways, and make the post lobby screen show the diminutive returns of a camper - causing them to gain a lot less BP for their time investment.
Camper gets 2 kills - 5,000bp in post game lobby.
Good killer gets 2 kills - 32,000bp in post game lobby.
Campers will disappear over night.
Good killers 40K bp! And for campers well that 5K sounds fine. But if they half camo and half chase the something between in fine.
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@ItsJesseFFS said:
https://forum.deadbydaylight.com/en/discussion/comment/2841593#Comment_2841593
Major problem with DBD though: Killers with bad Internet get an unfair advantage. Validation sucks.
YeahxI remember one match I was lagging a lot and I totally owned toxic flashlight squad they could not do nothing I just always hit them and some of them even seemed to like blame in the game they probably thought ai was hacking. It was one of my easiest game of my life so probably I should try to play more with bad connection.
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Oni could use few buffs like start with his power at start and also his turning rate could still be bit better.
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@Wampirita said:
I play both sides too, but switching sides after playing one for too long can get frustrating.
Whenever I play on Killer, I get frustrated a lot, but also i get to really test my skill. I might kill some folks, I might not, but in the end I'll be satisfied.
But then I switch to survivor, all that effort I had to put into matches go away. I get bored on survivor, because of how stupidly easy that role is. The only moment when I get excited is when there's a Nurse/Blight, so I can put some effort finally.
And opposite way, when playing too long of the survivor side, and then switching to killer, i'm in that lazy mode thinking my matches will be easy, but i forget that i queued up as killer now and i have to turn on the brain.
I play survivor to relax and killer to tryhard a bit.
But yeah, it does get boring when you're someone playing both sides
For me when I play lot of killer and then I go to play survivor just makes me feel that my skill does not matter as survivor cause as killer there is so many ways to control the match somewhat but as survivor you are very limited and it only matters what your teammates do if they hide in corner or go down fast it's L. Survivor is usually maybe more relaxing if you don't care about escaping much but as killer there is more pressure to do well and get hooks and kills and at times it's just frustating even if you win.
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@GillyBeannn said:
Huntress M2 does not need a buff lol
No ut's pretty fine it feels so slow when you play her but so fast when you play agains't her so I think it's fine
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@lauraa said:
I tend to run light on the gen defense, these changes are overall amazing. The 2.5% kicking and the +10 seconds are going to be a huge help. I actually love the Corrupt changes, they kept it good for the killers that need it but kinda gave the finger to Nurse and Blight.
I'm also happy that survivors get some kind of base BT.
But lot of times you get quick down with m1 killers too they should just nerfed blight and nurse and that should been just basekit corrupt with changes and actual perk would still be like it used to be.
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@Viridyan said:
https://forum.deadbydaylight.com/en/discussion/comment/3026748#Comment_3026748
You're using a guy who's job it is to play and be good at DBD as your reference? Dude has over 8k hours, safe to say he has a good understanding of survivor mechanics and play styles. Of course he's going to do well, even with a bad killer. What a bad attempt of a "well explain THIS".
It just means that you have to play a lot to get good at killer. Killer with 300 hours is not most lilely going to beat 5K hour survivors.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3026732#Comment_3026732
Why we need to do this?
Because Deadhard and map-design.
Why should a M1-Killer run around with 4 LT-Walls in the center of McMillain for example.
Do I like this as Killer-Main? NO, ABSOLUTELY NOT.
M1 killers don't have to camp always unless they are very bad at chases but if you are decent at chases you can adapt your playstyle in situations and pick the right chases and camp at right times. Important is to get one out pretty quickly not neccessary tunnel but target one survivor more than others.
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3014703#Comment_3014703
A full hook is two minutes, ten seconds longer on generators won't make camping more viable.
Gen takes extra 10 seconds to do so that means killer will have 10s more time to facecamp at hook per gen so that is clear difference.
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@Hero_awesome said:
https://forum.deadbydaylight.com/en/discussion/comment/3017326#Comment_3017326
Again it's a step in the right direction. I still believe kindred being base kit is wayy too strong for killers. It literally removes the mystery and just shows what everyone is doing.
In swf you know what everyone is doing so that is just wrong it would not make killer any weaker. In fact that would allow certain killers to get more buffs like oni could start with his power and bubba getting longer and faster chainsaw for example.
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@Hannacia said:
https://forum.deadbydaylight.com/en/discussion/comment/3020317#Comment_3020317
I play both sides so i see the struggles on both and honest i have way more struggles on the killers side that i have on survivor side.
Sometimes i feel like playing a survivor is just bullying the killer.
I play both sides and sometimes playing killer feels like just bullying the survivors. Nut there is real bullying in either side for example bully squad with head on and flaslight and killers who slug and bleed everyone out and killer who pretend to give hatch or gate for survivor but then betrade.