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Dr_Trauts

Dr_Trauts

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Dr_Trauts
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  • lol no, if anything they should be somewhat nerfed. not the time it takes to open per say, thats about right. but when survivors 99 gates it should decay so they cant insta-escape

  • @PassarinoT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1247500#Comment_1247500

    Fair, but small game can still be hard to use with totems, and not only that but esp in solo you don't know if other survivors are doing bones so often you might not do it yourself. I run into the issue a lot of not being able to find the last totem even w small game. Also, I feel like NOED and Inner Strength should be more accessible since they're only DLC or shrine permitted.

    i mean, thats on the other survivors tho, the killer shouldnt be punished because "only 1 survivor is looking for totems", and yeah i get that as a solo it might be time consuming or you may not know if you get them all. but its the only thing thats somewhat scary about endgame

    instead of, oh he hit me, lol, i can just run out the gate easy and he cant catch me, its "oh ######### hes gonna hit me, does he have noed". if all survivors went and did totems, not just the solo players, then this fear wouldnt be as bad. the killer shouldn be punished because certain surviviros in the match are being lazy.

    also, yes inner strengh is only accessible via the shine and DLC, im pretty sure NOED is a neutral perk all killers can get when they start the game.

  • your right. not completing totems is the failing of survivors in this instance

  • all 3 on clown, but i fear he'd still be trash

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245068#Comment_1245068

    Survivors cant seee how many totems left to cleanse . Because you said they failed their objective.

    use small game or detectives hunch

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1246226#Comment_1246226

    Would you like to address my points? These types of comments are getting to be spam at this point.

    These type of discussions are getting to be spam at this point.


    "NOED Punishes Solo Queue Survivors"

    use small game or detectives hunch.

    "NOED Rewards Camping"

    camping is a legit strat, and just use one of the many, many second chance perks survivors have e.g. deliverance and d-strike combo

    "Why This Needs a Change"

    yes, the gap is very big between swf and solo. so perks like this that have counterplay are good, you can't just nerf it into the ground because its bad for solo, cause then killer would get even more ######### with it when facing swf. its in a healthy medium.


    D O B O N E S

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245160#Comment_1245160

    Barring current matchmaking issues - many of these toxic turds intentionally hang back at lower ranks. The odds of having good loopers in that rank bracket are pretty low. Players who intentionally Facecamp from the start of the match are not in it to win. They are merely trying to ruin other people's game experience. They don't care about rank or BP. They know they can't pull this stuff at red ranks, so they stay where lower skilled players are.

    Im not entirely of the opinion that rank = skill. But i understand what your saying

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245185#Comment_1245185

    In my experience its more of a guaranteed 2k since you can easy camp to death 2 survivors because 3 cant get 5 gens done in 120 seconds. Then when you find the 2nd person and start camping them thats 2 people left working on gens. Then boom when the rest of the gens are done probably that survivor dies on hook and you just go check the gates or somewhere with noed find a 3rd noed hit him down and facecamp him. Suggest you watch otzs stream where he gets like guaranteed 3ks the whole time.

    I have seen otzs stream. and i think we're just gonna have to agree to disagree on it

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245160#Comment_1245160

    Im saying if the exit gates spawn on the same side its easy for the killer to confirm another kill thanks to rng. And yes it should. But yes what you said is possible but with solos think about them coming over to save you realize the killers camping then they have to go back and find genies or them moving from gen to gen. Travel times a big thing. And if he does get a 2k thats considered a win by the devs right so he did things right by camping apparently?

    there are many perks you can take in order to see if the is camping, and perks to counter against it. the thing is, yes travel time should be considered because it does sometimes find a whiel to find gens, but it also takes time for the killer to find the survivor and then, as ive said, if the survivor is good enough, can loop the killer for several gens.

    Yes there isnt really too much counterplay with facecamping leatherfaces with noed specifically. if you get caught, 9/10 times your dead. but if your good, only you will die (maybe 2). what im saying is if 3 people die to that then frankly its the survivors fault.

    also a 2k isnt necessarily a win anymore, ive had a 4k many times and de-pipped.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1245150#Comment_1245150

    Depends on the exit gate spawns and like its been stated the second survivor will die before the last gen pops so the chance of him getting a 3rd with noed is high.

    if you do gens fast enough, and the first person loops well, it is probable that the killer only gets 1k, maybe 2. and the exit gates has nothing to do with NOED, that should be changed in its own right

  • so just do gens and get out? if he has NOED and is facecamping just dont go near him

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238012#Comment_1238012

    If that true why there s no counter of how many totems left to be cleansed?

    im struggling to even know what you mean by this? do 5 totems, NOED doesnt activate.

  • yeahhhh no. NOED is a perfectly balanced perk

  • @Snowstruck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238905#Comment_1238905

    Literally, if you are this uptight about keys, you must not be good enough to beat them then. If all four of them go through hatch, that means they got all the gens done and EARNED the hatch.

    Moris are not RARE at all. I got three ebonies in ONE blood web, and then the next one had two and a green one. They're not rare, so that argument is completely out the window, friend.

    They ARE broken. It doesn't take much effort for a killer to tunnel once they've hooked someone, unless someone has borrowed time- even then, they can easily go after said person and get them again, which is an inconvenience. Moris are NOT balanced, not that they're going to fix it, but your whole argument on keys is bull.

    If you hate keys this much, I'm sorry, but it's a skill problem. Hatch after all gens IS earned, sorry to break it to you. If a few people leave through hatch at 1 gen left, again, they earned it, because there are 4 gens done at 3 people left. It's not COMPLETELY balanced, no, but it's not nearly as broken as a mori.

    Your arguments don't make much sense, sorry.

    Literally, if you are this upright about moris, you must be not good enough to beat them then... see how it can sort of go both ways, and im rank 1 both sides sooooo yeahhh. also they earned the hatch? thats pretty laughable seen as the game has the potential to end in about 4 - 5 minutes. also i got loads of keys in my bloodweb and no moris at all, so that argument is completely out the window, friend.

    it doesnt take much effort for a survivor to press m1 on the hatch either.

    see. your argument doesnt really hold up all that well does it? there are a million reasons from map design to second chance perks that, put together, make keys extremely overpowered. the killer has ALMOST none of this.

    so yeah, your argument makes no sense, sorry ;/

  • The clown. He really can't do anything. and the little situations he is okay, there are other killer that do it a million times better

  • @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218831#Comment_1218831

    lol ebony moris are definitely 100% not fine

    You have to do barely any of the work you should, if you're an even remotely competent killer, an eoby mori is a near-guaranteed 4k.

    I think ivory and cypress are fine as is.

    I mean, the killer still has to find, chase, down, hook, re-find, chase, down, mori. So its not as easy as pressing m1 on the hatch and everyone escapes like keys are.

    also, it doesnt get rid of the ability to gen-rush and loop the killer on nigh-infinite loops. ebony moris are fine in the current iteration of the game, and are very rare in the bloodweb for a reason.

    @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233635#Comment_1233635

    They have to repair 5 gens and survive through the end for all 4 to escap. 4 survivors escaping using a key is far, far, far more rare than a 4k with an ebony mori.

    its not rare if you have a swf that know what theyre doing, but alright i understand that most of the time 4 people wont be alive when 5 gens are powered. what about the cases where, lets say, 2 people are still alive and 2 gens need to be done. it will go from a fairly even match to, hey, guess what. your patrolling a generator as killer and you see that the last 2 people have escaped. wow, that has such great counter-play and fullfilling gameplay, even if you play PERFECTLY as killer (bearing in mind if you loop the killer hard enough ebony mori wont come into play), then you can just get ######### over by a very rare, (not even ultra rare), item.

    and the craziest thing, you can find them in chests, so you cant always equip the necessary things to deal with it pre-game.

  • @Cheers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238012#Comment_1238012

    Well it's also a penalty for survivors not doing totems, but I, even someone who has gotten every killer perk, thinks that NoeD is a perk that rewards failure. Same with DS.

    I really dont see how it does though. For DS, it just gives invisibility to the survivor for 60 seconds which lets them sit on a gen or body block while injured free of charge.

    NOED, although it IS very strong, is ENTIRELY dependant on the survivors, it has nothing to do with killer gameplay at all. If you go against a 4 man swf for example, who manage to gen-rush and complete all 5 gens in the span of about 5-6 minutes, theres not very much the killer can do to counter that, especially on maps like haddonfield for example. NOED forces the survivors to elongate the match by looking for totems, and slow-down is desperately what the game needs in this meta.

    @adalesmo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1238012#Comment_1238012

    that makes no sense at all. It only activates if the survivors have successfully finished their objective. It's 100% a reward for failing.

    Like most perks, NOED should be reworked to be earned by the killer. At this point, it just rewards failure - your comment makes zero rational sense.

    i mean, totems are also an objective for survivors to do. and looking at the statement about this quote, gens aren't always entirely controlled by the killer. especially if survivors do gens efficiently, and the last 3 end up being on the opposite side of the map to one another, gens can be done ridiculously quickly.

    also, the part where you say "NOED should be reworked to be earned by the killer". just a heads up, NOED has counterplay. borrowed time, dead-hard, unbreakable, deliverance, D-strike (etc.)..... yeah, might need to curve back on that statement

  • @Cheers said:

    All I want is it to be changed from "You get rewarded at the end of the game for failing." to "You get a boost at the end of the game for playing well."

    Give it a nerf that rewards you for playing well. Maybe for each hook you get the exposed status effect for 15/20 seconds?

    it isnt a reward for failing though, at least not on the killlers side. Its a penalty for the survivors failing

  • simple solution to NOED: do bones

  • or just, you know, do gens

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1233635#Comment_1233635

    Gonna stop you right there buckaroo, they did all 5 gens and if all 4 get out then the killer was probably patrolling the doors so therefor you give them a lot of time to search for hatch and escape with their friends, also killers can close hatch so yeah they got a second chance.

    For moris, all the killer has to do is tunnel the unhooked survivor and mori them as early as 60 seconds into the game, and they get a easy win since a 3v1 will never work out.

    the all 4 people was best scenario. Most often its a 2 or 3 people escape because by the time a few gens are done and the hatch spawns 1 or 2 people should be dead - nevertheless it still steals kills from the killer without them having much of a chance. And gen rushing IS a thing by the way, so on certain maps you can have 5 gens done by the time the killer has 2 hooks.

    Also yeah, the killer can close the hatch. AFTER they've all escaped through it with the key, which doesnt really bode well now does it.


    The killer still has to find the survivor, chase them, down them, hook them, find them again, chase them again and then down them again.

    All the survivors have to do is m1 on generators for a 3 minute match and escape through the hatch.


    Keys are overpowered and have no counterplay what-so-ever for the killer.

  • @Mikey4Hire said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218831#Comment_1218831

    Keys are perfectly balanced and shouldnt be changed imo

    Thing is, killer actually needs to earn a mori by hooking a survivor before they kill them. giving the survivor a second chance.

    With keys, all 4 people can escape straight away without even the red key being needed and without the killer getting any form of second chance

  • It is overpowered when survivoirs dont do totems, hence the high risk high reward. if survivors did totems noed wouldnt even come into effect. Its made to counter gen rushing and have the survivors search for totems.

    Its a fine perk that is very balanced at the moment, and doesnt need to be neutered to suit survivors needs that cant be arsed to search for totems

  • "huntress cant quick scope so becarefull what u say."

    LOL exactly, its one of his advantages over her. if u remove quickscope u remove any viability he has

  • its still possible to try and juke the shot a bit, the hitbox on the harpoon is quite tight unless hes like right next to you

  • moris are perfectly fine and dont need to be changed imo

  • the perk is 100% fine in its current form. no rework is needed or necessary

  • maybe if you just found the game a few days ago, id give it a bit more time before demanding these 'balancing' decisions, eh?

  • @self_healer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215770#Comment_1215770

    The problem is they end the game too fast and the survivours ranks are ruined cause they couldn't earn anything therefore ruining the game this was just me saying that they need a chanhe so that the killers can't obtain them so easily just for something they do every game

    but on the contrary: gen rushing, keys and other tactics are used to completely destroy killer emblems and their experience of the game. The game will never be balanced as is the nature of an aysemetrical game - but the most important thing to remember is items like this keep the game interesting rather than following the same generic style every match.

    They have been nerfed previously to the point where they are at now, in which the survior has to be hooked before hand. That means the killer has to at least find, catch and down said survivor 2 times before even using it. Which still gives the survivor a decent time in the match, albeit under more tense circumstances.

    Anyway, we;re all entitled to our opinions. i just thing it adds something to the game to spice things up a bit, and that for the record there are equally things on both sides that can screw the other side over.

  • mori and noed is fine. keys need to be nerfed a bit imo

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1215770#Comment_1215770

    My only problem is the insta rescue->mori thing. As a killer I greatly value this ability to remove a toxic person ASAP but from a survivor POV it really feels unfun and not very fair.

    still, that falls under the survivors fault for unhooking in the killers face.

    So yeah, although this is a kind of scummy thing to happen. Its more the survivors fault than the killer.

  • Moris are perfectly fine the way they are? i really dont see the problem with them

  • @Meroko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211392#Comment_1211392

    Yes okay, good to see you actually read the thread. I said 3 people can just do gens, that's fine. But it's still an awful experience for the one survivor subjected to it. They should be able to play the game too.

    i did read the thread. other people do gens and get out, thats fine. as for the 1 person sometimes its just tough luck honestly. maybe try unhook yourself and us DS? either way its a viable strategy for the killer, and in all fairness you do actually have to get caught first.

    if the killer wants to throw the game for 1 kill let em and theyll stay in low ranks

  • Will each killer (eventually) be given their own unique wall break animation?

  • yeah, this really isnt that good an idea. sorry

  • @Peanits any idea what could cause this or how to fix it?

  • it has valid counter-play. unlike many, many survivor perks. so its gonna be a firm no from me

    in d Comment by Dr_Trauts
  • Neither, they are perfectly fine.

  • This game will never, and can never, be fully balanced

  • @TheOneElric said:

    This is starting to come off as a scam. Yes, a SCAM.

    It's ridiculous just HOW MUCH they expect you to play outside of challenges, sorry. If I throw down money, I don't want to ALSO have to spend an insane amount of time to get all I.. kind of paid for?

    We should be done with the rift when we get all the challenges. Period.

    To those telling us we shouldn't buy if we aren't going to play enough, really? People with lives? Ohrite, yeah, git gud our fault for having a life but FIFTY SEVEN ######### HOURS OUTSIDE OF CHALLENGES? No. Just ######### no.

    My partner was done with the rift like a WEEK before challenges were completed last rift. This time she struggled to get all the bits for the hag ( With about the same amount of playtime ) and just said screw the rest I'm done.

    This ain't a stupid mobile game where they try to force you to pay real money if you want to get anywhere. Or is it?

    Also thanks to @Cancan71 for doing the math. This is outrageous.

    In the devs defense on this one. It is optional to buy the rift, its not needed. you can play the free track to see how far you get the day before it closes to decide wheather its worth buying it not.

    Secondly the first tomb was originally "complete all challenges, completes the rift", but due to complaints or something it was changed.

    Additionally, its not complete the challenges and then spend 50+ hours to complete the rift, as you'll get many xp points while your playing matches to complete the challenges. so in reality its 50 - 60+ hours of gameplay (assuming you complete all challenges in that time which you should) in 70 days, which is over 2 months.

    2 - 2 and 1/2 months is more than enough time to spend 50-60 hours on a game. and if its not, guess what, dont buy it.

    its not a scam in any way

  • I mean, every killer has the ability to kill sure. even clown. but when saying that your assuming the survivors are going to make many mistakes. killers like clown and bubba have bad mobility, so on certain large maps like ormond generators get finished before you can even walk to the other end of the map. absolutely no counterplay so maps are an issue for some killers

    going against coordinated swf groups allows the chased survivor to tell the others to work on generators, knowing the killer wont come near them. and if he does theres little danger in getting caught as they would be warned. so map pressure is not great in some matches.

    survivors have multiple second chance perks making any chase potentially go on for the whole map, especially if loops and pallets are taken into consideration.

    Every killer CAN kill yes. But you;d have to capitalise on survivor mistakes to make it a reality, and when your best chance of success is on the opponents mistakes, thats not a balanced game.

  • @BigTimeGamer said:

    all that needs to be added it a totem counter

    SWF knows how many they have done, yet Solos still get shafted

    it should be added to a perk such as small game, like the killer equivalent in TOTH

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184869#Comment_1184869

    Can we then also adjust the BP Income? Killers should get less income then. Like, make it harder to get Stacks for BBQ, because the Survivor Counterpart is way more difficult to get Stacks (and does not provide another Benefit). And lets not forget that Killers would need like 30 more Add Ons which they actually dont want anyway. Just, if we want to bring things in line.

    Let alone that Survivors dont have any Add On (anymore) which can change the game.

    BBQ has already had several nerfs since its introduction, and yes it has an additional function because essentially as killers only get 4 perks and survivors have a collective of 16 in total, to make it worth a slot it should do more than the benefit of just bloodpoints. Don't think of a 1v1 ratio in all instances when in many it is a 1v4. and i dont understand why you think reducing bloodpoints on the killer side is necessary??

    @DeadGavin said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184869#Comment_1184869

    The issue isn't maxing out the survivor the issue is getting the items/addons that you want. Killers have to deal with 20ish addons and that is it. Survivors have to deal with 20ish items and 40+ addons (I don't know the exact numbers). If you want to only run flashlights with batteries that is significantly harder to do consistently than it would be if you were a wraith trying to run windstorm every game.

    Not necessarily, survivors can find items in game that killers cant through chests. even increasing the rarity and getting addons through perks such as plunderers instinct and ace in the hole. and those 20ish items and 40ish addons, it should be mentioned that it is a repeat of the same items albeit at different rarities: toolbox, firstaid kit, flashlight, key (and map but who really uses them). so its not as many as you really make it out to be.

    @BigTimeGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184868#Comment_1184868

    https://forum.deadbydaylight.com/en/discussion/comment/1184869#Comment_1184869

    Survivors earn vastly less BP which makes sense as its 4v1, but when you have to level each survivor for teachables on top of levelling whoever you want normally, going through easily a couple million BP just to level 1 survivor.

    WGLF is way more difficult to max out, and even when you get 4 stacks, the gains are nowhere comparable to BBQ.

    Survivors have a Brown, Yellow, Green, Purple and sometimes Red rarity for most items. They also have a Brown, Yellow, Green, Purple and sometimes Red rarity addon for each item. They also have to get all their perks and offerings, making the grind way longer, taking addons and making them disappear now just makes it worse.

    And all of this isn't taking prestiging into consideration

    you say the gains are no where near to BBQ, i dont understand this as they both increase the bp by 100% when fully maxed?

    and killers prestige as well so that isnt really important. and as for the rarities of items how often is it someone takes a brown toolbox into a trail, or a green key? the top end of those items being the green and purple are the only ones of real significane, and even then if you escape you still get to keep the item itself so you dont need to waste bloodpoints on it. Essentially, you would just need to spend bp on the addons which, once again, put you in line with the killer

  • i think the mechanic of having perks change slightly depending on what you choose it to do for that match is interesting, but dont think itll ever be implemented to time constraints. and the one about NOED doesnt seem all that logical to me as it essentially takes all threat out of the end game, even if it does buy you an extra minute or so in the match itself i dont feel its worth it.

    the empathy one is interesting though. though it'd probably just become another perk instead of a function on an already existing one

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