Dr_doom_j2
Dr_doom_j2
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@Blister987 said:
https://forum.deadbydaylight.com/en/discussion/comment/1172466#Comment_1172466
Interesting point, but every time there's a bad survivor i'm not suprised to see that he has Urban Evasion, Spine Chill and Self Care, i consider those perks the NOED equivalent in a survivor, and of course they're as trash as the killers that use NOED.
Or maybe the point is no one is trash but the elitist pieces of ######### who try and make others feel bad for using certain perks and builds in the first place, because they feel entitled to a win?
Seriously, this entitled, toxic community viewpoint is one of the reasons the community is not very helpful for newcomers and most the time it's just asinine for veterans.
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@Dead_by_David17 said:
https://forum.deadbydaylight.com/en/discussion/comment/1171617#Comment_1171617
Why should survivors feel bad for using DS if killers don't have to feel bad for using NOED?
That was my point, killers SHOULDN'T feel bad about using NoED.
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@brokedownpalace said:
I don't understand the need for validation in so many people's choices in this game. I have my opinions on NOED, but play how you want. At the same time I think some trash talk about needing NOED to get kills is acceptable, as long as it doesn't go too far. It's like using the M4 in Modern Warfare. Or, in DBD, only escaping at the end because you hit your DS. It requires significantly less skill to escape in that situation if you have DS, just like it requires significantly less skill to secure kills with an active NOED in the end game. Doesn't mean you're necessarily bad at the game, but you are using strong perks that allow you to overcompensate for mistakes you make.
The problem is no one gets called out for DS in the same way NoED is. Survivors have the game in there favor, but the ones that complain about NoED existing are hypocrites because they play a simpler side but imply the killer is somehow less skilled, even when the skill of the killer by definition must be better than that of at least half the output of the opposite team to win.
It's also incorrect that just by having and using NoED makes you a worse killer. By that very same logic, any perk that gives a huge upswing while having a condition not directly activated by you, would surely be just as bad. There are many on Survivor side, but getting to deep into that will just derail the conversation.
Point being NoEd is no different really than any other perks of it's kind, it just has a strongish effect at end game. In what way does the endgame dictate skill for a killer?
If you're already at the endgame and losing, NoED will get you maybe a kill or two unless that survivor group sucked, you likely won't even pip if you weren't doing good enough in the trial to beging with, so you stay at your rank. At worst you could even depip in this scenario and if you did, you probably didn't use NoED effectively (another thing folks seem to conveniently not think about.. NoED can still fail you even if it procs in end game, especially on larger maps.)
The narrative is just exhausting, and it's not a fair attack. I rarely ever play with this perk, but it's a fun, legitimate perk to throw on certain killers, gets a few surprises from time to time, but doesn't decide my games totally by itself, because no perk in the game does that.
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Who's going to really do the experiment again? Not that it will matter, the data we got last time was disregarded as "that's not every game" despite Martha and his squad de-piping literal stream snipers as killers and beating every single one except a nurse...
But that meant nurse was over powered and needed a nerf, don't you get it?
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@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1159093#Comment_1159093
I'm in Ireland so I've no idea how it is in America since we've been just keeping up with our own cases and other country's travel bans, how bad is America right now?
Well honestly it's different all over apparently. It's frustrating because simultaneously we're hearing how crazy everything is and the stock market is crashing, etc etc. But then you got people going to parties and gathering on the weekends like it doesn't matter at all... I honestly think some states, like California, simply have to carry the lez faire attitude about it because we are to big to slow down properly. The stock market would probably die if all those tech companies in SF had to slow down for even a day.
Also, I'm customer facing all day, entering folks homes, so that's my reference as to how the majority are doing/feeling about things.
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@inferjus said:
You people just do not know how to use his potential and instead focus on how slow he is.
What I want to really understand is how you think that 40 meter him is crippling enough to justify her being a tier stronger than him at least. Her humming almost reinforces her power as much as it negates it, consider the fact that if Survivors start making moves as soon as the huntress approaches, they waste gen time automatically which with ruin could make her a menace, if they decide to run, you get info on which way they go before even getting that close, which can lead to bottlenecks and cuttoffs. The only other option is hiding in lockers, and she makes great use of iron maiden so that's a chance most survivors won't take.
Deathslingers smaller TR supports getting a single direct shot on a survivor from a distance they can't hear you from, which isn't helpful if multiple people are working on that same gen because now you have a shot that is buying them time by having to reel in who you shot. Either that gen gets done, or the Survivors spread out and go to other gens, and for the most part your reward is a damage state with deep wounds or maybe possibly a down if you're lucky. He is so 1v1 it hurts him, where as Huntress can Chuck and forget, you have to waste time with an engagement when you harpoon someone...
Imo he doesn't need a huge buff. I think another idea I haven't seen suggested much would be to allow him to break survivors free and still injure them on his own accord without Deep wounds. He still can't down anyone that way, but it does away with the jarring and demoralizing effect of having the killer shoot you with a ######### harpoon and you walking away fine, and it adds a bit of strategy and skill gap to his playstyle. If he shoots you from afar, he should always get rewarded because survivors don't deserve a free escape if you decide to use your power as intended and it just so happens you're slightly too far and there's a small chair in the way. His mechanic is to focused on factors outside of his control.
If he was huntress level of power, this would be fine, but somehow she gets to fully control and react to the responses survivors have to her power, there's skill gap there. But then the devs looked at him and said "well he has a gun" and because of that they decided they could just not make him very dynamic or give him much agency over how well his power does. That said, he does have some unique benefits at times, and he's definitely not the worst killer, so I'll still main Jim because the dopamine influx of hitting shots with a new killer is well worth tying and losing more games than I win, and I still must become Master Shibito
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1158614#Comment_1158614
Thats what BT should do yes. To prevent those 1-IQ-plays from killers. So if you wanna complain, complain about your own kind of players, that force survivors to use these perks.
So unhooks should always be free and respected, then? Because it's actually a 1 IQ play to let someone go just to chase someone else. It can work out every once in a while, just enough so you survivor only players can switch to killer for a daily or rift, get a 3K and talk about how easy killer is because you never have to camp, tunnel, or slug at any point ever and only chase fresh hooks.
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@HURRI_KAIN said:
Only killers are allowed to manipulate game mechanics to the detriment of the game!
Is this a joke? In what other ways have killers modified game mechanics to the detriment of the game? What does that even constitute in your mind?
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1159071#Comment_1159071
yeah, but our Doctor here works with madness, not with actual medicine.
thats why i deem him to be rather unfitting to this topic..
Ahh, fair point. Disciplines matter. Nurse still works though, if anyone wants to still play her
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Honestly, the smartest move the devs could have made was leaving her alone completely. Her pick rate was already abysmal, because as strong as she was she was just as difficult at base. The add on nerfs, maybe they were ok, I think nerfing them was even stupid though, because as unfair as it felt to go against the very occasional 5 blink nurse, it still feels just as bad going against a coordinated SWF team, except with SWF there's absolutely no way you could nerf them properly. Not to mention even with all the blinks in the world, a bad nurse still lost, which is represented by her kill rate data.
People can say what they want about nurse having needed that nerf, how godlike she was "in the right hands" but honestly this was just mob rule without any logic behind it. If her pickrate was as low as it was (as well as kill rate), obviously that implied in the grand scheme she was balanced... I don't think we'll ever see specific info on the nurse again however. It would just make the dev team seem incompetent
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1158371#Comment_1158371
New York City. Definitely nowhere near as bad as some other countries, but relative to other states in the country, we could be doing better.
Aren't you guys on a city wide lockdown or something? I heard no one can enter or leave. Compare that with California, where there is literally so much money in SF there's literally no way they could slow down anything out here.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/1158814#Comment_1158814
i'm just saying, you also stated you'd be playing Doc, though he isnt really fitting to that theme...
i worded it poorly, but i ment to say that Doc wouldnt be that fitting and you should probaply focus on Plag.
I mean, doctors also create vaccines so we should hope some doctors take part in this pandemic crisis, wouldn't you agree?
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@Kate_Main_01 said:
https://forum.deadbydaylight.com/en/discussion/comment/1159006#Comment_1159006
That is good that you can have a positive attitude about it and enjoy some hate comments! Hopefully that keeps you going and playing the game!
Trust me, I am under no illusion that my message will be ground breaking here or reach a widespread group of people - changing the tide of toxicity that has plagued the game for years. Lol! ^_^ I have just seen a lot more of it lately and thought I'd at least try to get even just a few people thinking about their tea bagging or their camping, their hook hitting or their after game messages. <3
Well it's a noble effort on your part for sure! I hope that people like you don't stop playing because of it, we need more positive community members and players around here.. then again, I think based on data, the community is doing just as well, if not better than it had in the past, actually hitting a peak high recently. Regardless, yes, this game can be quite toxic
Hell, I'm under no illusion that I may have been toxic a few times in the past (not in messaging others per say, but for instance, one of my first Myers games ever I got messaged to farm, but I brought Ebony tombstone in, so you know I've got to just ruin eveything to use it 😁) but yea, I'm probably not going anywhere soon tbh, now that I'm having too much fun with death slinger. Hope you decide stick around too!
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This is amazing that you went this in depth and I intend to read most of it.. but honestly, you should post this somewhere where it would look more appealing to read through, or post a YouTube style rant with this being your script.... It is just soooo long that many people, including I'm sure the devs and mod's, wouldn't even bother looking at it too long. Just a friendly opinion.
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It's been that way for years, honestly as a PS4 player myself, it's only slowed down. Maybe I made a name for myself of not being respond-able because I will turn that conversation weird real quick, but the occasional baby surv that messages with friends only, I just ignore because there's no point and they wasted life points typing out a message I'll never bother with. I guess I could switch to friends only too, but that would be boring and sometimes a little salt sweetens my night
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@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1158968#Comment_1158968
Staying at a hook and downing a survivors untill the survivor is dead is hard?
It actually can be. Survivors seemed to have forgotten over the course of the last year that coordinated hook strikes are effective and exist. Just because OG BT doesn't exist anymore, doesn't mean a safe extraction attempts don't still favor survivors.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1158955#Comment_1158955
Tbf most of the time if you get hit by speargun you also get injured or 70/30 on also being downed.
I mean it's definitely possible, but him downing you with his power isn't fully in his control. His counterplay comes partially from the fact that if you stay at safe ranges and positions (He has a range limit as well, huntress doesn't) then it's difficult for him to get the down because he's slower. Huntress's counterplay comes from her lullaby range. If you get hit with her hatchets, it's usually 100% your fault, so her caveat is she can't easily control when she finds survivors because they always have advance warning. Hope I summarised that in a way that made sense.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1158440#Comment_1158440
Tbh then, why does Huntress have that 40m Lullaby.
Because if she hits you with hatchets, she downs you period. Also she has Iri hatchets.
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I don't think giving him a speed boost would be fair, as a cast majority killer player. He would be way to powerful in the 1v1, which isn't really where he needs help. That being said, his map pressure is a problem and he does need some kind of small buff, but I don't think he's really much worse off than most killers. He's definitely better than clown, and I'd argue better than legion because his power can actually end chases (although Legion is much better at spreading damage around, it's only as strong as Survivors allow for unless he plays a very stressful snowball game) and, well at this point he's at least I'm par with Plague (Plague has been buffed, mind you).
Imo yeah, he's technically a bottom 5 killer, but he's not the worst, and what really goes well for him is he can be equally effective in almost all maps. I would take any Buff to his chain strength, speed or reload in an instant though. He's kinda my new main, and I'm working hard to reach Master Shibito, so I don't need a bunch of competition doing that.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1157714#Comment_1157714
I'm not calling him broken. I'm calling his ability dumb and over-encompassing. The only thing he is missing from the complete DbD package is a stealth related ability, but the problem there is you're a Stealth killer, or you're not.
My point about positioning and RNG was also that too many people present a point that shouldn't be brought up since it's out of a player's hands. I've also said that I've faced too many Hillbilly players who just hold their saw up for a minute just to get a chainsaw kill, when I could have already been on a hook in that time if they used their hammer.
There's also a difference between earning a kill, and it being handed to you. Myers and Ghostface have to actually work for an instant-down and it's all their power has besides being Stealth killers.
Your point though about about killers struggling for kills is both a new and welcome point, and also ties into what I've been saying for a good while now: Buff every single other killer already.
As for the experienced players point, most of them just spouted points about high-level play when my discussion was about the exact opposite. When a stupid amount of comments are basically "High level play this, git gut you entitled survivor" when I state that this is a look from a neutral player who's gone against this character more than you people have played him, and had a fair bit of experience playing him myself, you tend to see all of them as those they try to brand you as. They seem like they just want an easy-street killer they can just grab and 4k all day with little effort.
When I hit purple ranks on console for the first time, it was 95% Hillbilly, 4% Myers, 1% other. It was so boring to play and I picked up Hillbilly to see what the fuss was about the next season. I played him for a good amount of time and flogged everyone. The only "bad" game I had was the first, with high purple flashlight SWF on Yamaoka Estate against a low green killer who had never played the character.
So, no. I don't need to re-evaluate because nobody has experienced what I have. I've always had opinions here that go against the norm and people don't like it.
Side note, where I see you've taken issue with the fact that some area's benefit him too much, I only wanted to illustrate that he's just as bad if not worse of map balance wise because so few levels fully support his power. At the same time, sometimes it's ok that there is an almost unwinnable situation on one side or the other, because 9/10, that situation favors SWF, which can't be balanced without nerfing solo. And therefore some outliers are ignored in the servive of a game people actually want to play on both sides.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1157714#Comment_1157714
I'm not calling him broken. I'm calling his ability dumb and over-encompassing. The only thing he is missing from the complete DbD package is a stealth related ability, but the problem there is you're a Stealth killer, or you're not.
My point about positioning and RNG was also that too many people present a point that shouldn't be brought up since it's out of a player's hands. I've also said that I've faced too many Hillbilly players who just hold their saw up for a minute just to get a chainsaw kill, when I could have already been on a hook in that time if they used their hammer.
There's also a difference between earning a kill, and it being handed to you. Myers and Ghostface have to actually work for an instant-down and it's all their power has besides being Stealth killers.
Your point though about about killers struggling for kills is both a new and welcome point, and also ties into what I've been saying for a good while now: Buff every single other killer already.
As for the experienced players point, most of them just spouted points about high-level play when my discussion was about the exact opposite. When a stupid amount of comments are basically "High level play this, git gut you entitled survivor" when I state that this is a look from a neutral player who's gone against this character more than you people have played him, and had a fair bit of experience playing him myself, you tend to see all of them as those they try to brand you as. They seem like they just want an easy-street killer they can just grab and 4k all day with little effort.
When I hit purple ranks on console for the first time, it was 95% Hillbilly, 4% Myers, 1% other. It was so boring to play and I picked up Hillbilly to see what the fuss was about the next season. I played him for a good amount of time and flogged everyone. The only "bad" game I had was the first, with high purple flashlight SWF on Yamaoka Estate against a low green killer who had never played the character.
So, no. I don't need to re-evaluate because nobody has experienced what I have. I've always had opinions here that go against the norm and people don't like it.
Thing is, no one is denying the experience you had with him. He is a simpler killer to play overall, but that's mostly because his ability inherently causes misplays due to fear of the one shot. If you have faced him as much in red ranks or others as you've said, getting used to what he can and can't do shouldn't be difficult.
I play on PS4 as well, and honestly I used to main Billy and have been playing since about a month after the game released on console. Back then, when there was like 6 killers and hag sucked, you basically only played against doctor and Billy, with the very rare nurse who often times sucked anyway. Maybe that's part of the reason many of us who've been playing that long or longer, don't see him as too bad. We've put in thousands of hours against Billy's and are familiar with what works and what doesn't, meanwhile he sweeps lobbies with less experienced players.
But the thing is, that's a terrible reason to nerf him. To say that new players should Trump being experienced in the game and learning how to play with/against the killer properly is a dangerous precedent and an unsustainable model for a video game. People joke that the games a revolving door, and I've seen plenty of people leave, but this type of balancing would serve to alienate completely the audience who supported and continue to support the game through hours put in, overall money spent, etc. And therefore learning to play against him is more preferable to nerfing him and buffing everyone else (which, let's be honest, would never happen anyway)
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1157659#Comment_1157659
I don't imply. I observe, document and find meaning within said observations.
What I have said is that Hillbilly is too good at a base level for some areas, specifically the lower end of the skill spectrum and in some ways lower levels of gameplay. Too good, not OP. I have also said that he is strong and that is fine. I have never implied or outright stated that Hillbilly is OP in any regard, and the closest thing I have said is too rewarding for having so little drawbacks.
All I have ever said is that maybe having the highest mobility in the game tied to an instant-down and destruction might be a little on the absurd side in terms of balancing and what is acceptable with the range of killers that we have currently.
So you're calling Billy broken, then? As in, his ability breaks the game because no one else gets what he gets?
You keep bringing up what he does have, without looking at what he doesn't. It's a very subtle way to imply broken without actually considering the facts, and it's disingenuous.
I get that your saying that he gets too much reward for what seems like the most braindead power, but the honest reason it seems like that to you is you are used to the killer struggling at all levels for a kill, which incidentally is the reason most players and even the devs see him as a point of balance.
He is literally the only killer where you can say if you did bad, it was entirely your fault (barring horrible level RNG), and the fact you complain about getting out positioned with bad RNG is part of the reason no one is taking what you say seriously.. Hillbilly is one of the most affected killers by bad RNG. He can't do much at badham, if survivors play smart he can't do ######### at Lery's or even (stranger thing's level), Osmound isn't exactly a great level for him because most pallets that do exist here are safe and the center building ######### every killer, hadonfeild is obviously not his best stage, And I could go on about minor things in each and every level that screws him to some degree or another.
Also, it's a bit ironic to downcast the opinions of players who actually play and have played Billy for any significant number of time. If everyone with actual experience with him is telling you the same thing, at what point do you say to yourself that maybe YOU are the one who needs to re-evaluate?
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@palotheas said:
I don't like the nerf because by the time you pick up a survivor, carry them all the way to a hook, and maybe kick a pallet or gen in that time the aura reading is already basically over. By the time you walk over to that gen (because maps are so large it takes like 30 seconds just to cross the map anyways) you won't be able to tell if the survivor is still on it or not.
I think it's intentionally "unintentionally" a slug perk. Honestly the o my use I can see for it.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/1156548#Comment_1156548
Lol they cleanse so fast that they saturated all my pools
Lmao I love that the meta around her is forced to change because of the knowledge that she has at least one pool at the start. Someone must either risk a chase with her to rob her of it, or the game slows down to almost the same degree as if Oni is powered up. She gets a lot of value strictly on from this buffs existence. I must give devs props for that, although I don't know how aware they were of the overall impact this has.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1156527#Comment_1156527
Hag, deathslinger and Myers too have lower terror radiuses but even so, dedicating two whole perk slots to do so is very weakening when you could be running stronger builds.
https://forum.deadbydaylight.com/en/discussion/comment/1156519#Comment_1156519
Current noed is a crutch perk. Lower rank killers rely on it, and higher tier killers use it to bully, rely on it or purely use it out of spite.
Dedicating two whole perks to make killers stealth? Sounds fair to me when in most cases it would only reduce them to around 16-8m. A billy using both wouldn't be able to use gen delay perks + enduring spiritfury being forced to choose. It would just be another strong combo. And on killers who would go to incredibly low terror radiuses/0 let's just say hag. There are so many more powerful builds to run on her then "make terror radius 0"
Oh I am well aware, I just don't think Hag, Myers, or death slinger get anything ridiculous out of having a smaller TR. Myers, with LVL, already has a huge TR with M&A reducing him to a regular TR in chase, which is still effective time to run away and given anyone knows when he's at Tier 3 not to get caught out of position anyway. Tier 2 is just an M1 killer, and he's tall. I can see it being scary with his rabbit add on, but that one doesn't stack as high as it should anyway, if I remember correctly.
Hag... Virtually gets a non-existent TR anyway, by the time you hear her coming she's on you because of her low base TR anyway... She's a 110 killer though, so I don't think that's crazy.
As for death slinger, it would only stack so strongly if he has his TR reducing ADS add on, which from maximum range with the purple, you wouldn't hear him anyway, and by that same token, it wouldn't really matter because longshots for him are a detriment.
(While we're on that topic, why did the devs give him a useless red add on? Why do they continue to put out ultra rares that straight up nerf killers, or are made incredibly useless by way of giving them ridiculous stipulation? If you ever get a shot off 15 meters away from a survivor and actually hit, you'll almost never be rewarded as there is always something in the way of 15 meters of distance between you and the surv for them to break themselves free with. Not to mention his range is deceptively short in the first place, I've just never gotten this add on to proc, and you may as well just NoED Snipe people or get devour hope going if you want any type of oneshit expose)
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1156447#Comment_1156447
Just curious any different with the extra pool to start?
YES! I used the apple add ons with it (forgot to switch them to experiment with other builds) and I felt like O always had access to her power with as many fountains were around.
This also makes getting Survivors sick early on super impactful, as there are very few fountains they can actually use if they need to, spreading plague fast and making smart planning of which pool you choose to sap is a very strong tactic when coordinated with 3 gen, and it almost feels like playing her in a completely different way. I'm sure she's better across the board, but with these add ons her potential is much greater imo fron my limited time playing her
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This game has a surprising number of every demographic playing. Women and men of all races, children, old folks, straight/trans/binary/etc.
I'm not a major proponent of identity politics or anything, but It's funny, most of the friends I got playing this game are gay, female, and/or mixed race, I think I've only actually added and befriended 1 single straight white guy in this game.... ND now I just realized how few white folks I actually interact with outside of my work 🤨
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@AhoyWolf said:
Insidious, that's a big no, with M&A every Killer could be stealth Killer with this.
I like current Fire Up, just increase it to 5 or 6% and that would be great.
Current Noed is fine tbh.
You're giving up two perk slots to have stealth, I think that's mostly fine, especially considering the one killer it woul be a problem on, Huntress, can never really be stealth.
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/1155179#Comment_1155179
Yep red ranks, also I do watch my back. It's not easy to dodge the spear.
I mean if you can Dodge the huntress hatchets, it's even easier to dodge because his shots have very small hotboxes. There isn't really a single thing that makes him better than huntress other than insta shot, which is countered by the fact that he's not always even rewarded for shots he should have made (dedicated servers and just the way in which pill shaped hitboxes in this game work see to that)
But as far as getting constant 4K against red ranks, I would need to see that.
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/1155136#Comment_1155136
Already tried him and got 4ks every match. So..
Against red ranks? Because I've been 4king against potatoes here and there too, but I've also played against him and I'm not a great Survivor. I've easily avoided him by watching my back, I'm just saying.
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@Mikey4Hire said:
https://forum.deadbydaylight.com/en/discussion/comment/1155102#Comment_1155102
Explain how my comment is lacking common sense, I'm not saying they shouldn't be rewarded for it, i think its too easy to achieve that reward, seeing as he can immediately shoot when he presses aim down sights and all he has to do is look at you. People are complaining because he's not fun to go against. Again, I'm not saying they should be able to brush off being harpooned but it's ridiculous how easy it is to get downs as him.
Your being hysterical, this killer doesn't do anything huntress didn't already, except he does way less.
What even would be your suggestion? That his bullets go slower? That his chain breaks instantly when he contacts a wall? Why don't you actually try him before you decide you know how easy he has it.
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Nemesis + PWYF champ?
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It's honestly not good imo. Instead of buying the killer much needed time, all it does is waste the killers time for being forced to break a god loop. Just what the killer needed, an extra objective...
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Imo, he controls chases and really limits the Survivors mobility. They have to respect his shot because his recharge is so fast, if you're a good shot he's almost impossible to avoid, and this dictates survivors movement in your favor. He just takes Survivors out of position, it cannot be overstated how powerful that is. I think he has potential.
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He has been fine for me so far. In fact, I think he's incredibly fun, and I've been getting results with yellow add-ons and low teir perks so far against purple ranks. Gonna see what a SABO or gen rush squad does before I make a final verdict, but at this point I'm cracking up shooting Survivors across the map and downing them
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I don't think best that bad. For one, he can down with his ability which instantly makes the power better than legions, and for two he's got a very small tr at base. I was ready to ######### on him like everyone else seems to be based on what I've heard about him, but honestly so far I'm having the most fun with him that I've had with any killer I've played on here in a long time. I would say at worst he's Lowe mid, but he's not the worst killer for sure, clown is much worse.
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@Kamikaze_Rose said:
https://forum.deadbydaylight.com/en/discussion/comment/1148570#Comment_1148570
It's always been like this. 🙄
No it didn't, of you had lvl 3 Franklin's, and the charges were low, hitting survivors caused the item to delete. Franklin's got a huge nerf in regards to keys now.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1141757#Comment_1141757
I'd argue DH is the only crutch perk here. Adrenaline rewards you for doing objectives. DS counters tunneling, although I know really confident survivors may abuse the mechanic, and BT counters camping. Not to mention most that run adrenaline don't heal all game, so a killer essentially has NOED on them all game anyway.
I'd say it is 1 crutch perk each.
That's a BS narrative. Adrenaline procs while your on a hook, there is no way it isn't a crutch under the same definition because just like NoED, regardless of what you actually contribute you get rewarded.
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1141338#Comment_1141338
Omg dood lol. It's not swf that's busted its ######### matchmaking and op items that apparently only killers are allowed to use. How many times do survs get ######### over bc matchmaking and ranking didnt give us all good survs? How many free wins have killers gotten to take advantage of that? You're soooooo bias.
Notice how no one here really engages with you or votes up a single post you make on these forums? It's because your points are biased and unearned, given you have no experience at all in this game. You new guys come on here crying about Mori's and NoED and calling intended mechanics toxic, while conveniently absolving yourself of all associated toxicity.
If it's that hard for you to play Survivor, why don't you play killer for a few days, consistently. See how the other side lives, especially at high ranks, instead of speaking from a place of ignorance?
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1137158#Comment_1137158
The team of rank 1 survivors with 2500 hours in the game don't panic with noed.
That same team always runs ds, unbreakable, iron will, and deadhard.
Man, ain't no reason to explain #########, just play how you want to play. The game is survivor sided amyway, if you absolutely need an excuse to justify what you do for fun
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@xFAKExAxoN said:
https://forum.deadbydaylight.com/en/discussion/comment/1123889#Comment_1123889
I mean the killer's objective is to stop the survivors from escaping, so just focusing on not letting 1 escape is not the game. And I know that I'm not supposed to survive more than 50% of my games, but even the most entitled killer main has to admit that camping is a ######### way of going about playing this game in the sense that this game was designed to be played way differently than how that leatherface played. And yes I have to agree with the fact that a lot of killers aren't enjoying playing this game, but I also believe that a lot of survivors aren't either because of the horrible balancing this game has had over the years
Yes, it's balance is #########. The devs encouraged camping at one time, so insidious exists, LF exists, and monstrous shrine is a thing. It's a bad way to play the game, skill wise, but I don't like the idea that this game literally leverages the labor of blame onto it's player base. The reason that LF camped like that is unknown, but the fact is if the devs have to make the game incentivize not playing that way, and that means they may need to rebalance for fun ideas instead of "BaLaNcE". The whole tourney, sweaty vibe they try to push in such an, at the end of the day, casual game is ridiculous. This game is RNG, Skill expression on one side has to be extremely diminished for balance sake, that's why balancing for competitive here is pointless... But they continue to try, to the dismay of us all
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@xFAKExAxoN said:
https://forum.deadbydaylight.com/en/discussion/comment/1121944#Comment_1121944
The thing is that any killer willing to waste most of a match facecamping like that is obviously willing to tunnel. And by saving me there was a really high chance that the person saving me would have died also
There isn't really anything that can be done about it. That's literally the game, the only things that could be done to punish it would basically punish anyone for playing killer.
Honestly, the entitlement here lies heavily on your side. You aren't meant to survive more than 50% of your games in the first place, so whether you were camped or killed later on in the game, by that metric the game is working as designed. If the match itself wasn't fun? Well, that's the same issue most killers are also having with the game, so I guess that's more the nature of the beast at this point
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She's not in a bad spot or anything, if you use the add-ons for power recovery, she's almost like her old self. Extra blinks were a little OP, although again I've always been partial to the overall fun factor over balance for this game, so yes I kind of miss her in the same way I miss instaheals, old DS plays, BL infs, and double pallets...
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1072631#Comment_1072631
Who knows what they'll do lol.
Although I'm not in favor of any new "second chance" perks being put into the game. We already have lots of issues because of the ones we do currently have.
I prefer perks that change gameplay and open up new play styles and synergies.
I do as well, but let's be honest, we have to put in our dev hats and think what they are more likely to do lol.
That being said, with a perk like this solo q can be brought up a bit, therefore all that's left to do is buff and rebalance killers and their perks because once SWF and SOLO are level, they can't ignore killer sided issues anymore in favor of rank 20 solos.
I like your idea, anyway. Good suggestion 👍
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1072603#Comment_1072603
Don't see why not. Probably kind of irrelevant though as Slippery Meat is one of the perks they said they are reworking currently, so its effect is probably going to change a lot.
I'm aware, but honestly I think it's only going to be buffed. Hell, they may give it a passive BT effect for survivors being camped. The whole point of the perk is to have a strong chance if self unhook to throw momentum, give a solo survivor who survived to the end and played well a final chance at escape, and relieve the pressure from teammates for having to go for unsafe saves.
It's only weak right now because against camping it's ineffective and it doesn't even guaruntee you'll get off. If I'm trying to think like these devs, I'm putting my money in the rework addressing that
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@TraitorousLeopard said:
I think this is a much better solution. I can understand why the devs like the idea of a "selfless" Perk, but BT is so strong that it makes you feel like an ######### if you're not running it. Killer camps/patrols for the entirety of a hook phase timer? Then you just gotta run in and do the unsafe rescue before they hit phase 2 or die. Killer completely ignores you and beelines for the person you unhooked, and immediately downs them because you didn't have BT? Guess you're a bad teammate because you didn't run BT.
The unfortunate truth is that depending on the game progress, hook location, and Killer's behavior, you will have situations where an unsafe unhook is the only unhook. And I'd much rather that the decision to have that extra hit of protection from BT was a decision made by the person I'm rescuing, rather than the game expecting me to make that decision every game.
Tbh this is part of why I hate the emblem system for survivors. You shouldn't be penalized necessarily because you can't reach an unhook. At the very least you should get points for working toward your objective while someone else goes for the unhook because most times when more than one survivor is going to the hook, that's gonna end badly for survivors. Not that from the killer side I see that as a bad thing, it should be a heavy risk... But I don't think it's fair to penalize playing smart against going for a bad risk.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1071538#Comment_1071538
And you cant save others cause you cant know if they run the perk or not. Would just make cheap play on killers more benefitting. Really bad idea.
What did that ever have to do with survivors hook rushing?? Stop being so petty all the time.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1071546#Comment_1071546
I actually see the no TR on some killers as one of the only weaknesses/downsides to using the perk which seems fine to me. Kinda like facing a Plague after you brought We'll Make It, Botany, etc. Gotta have some downsides, it's a game swinging perk that asks nothing of the survivor already. As far as downsides on other perks go I'd say having it countered by just a couple killers situationally is already being pretty generous. For how strong it is it should have probably had more tbh.
My question is, would this synergies with Slippery Meat in any way? Because I actually think it should under this condition, would really help Solo que
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@Chewy102 said:
Gonna sound like an ass, but this topic reads like a "git gud" moment in people playing Demo wrong.
Shred is for more than direct attacks. If they can dodge it, then bait that dodge and hit with M1. You score a hit either way, win win. Plus Shred allows the Demo to end a LOT of otherwise strong loops near instantly if Survivors don't take risks, that can end badly for them.
Tunnels are best use for map travel, distractions, AND blocking off pathing. Don't place tunnels right on top of a gen. To easy to see you coming and run too far before you have a chance to chase. Place tunnels in paths from a gen to a nearby loop. Out of sight and on the verge of sound range. Ever time you tunnel, no Survivor will know where you are till they see/hear you. This will cause slight panic and is a distraction. By the time a Survivor does see/hear you you'll be too close and likely start a chase in a good way or with an early hit. If they guess to run too soon, that gives you time or has someone run into you. If they destroy tunnels, that means they wasted time looking for and taking them out. More time for the Demo to hunt.
As for builds. Demogorgon has INSANE combo potential! Save the Best for Last is simply god tier on him through Shredding the obsession to keep as many stacks as you want. Tracking perks like BBQ, Rancor, Bitter Murmur, and Surveillance lets you apply more pressure with tunnels. Distressing is great for an anti stealth build as Survivors can't judge where you are after tunneling based on the terror radius when it is constantly going on/off.
Demo's add-ons are also rather useful. Longer Undetectable works for stealth. Faster tunnel travel is great for map pressure. Shred recovery or move speed is simply a game changer. More tunnels isn't that bad at all. Harder to destroy tunnels isn't that great, but does work. The only "bad" add-on is faster recharge rates for tunnel travel. Default recharge rates is perfectly fine as is.
The Demogorgon is one of those Killers that needs you to play him in his own way. Demo has 2 damned good powers both of who can be used for good effect.
I got a few days off this week. Might be an idea to fix my recording software and make a few videos about Demogorgon and how I get him to do well and how he deserves a spot in the viable Killer lists.
That would be awesome, that was an excellent short rundown on him!
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@thesuicidefox said:
It would actually be way easier and more effective to simply change the way skill checks work on generators.
1) Put a 2 charge-per-second cap to generator speed. No matter how many survivors, toolboxes, perks, etc., you can NEVER repair a gen faster than x2 speed basically. 40 seconds would be the absolute fastest you could do a gen barring great skill checks (see #3/4).
2) Rework charges per second of individual survivors when they group up on a gen. Right now it goes 80s - 44s - 33s - 28s. The charges per second should be adjusted so that, at base, the times would be 80s - 60s - 50s - 40s.
3) Remove great skill check zones from repair actions until 2 gens are done or a survivor is hooked. Let's call this the "opening phase" of the game.
4) Toolboxes no longer increase repair speed. Instead toolboxes increase both the frequency of skill checks and the size of great skill check zones. Maybe they could also provide great skill check zones during the opening phase where they would normally be absent.
5) Rework toolbox add-ons to work with the new toolboxes. Either they increase frequency of skill checks or the size of great skill check zones. BNP should do both at the cost of reducing charges on the toolbox slightly (80 to 70 for example).
6) Rework some survivor/killer perks where the new system might not work right. For example, Unnerving Presence would both decrease the size of the skill check zones and removes great skill checks completely (unless they have a toolbox). Prove Thyself could give an extra 1% boost to great skill checks for all survivors repairing a gen within 8m of that survivor. Stuff like that.
IMO doing this would benefit the game WAY more. Scott's idea is nice but I don't see it making a big impact in the long term. The fact it ends so easily with just a chase starting makes me thing there would be serious cheese going on somewhere. I mean just imagine as killer walking through corn, a survivor runs in front of you where you can't see, starts a chase, and now gens can go at normal pace while you lose the survivor in the corn. IDK I just see a lot of holes in the idea.
I think you make a good point about how the system could be exploited. SWF especially could exploit this quite easily. And killers who can avoid triggering Chase can get alot of value as well..