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Dreamnomad

Dreamnomad

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Dreamnomad
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  • The "risk" is that they are wasting time doing something that isn't a generator. There is also the risk that the killer will hear them working on the totem and hunt them down. There is also the risk that the totem is Haunted Grounds. There is also the risk that the killer is nearby and takes offense to their perk being destroyed and tunnels the offending survivor to death. I don't even understand this thread. Normally killers are always going on about how survivors should cleanse totems if they don't like NOED.

    There are things that I don't like about the totem system. There are still plenty of maps that have terrible spawn locations, but they really have systematically been improving that a lot. I also don't like that survivors can spawn near an active hex while the killer spawns on the other side of the map and unless the killer happens to be Hillbilly, will not be able to get to the totem to defend it. I think all active hex totems should be immune to survivor's cleansing for 30 seconds at the start of the match.

    But in terms of survivor risk, I'd say that is just fine.

  • What they were saying sounds fairly reasonable actually.

  • It's purely anecdotal but I've seen a lot of DC and suicide on hook. Probably even higher than usual. But it's also worth noting that a new rift opened and lots of players act like jerks while trying to finish challenges.

  • @Blueberry said:

    Not 3 seconds into the map loading and Discordance activates on 2 gens, both on complete opposite sides of the map.

    Yes, we use Discordance and no, it doesn't come close to solving the "gen rush" problem.

    You make it sound like this is a bad thing. It's not. I would greatly prefer to find myself in this situation as opposed to all 4 survivors spreading out and working on 4 generators simultaneously. In this situation you just pick one generator and you can completely negate the work of 2 survivors at the same time. You also have perfect knowledge of where the remaining 2 survivors are which can be very useful information when you are deciding where to hook your first catch. That's what I like to call a "good problem".

  • Discordance is an okay perk. It's worth running sometimes. I don't think it is particularly underused nor do I think of it as essential.

  • @venom12784 said:

    Give the killer 5 perks and make them all hexes. That would be fair for all ranks as well as new and old plauers

    You need to justify your rationale. What part of that is fair or even makes sense?

  • What's the bug? I played her after the patch and didn't notice any issues.

  • A lot of those examples are well within the 6 level range. If you are rank 17 and going up against rank 13's that is only a 4 range difference.

  • You're right. I don't like good bye posts. But yours wasn't as cringy as most. Good luck with whatever your future holds.

  • I actually like the perk. It isn't something I would want to run 100% of the time on all killers which I would argue is a good thing. It does have amazing synergy with Surveillance, but it isn't required any more than Sloppy Butcher is required to be used with A Nurse's Calling. If it turns out that there is an actual problem with killers getting trounced w/o old ruin then hopefully the base game will get addressed instead of having a perk band-aid. I think it's a good change overall for the future health of the game. I was pretty critical of the announcement at first too.

  • @Waffleyumboy said:

    Survivor lobbies aren't longer because of more survivors, and once their lobbies are fixed the challenges will be mostly survivors so that killer queues don't suffer. But the devs could never make a change to benefit killers, could they?

    They have made plenty of changes to benefit killers. Let's not turn this into a whine thread. This should be something that would benefit all players. I hope to see universal support.

  • @toxic_clown said:

    hella bait btw

    Yep. 10 out of 10. Top tier bait there.

  • OP is right. At the highest levels of this game if you are playing against really good survivors, tunneling is the best option for killers. There is simply no substitute for removing a survivor from the game. Even eating a decisive strike is worth it.

  • I really like the new Lary's map. It has great aesthetics. I'm lukewarm on the doctor's chase music though. I'm happy it's unique but I do find it slightly annoying.

  • I don't even need to read the OP's post to agree. Killer mains do a disproportionate amount of whining on the forums. No doubt about it.

  • Gen times aren't something that need hot fixed. The core method that determines the outcome of the game isn't something that should have a knee-jerk change. That goes for players too. You shouldn't just assume that killers are unplayable because of the ruin change.

  • @Almo said:

    DbD does not have a clearly defined win condition. However, the generators being completed is definitely not it.

    I disagree. DBD does in fact have a clear win condition. It is the emblem system. I don't think it could be clearer actually. If you pip then you win. It is possible for both the killer and survivors to both win btw. I'm sure that concept will melt a lot of player's brains though.

  • I think you need to re-evaluate it. It's surpassed my expectations. Honestly, I like it quite a lot. I do hope that this change highlights the need for a counter snowball mechanic for both sides being introduced.

  • Overall it's an improvement. I do think it's a bit of a missed opportunity though. It would have been nice if they used the rework to give him some sort of map mobility option. For instance when his static blast is on cooldown he could transform into an electric ball and travel really quick but couldn't see survivors, blood trails or scratch marks. It wouldn't be a chase ability but rather just map mobility. Or you know.. whatever. Just some option to fast travel the map. Maybe instead of the saw traps the doctor could have unique electrical teleportation devices spread around the map. He could go to one to zap himself to another. I thought given the last handful of killers they had learned their lesson.

  • The challenge is that it will eat up more of your time hooking a survivor so you lose pressure. We'll just have to see how they define "slight".

  • @yandere777 said:

    Damn 2 keys with a rainbow map. Sad days lol. Wonder if ruin could have helped out lmao

    Killer still got the most bloodpoints.

  • This is something I take issue with too. I think it should apply a new debuff that slows all actions by a percentage until the survivor is fully healed or put in the dying state. That would give Legion an option to end a chase w/o hooking that still provides a real benefit. More often than not it will still make the most sense to down the survivor. But options are a good thing. And hitting a survivor without having a positive impact for the killer is a bad thing.

  • @hysteria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009651#Comment_1009651

    yeah i know. i don't see how people are concluding i'm asking for survivors to get a free escape each time. i'm not. the perk is so bad that it REQUIRES a rework in order to be somewhat viable. different effects.

    Then what are you asking for? A completely different perk? What's the point? New survivors will be added for new perks. If it was truly worthless like deja vu then I might agree. But boil over has it's place in the game. It is the only perk survivors have that make it more difficult for the killer to get you on a hook while being carried. Most of the time it is not going to stop you from being hooked. But it does waste some of the killers time and gives your team mates time to body block. It's not a meta perk and that's okay.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009576#Comment_1009576

    Even that is pretty iffy on maps like Hawkins where finding a hook is already a pain in the ass due to LOS blockers and the maze like setup of "wheres the door". On maps like autohaven, it wouldnt be an issue since you can still SEE hooks if you look around abit, with the aura reading blocking just giving abit of a chance for the killer to overlook one. Had this same thing get brought up awhile back when ppl were saying open handed should buff up aura blocking range of boil over.

    I don't see that as a problem. Some perks have more value on some maps compared to others. That is part of the risk vs reward of using it. If the killer can't find a hook without an aura then the killer didn't deserve the hook.

  • @Apple2o said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009718#Comment_1009718

    Except when one or two people in the SWF have object on, and they can tell their team where your traps are. That is the roughest time hag will have. She is very, very strong against solo Q players.

    Play a smart game and it doesn't even matter if your traps have neon lights showing where they are. There are certain paths survivors have to take when running away. Put traps in those spots and the survivors choice amounts to "run into the trap and get hit" or "run another direction and get hit".

    The bigger problem when playing with a coordinated survivor team is that as soon as you pick up a survivor the remaining survivors will run around and set off as many traps as possible. It eats up a lot of time re-trapping the map. But that isn't insurmountable either.

    Don't get me wrong. I'm not claiming to be god-tier and win every game with hag. But any game I have lost with hag I wouldn't blame on her. She's pretty well balanced and in a pretty good spot now.

  • This is a particularly dumb post because Freddy got a massive upgrade. You originally bought a bad killer. Now you own the best killer. But the killer with the best kill rate in the game isn't good enough for you huh? Whatever. It's not like a refund is an option anyway.

  • @Blueberry said:

    Her play style is very "campy" and she gets shut down by coordinated SWF easy. I suppose that applies to most killers though.

    You aren't playing her right then. It's true that coordinated SWF isn't easy. That is true for any killer though. That isn't a reason not to play her. 4 man SWF is actually pretty rare anyway. I don't recall the numbers off the top of my head but it's less than 10% of games. But even if you are playing hag vs coordinated SWF that isn't an automatic loss. Just play a smart game and don't overextend.

  • Just change your definition of losing. In my mind it is impossible to lose as a killer. Why? Because you can't die. You can't even be hurt. The absolute worst you can do is a draw. And a draw isn't a loss. If you kill even one survivor then you won against that survivor.

  • @hysteria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1009576#Comment_1009576

    oh my god.... have you not read what i've been saying... i still can't believe people think that's a reasonable buff.

    You're right in that I didn't read the thread. I just skimmed it though and I still stand by my response. You are simply wrong if you think it should make it easier to wiggle out of the killer's grasp. There are times where hooks aren't very close. Having one perk shouldn't give survivor's completely safe zones to run to knowing the killer can't drag them far enough before they wiggle free. That isn't balanced. It's another thing altogether if the survivors actually put in the time and effort of breaking hooks. That comes at a real cost of loss progression on generators.

  • It doesn't need a rework. The only thing it needs is to extend the range that killers can't see hook auras. That would increase it's value without making it broken.

  • I'm of the opinion that they should get rid of ranks altogether. That would fix two of your problems right there. Players put too much stock in them anyway. Your post pretty much describes why they are dumb. On the one hand you are complaining that you are matched with too high level of survivors but on the other you say that it is too easy to rank up as a survivor. The net effect is that a lot of high ranking survivors really aren't all that good of players. But then these survivors who should be green based on merit are red and then killers who should actually be matched with them get all whiny and thinking they were matched with players too high rank for them. Just scrap the whole system. Or just hide the ranks altogether even in the post match screen.

  • @MissBehavingX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1007255#Comment_1007255

    Cross plaform with MnK enabled on console would be a life saver for this game

    More like a death sentence. No thanks on the cross play. I get matches almost instantly on PS4.

  • There is this common misconception among killers that the hatch is there only for survivor's benefit. It's not. It's there just as much for killers. No hatch means the game will drag on for a very long time since the last survivor has no choice except to play immersed. That means less fun and bloodpoints for everyone. If you as the killer can't find the hatch first you don't deserve the kill anyway. It's not like the killer has to be careful about leaving scratch marks or anything.

  • @Peanits said:

    I'll let you all brainstorm, but I would generally argue against having larger rewards for prestiging. On a personal level, I would prefer prestige stays optional for those who have loads of time to play, rather than encouraged for those who might not.

    That said, having slightly cheaper nodes wouldn't be too crazy, in my eyes. Granted, you would have to play that one killer or survivor a ton to make up for the three times you prestiged.

    These are the things I want to see for prestiging.

    1. Each time a character is prestiged they should be able to choose one perk to keep. IE one perk at P1, 2 at P2, and 3 at P3.
    2. I want to see a new system introduced for characters at level 50 so they can spend an equal amount of bloodpoints to "re-roll" items and add ons for an item or add on of their choice. In other words if I was on Hillbilly and I wanted to exchange chainsaw files for spark plugs it would cost me 3,000 bloopoints. This would make end game grinding less painful but still be an outlet to consume bloodpoints. Then I would like for each prestige rank to reduce the re-roll cost by 10%

    None of these things would in any way make prestiging mandatory or provide much of a benefit beyond recouping some of the millions of bloodpoints already spent.

  • I haven't actually played with it yet so I'm holding back some judgement until then. My initial thoughts are that the perk itself will be decent, but there is a hole in the killer's tool belt that needs to be filled. I genuinely hope that a counter-snowball mechanic is introduced for both killer and survivor in the near future. It's long past due. Without ruin this will become more apparent. But take all that with a grain of salt. Maybe new ruin will exceed my expectations and be really good early game.

  • My nemesis are the other survivors when I'm playing survivor. Gawd how I hate survivors... even when I play survivor.

  • @Fibijean said:

    I've decided to extend the survey for another day or two because we're only a few dozen entries off the target sample size of 1000 🤞 I feel like it's worth aiming for since it would be a good round baseline to go off and also make percentage-based statistics easier to understand in context.

    Cool. I'm glad you had such a high response. I'm looking forward to the results.

  • The sky is falling! The sky is falling! Everybody hide! The sky is falling!

  • @mouse0270 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1002689#Comment_1002689

    They are just randomly placed, they wont be in the same spot from one match to the next, however this wasn't always the case, they changed something late 2018 or early 2019 that caused this to start happening. I would be fine if slot 1 was the left one. I just went with the clockwise method with the top one being slot 1.

    And honestly, its not a bug, or something that needs to be address. It's literally a quality of life fix. Because to be fair, in all the hours I have played since this was introduced, it doesn't really bother me other than, it feels like its gotta be more code to randomize the position each time you load into a game, than to connect a loadout slot to a perk slot in game.

    Have you done tests to confirm it is in fact random? If you play with the exact same 4 perks in the exact same order do they appear in different places from game to game?

  • I'll be honest. I've never spent any time thinking about which perk slot corresponds to which location in the UI. I guess that I just assumed that there was some method to the madness. Perhaps there is. Maybe it is alphabetical or something. My preference would be for perk slot 1 to be on the left, perk 2 to be on the top, perk 3 to be on the right and perk 4 to be on the bottom. That seems the most logical. Though obviously it isn't a huge issue if I've never even noticed considering how long I've played.

  • Yeah, that's what I was trying to do by bleeping out the "P" word. Thanks for ruining my attempt at keeping things G-rated.

  • It's part of my regular rotation. It's fairly rare that someone gets truly "bamboozled" from it, but it is hilarious when they do. You can practically see the survivor mouthing "OH #$%^"!

  • I wish they would do something like this. I wouldn't even mind if they charged for the service.

  • @ReallyBigShoe said:

    It's one of the best maps in the game.

    From a thematic perspective, I agree. I recently watched the Stranger Things series with my son and we caught lots of little details from the Netflix series in the map. Like the room Eleven was locked in with the 2 dead minions outside the door. The isolation tank. The rift room. Just lots of nice little details.

  • @Infinity_Bored said:

    Fine for me. 25% repair speed bonus for every dead survivor in exchange.

    50% repair speed bonus when approx to the hooked survivor without another one being around.

    Those numbers are obviously too high. Personally, I'd be perfectly fine with 15% for both of those.

  • @LetsPlayTogether said:

    https://forum.deadbydaylight.com/en/discussion/comment/994406#Comment_994406

    Negative effects right from the start are punishments. Nothing to discuss. Also as long as noone gets downed this still proceeds.Thats being punished for playing well. Nothing to discuss, too. Thats just unlogical in every manner.

    "Nothing to discuss. Nothing to discuss." I beg to differ. I don't think the discussion is over. Your view is overly simplistic. Killers had a tool to slow the early game down. That tool is being removed. There was a reason that lots of killers used that tool. Because the early game balance to this game is off. What I'm trying to suggest is a very reasonable change. I'm not even suggesting that it should be a one way change either. I believe survivors should get a bonus to gen repair speed as each survivor dies. It's only fair.

  • @TutorialEntity said:

    https://forum.deadbydaylight.com/en/discussion/comment/997041#Comment_997041

    Can you give me some examples then? With some side by side comparisons of said nerfs, if they were even a nerf at all? Looking at BT, DS, etc. Also, again. Just because they're better now, doesn't mean they're well off, are even remotely less stressful.

    Sure. Healing times were substantially increased for survivors. That is an unequivocal survivor nerf and killer buff. The End Game Collapse (EGC) massively favors the killer by sacrificing survivors in a short amount of time once the hatch is closed. Closing the hatch is also a massive killer buff and survivor nerf.

    Decisive strike can no longer be used before a survivor is hooked. Lots of pallets and too safe loops have been removed which are all survivor nerfs and thus killer buffs. The killer pick up animation is faster which is a direct killer buff and survivor nerf since it his harder to blind the killer or pallet stun the killer since they have less time to get into position.

  • @Eye66 said:

    Lol killer nerfs are inherently survivor buffs by definition

    Yes. Just like survivor nerfs are killer buffs by definition. That is part of the OP's point. There have been many survivor nerfs over the years. OP even gave some examples. By definition, those are killer buffs. The point the OP was making that you failed to understand is that regardless of a few recent killer nerfs, killers are far better off today than they were a year or two ago. This is 100% true.

  • @LetsPlayTogether said:

    Great idea. Punishing survivors for playing the game well, cause killers cant play the game skilled enough.

    That's the thing though. It isn't punishing the survivors for "playing well". At the start of the game survivors haven't even had a chance to "play well" before a couple gens are done. At the start of a game if each survivor hops on a generator there is only a 25% chance that any individual survivor is found. That means there is a 75% that any given survivor can merrily work on gens risk free since there is only one killer. That isn't skill friend.

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