EldritchElise87
EldritchElise87
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- EldritchElise87
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Comments
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Corrupt and being sweatier.
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The game, compared to Hawkins and Lerys, the lighting looks so bland. It wouldn't even need to be reworkeds, just whatever they do with the shadows and lighting on the other indoor maps.
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Old Nurse- could blink around the map at will asnd when she found a survivor still use a double blink to catch them.
New nurse, must choose between blinking for map pressure or making sure she has both blinks ready for when she finds a survivor.
Thats kind of the crux of it, I was never a hardcore Nurse-main but that was her biggest strength.
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For my first 1000 hours I had no friends. Now I have acquired some I play 50/50.
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Tunneling- Targeting 1 survivor despite having other, viable targets to eliminate them from the game or otherwise cause grief, leaving the others do do gens.
This is toxic, and generally runs counter to the killers goal of winning.
Not tunneling- playing the game normally and making the best decisions to win as a killer.
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Slugging at Red ranks has always been meta, all you will see now is it trickle down. 3 hooking everyone got a lot harder.
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For me it is, any kills after the gates are powered feel like a consolation tbh, that being said I didn't start off thinking like this, and just went for kills by any means necessary, but as ive out more and more hours in you need to set yourself aims, keeps things interesting.,
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it used to be annoying to get hit 3 times and downed, so they changed it. Now its just for show.
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Seeing as a lot of survivors strat versus Billy appears to be "Try and spin around then get chainsawed" Id say its much more a survivor skill issue than a killer being op, that being said, he shreds new players who don't know how to loop him, so nerf incoming.
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Billy will absolutley shred survivors that put themselves in bad positions and get caught out, however that is completley on the survivor to make those mistakes.
OP dosn't mean effective, it means there is no or limited counters, Billy has plenty. (Sound of saw, loops)
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i'm split on what to do with the time, but it should absolutely not work when the gates are open.
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https://www.youtube.com/watch?v=sjKllKJrdBE
And I have never heard of anyone being banned, given that nearly every player on PC does it, and it by all rights should be an option in the game. It can be utterly broken with outit, its like getting banned for character portraits.,
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Disable Vsync in the ini files.
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Doc all depends on what they do with that cooldown. If you cannot shock at pallets/windows, he immediately becomes one of the worst killers.
He is anti-stealth, and that aspect of him has been improved, but jfc finding survivors isn't that hard if you know the maps and have "big hours", there's only so many places survivors can be, and as he is now, chases are as long as it takes for survivors to make a mistake, without many ways to force those mistakes.
(Again, madness tiers act as distractions, but distractions are going to be ignored by non-potato survivors)
So yeah, his only ability to compete with survivors that know what they are doing was gutted, if they fix it, he could be quite fun, if its the same, then he is awful, simple as,
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Also, just comparing the cost of the cosmetics to DLC's, the fact that the DLCs are so cheap is because in part of the cosmetics. They offset each other and keep the barrier to entry for the gameplay changing content low. (I mean you can grind shards and not pay a penny for DLC if you want)
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I'd say £8 for a premium cosmetic is about in line with other games, and other games tend to a lot more recolors and lazy cosmetics, you can tell the cosmetics are, at the very least, made with a lot of talent and effort.
And generally, the people buying cosmetics are those who only/mainly play dbd, its seen as a way of supporting the game we love, i'm privileged enough to have a bit of disposable income, so the price isn't really a factor, more if I think they are good value, and imo they are.
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Inner Strength is meta, and Fixated/SB is a decent combo and Steves are very common, plenty of Hawkins.
Hardly any Demos though, personally didn't touch him after I got his perks, feels too easily countered/dodged.
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the ranking system they have now is not working.
not only the matchmaking, but how much rank correlates with skill and ability, the problem is that just removing it will be worse. The game has a fairly high learning curve.
A killer of any sort of hours against a team of yellow rank survivors is a joke, and although i dont have the data, i would imagine the yellow/brown rank players are a sizable majority of the player base.
it needs a proper mmr/elo or even skill-based matchmaking. just throwing everyone into a pool is just chaos.
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My personal way to balance them-
Keys take 6 seconds to open the hatch, and the hatch can only be used by the key-holder.
You must hook each survivor in trial once before Moris become usable.
Nothing crazy, but that would balance them both pretty well.
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Dead hard is one of the hardest to use effectively, and isn't that big a deal (just bait it out)
If any other exhaustion perks are on the chopping block, it would be SB imo, but even then its not the most egregious thing in the game.
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I mean deep wound might as well do SOMETHING.
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People are missing the hidden /s
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I consider any game where the gates are open a loss, my objective is to stop gens being done, kills take care of themselves after that.
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Because to balance around 2ks, you would basically be always getting a 4k against bad survivor players, or 0 against good ones.
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I don't even want anything now, its a change that needs to happen, if BHVR just said they were also looking at balancing killers at higher ranks, and/or considering buffs/reworks to the killers hurt most by the Ruin change (Trapper, Clown, Hag, LF etc)
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I didnt use old DS much at all unless I was going to be distracting the killer, it wasn't worth taking most of the time for me, with only a chance ill get any value from it.
New DS is a must pick, chances are at some point I will get value out of it, and it garuntees an escape if I get hooked with the gates open.
As a killer, I 100% found old ds easier to play against.
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Wait till we see what that 3 second cooldown does to zapping in loops. If its slower than it was switching stances, thats going to be bad.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/930569#Comment_930569
Yes.
Granted, you still slow down while you're charging the shock itself, but otherwise, yes. You don't need to slowly switch modes, move slower, shock, then slowly switch back.
THREE SECOND COOLDOWN BEFORE ATTACKING LOL
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Reserve judgment till you see how the cooldown on his basic shock is. If its as bad as I fear, and you can no longer use shock to deny loops, then doc is useless imo.
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I miss having a chance of catching someone that DS'd me, now they are in another map by the time you have recovered.
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Resilience with Iron will is becoming meta, see it all the time at red ranks, if you are going to stay injured most of the game, it can be insane.
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Not every perk can be meta, but they all have a use.
inner Strength has been the best survivor perk in.. a long time though.
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The biggest issue with Nurses nerf is map-traversal. If you use blinks to get to generators, and find a survivor, having to wait for the blinks to recharge massively impacts the distance you can cover, it effectively gives a sprint burst free to anyone you come across.
So the net result of this, is you either have to walk a lot more at low-speed, and lose a ton of map pressure, or risk letting survivors go when you find them.
Nurse can still end chases quickly, but losing that movement really cucks her vs survivors who can manage time well, I think it was marth who did the math and worked out the actual amount of distance lost, and its significant.
For a non/mediocre nurse player, matchbook nurse is actually fun, being 110ms and having 1 blink with a short recharge isnt that bad, and having a more normal movement speed means you can patrol gens without stunning yourself, but as soon as you need your blinks to get around, that recharge just becomes agonising.
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Even with lower fps if you are using vsync it can mess you up, at least uncap the frames.
God knows how consoles do it.
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All both are is the sweatiest ways to play that dont take into account emblems or the other players. Its a kind of boring mindset in a game like this, but some people will always try and find the most efficient ways to "win" and given peoples definition of winning can vary, you cant really stop that.
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If anything chapters are severly underpriced to make them accessible to most players (Given thast the chapters are more important)
Skins being this price/grindy is about right for similiar games, that both have extra monetization and much lower quality skins too.
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And still an absolute steal in terms of hours played.
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I got it like 2 games after posting this, same way everyone does, heavily trapped shack with a lot of luck, and survivors that didn't DC.
Thank frick thats over. Tomes done.
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No legion needs a full rework, and DW is broken by the games own systems and inconsistencies.
I might not be clear, i started drinking early. merry christmas,
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/942241#Comment_942241
DW does slow the game down...have you actually played the game before?
Legion takes a 4 second stun to delay the game by 12 seconds.
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With botany its fine, and its good if you want to play agressivley and get saves to have a way to heal and take a hit when you need to.
But in all other cases, if you can get healed by others, Inner Strength or a medkit, its preferable.
If Im injured and the killer is chasing someone on the other side of the map, I can comfotably work on a gen and be injured without too much of an issue, and if im sticking to a strong structure or a lot of pallets then im not putting myself at that much risk.
Its basicly the same argument as cleansing vs plague.
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DW should just be another health state at this point. Mabey make you louder and bleed more frequently, and take longer than mending to heal. (But works like any other heal, like being able to move around and run in the dying state, almost.)
Seems the best thing, the timer is pointless, at least this would revert DW to something that slows the game down.
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Not even joking but I could totally see them doing a demonic sushi chef Oni. It wouldn't even be that far out of some of the other ones they have done, why not.
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Gas haven is one of those where 8/10 games are fine, but if the pallet spawns and layout just cucks you right then you lose before the game even starts. But that's most maps.
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I like the idea of DS only counting if the Killer was in TR when they get unhooked.
Or as a compromise, have it be if they are DOWNED within say, 20 seconds, but then its indefinite as long as they are slugged like old DS.
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Trapper with Iron Grasp/agi Whispers bonus perk and as many bags as you can get.
Use a Chapel or Sheltered offering (Or somewhere with a spicy basement and lots of windows)
Trap the absolute ######### out of every possible route in or out of the basement and the surrounding loops.
once you get the first survivor in the basement, do a loose patrol around and concentrate on stopping them disarming traps, eventually against most teams you will snowball as soon as you get 2 or 3 down there. Most of the time they end up trapped as they try and run out the basement.
Then just hope nobody DCs
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*Gets downed and killer goes to find the last Survivor. Sees last one get hooked. Starts to crawl across the map.*
"Urgh, being slugged is so boring, sweaty-ass klillers"
*finds a spot in the corner 50 m from where they were downed behind a rock*
"Slugging for this long should be bannable."
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Legion can still kill survivors and not be fun to play. That's the issue for me, is that you can make them work if you really want to, but its just not as fun/rewarding as nearly anyone else. Getting stunned half the game without any real advantage for it just isn't good.
He needs a full reword of his power imo.
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Watch them increase the slowdown on charging shock to make up the faster speed and no need to swap.,
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So just to be clear, you can walk at 4.6ms and still use your shock to cut off loops and deny windows/pallets? Because that in of itself is a pretty big buff to his chase potential.