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Endorb

Endorb

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Endorb
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  • Completely agree that lack of transparency is a huge issue with this game's development. Either the developers aren't confident enough in their decisionmaking to let us know so it can be scrutinized, their ability to gather accurate information is so bad they know they'll react poorly, or their motivations are something they know they can't defend saying.

    If I'm wrong, then they can come out and tell me why they don't tell us anything. oh wait :þ

  • I don't understand why people are complaining about Hex: Undying. It never really bothered me as a survivor, because I actually did dull totems, or at least remembered where they were if I thought Undying(/NOED/Thrill) was in play. I don't understand why people are complaining. Especially since I've rarely, if ever, seen evidence of people needing to cleanse 4 totems to remove a hex; the odds of removing undying before that is very high, especially if they only cleanse hex totems, as seems to be the case.

  • @tippy2k2 said:

    There seem to be two kinds of streamers and only two kinds of streamers

    1. People who are there to have fun
    2. Tryhard Sweaty Survivors

    The people who are there to have fun are the ones you want to find. The tryhard sweaty survivors are the ones who will just whine and complain when it's going badly

    They say a rare 3rd breed, tryhard sweaty killers, exist, but they're endangered, and may end up going extinct emminently

  • @Ink_Eyes said:

    They could give more BP to people who play killer to see if that gets more people to play...IDK it would be nice to get more BP after a stressful SWF match.... 😓

    I remember when killers almost always had more BP than survivors, until the devs decided to fix the issue by adding a bunch of new score events

  • I mean, the survivor hitboxes are a little bit taller than the model, which can indeed lead to some unfair-feeling ranged hits. Though, when it comes to people talking hitbox shenanigans I find more of them can be explained by lag than hitboxes themselves being an issue. Would love to see the hitbox visualization. The PTB accidentally gave survivors the dev aiming reticule, so we'll see lol

  • my bad then. Still, the premise that removing 4 perks affects the balance by over 15% is really, really sad for the balance team to hear, I'm sure

  • I'm up for the trapper bag thing, but the summoning traps seems weird and unneeded.

    I do not like your idea for Wraith rework, if something like that were to be implimented I think making a new killer is a better idea

    I agree with the undetectable muting Huntress's humming

    I don't see any point in the snare cooldown, nor do I see why the sleep needs to be changed.

    Demo should probably just have quiet foorsteps in general, rather than tying it to portals in any way. Though maybe the portals giving deafen would be nice.

    I think the pig's traps are fine as is, I'd rather buff her dash attack than her traps. And I do not like the nigh-guarenteed first try fail, I'd much prefer it simply assign a key to a specific box when the trap goes on.

    For the twins, I disagree with the preventing pallet drops and slowing vaults, but I do think incapacitated should prevent any M1, not just gens and doors and heals. And the survivors aren't forced to stand still when removing Victor, just slowed. I do think That slow should be permanent while carrying victor, since really any timer before Victor downs the survivor just means they will want to hold him until he's just about to knock them down. I also agree the semistun of swapping should be reduced.

    Death slinger you're factually wrong; there is a short duration where he can't shoot, 1/8 of a second. So you want to multiply it by 2.5. I don't see why, though, since he already has so much slowdown in his kit with reloading and reeling and the 5 second semistun on chain breaks. Basically, I don't see the point of this, honestly; he's extremely built to excel in 1v1 but suffer in 4v1 and is already on the weaker half of killers, so if you want to nerf his 1v1 without buffing him some other way, you're missing the point I feel

  • @SocialDistomancy said:

    https://forum.deadbydaylight.com/en/discussion/219641/second-wind-could-be-meta

    dead hard with twist and turn, second wind, ds, and unbreakable, soul guard or deliverance for the lulz

    it's too bad you don't have 6 perk slots to pop all 6 of those together or swap out second wind and soul guard for no mither and iron will for more fun and switch between the loadouts. 6 perks please. Hell with even 5 perk slots we could combine our efforts and make almost every killer quit the game in due time if enough players pitched in. give us 5 perk slots please, do it for the lulz

    That sounds truely annoying for the killer

  • I think the real problem with the twins misisng out on the hype is less about intent change, and more about the pandemic affecting the fanbase and the staff's ability to work

  • @Clevite said:

    Removing these perks will put the kill rates in the 80 percent range.

    If that's true, then the game needs a big rebalance, if 4 perks are the difference between a 45% kill rate (or whatever it sits at) and an 80% kill rate

  • I play both sides, and have thoughts(tm) about this.

    As a survivor, I can go on a 3 minute chase, get downed and hooked, and then another survivor unhooks me in front of the killer and I'm downed again. 5 generators remaining.

    As a killer, I can down survivors in 10 seconds a chase, and still the survivors manage a 4K escape because they finished the gens in 4 minutes.

    The problem isn't just the game's overall balance, it's that as the skill levels of both sides improve evenly, the balance of power swings wildly from favoring the killer to favoring the survivor. It's a very common problem with asymmetrical games. In this game's case, the killer not only needs to be skilled and knowledgeable at chasing the survivors, but they need to know how to identify when a survivor is strong, when it will waste time to go after them, since they need to create that pressure of a downed/hooked survivor to slow the generators.

    And that mistakes premise is not very true at all; unless you mean the mistake of choosing to play Huntress instead of Blight, when I get 2 gens done before managing to find a survivor because they spawned in pairs on the opposite side of Mother's Dwelling. It's also not a mistake when I spawn in the killer's TR, and they find me when I only just started to be able to move. Ruin cleansed in the first 10 seconds of the game? Not a mistake. Survivor can't loop a killer because the gen spawned in a deadzone. Not a mistake. A killer can literally do nothing all game until the doors are open, and then use NOED to 1 hit slug all the survivors. A survivor can drop a pallet while the killer is on this side, but they just hold W and then they get adrenaline and they'll now take like 25 seconds for the killer to catch up and down them.

    Especially with perks in the game that muddy up what are and aren't mistakes in a given situatiion, it's hard to say all punishments are mistakes.

  • I don't think the wording change needs to exist but I agree the function should change

  • Honestly, I see a good idea (besides the "apply to all hooks") that I think would work, which is combining 2 ideas:

    • combine it with Territorial

    • Make it so using the perk spawns both basements onto the map

  • Im allowed to just bump topics like this, right?

  • I winde how that would work for luck, considering +1% chance in self unhook =/= +1% chance of getting a better item

  • @NightmareReborn said:

    I haven't read the post yet, but wouldn't a survivory killer be Legion?

    You know, my friend said the same thing. But shush!

  • I agree this would work. Might be better ways to go, but the grind is rediculous

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/472711#Comment_472711

    They absolutely were because you could work on gens, then out play the killer if they left the hatch to stop you from doing gens. EGC locks all gens and the killer just watches the doors to see when a red light appears.

    What rank did you get to as survivor? Maybe in low ranks hatch standoff was mindless, but purple and red had actual counter play.

    funny thing, I tried that once. The killer just stalked me, bodyblocking me from returning to the hatch until I ended up far enough that they could down me (it was a leatherface so nothing I could do to really prevent it)

  • it doesn't just look blue, it looks... made of ice. Could be a leak for something in development? Probably not though

  • I don't like that, as it forces the killer to take time at the start of the game to set up. I also think adding a 5th perk slot is just gonna screw up the game's balance hard. What they should do, I think, is find a way to tell you which totem is which hex as a killer.

  • I think having them lying around the way they are is fine. Here are what I think needs to change

    • Bear traps can be set from the ground without picking them up; not being able to feels like an oversight bug more than intended gameplay
    • bear traps have a wider area of effect; if I place it under a pallet, I should not see survivors able to walk past the pallet without triggering the traps (it's happened a couple times because the hitbox is an oval)
    • bear traps can be placed more leniently; if I wanna take the time to lie 3 traps across a gate to block it completely, I should be able to. The hag can do it in like 4 seconds, and she can *block* the door if she uses an addon.
    • setting beartraps is slightly quicker
  • I have no strong opinions on this, although I will try and explain why people like Wraith:

    • No terror radius when cloaked means you can get closer to survivors before starting a chase; sometimes even right up to them
    • faster speed when cloaked helps end chases faster when they are caught in a bad spot (the speed boost after uncloaking is there to negate the speed loss from the transition; plan accordingly)
    • faster speed when cloaked helps you traverse the map way faster
    • the addons allow for more variation in the wraith than any other killer's addons, meaning that, statistically, he's easiest to have fun with
  • I don't really tunnel as killer; I just go for whoever's closest. Though I always go for an injured vs uninjured if they're together and break apart because that's more efficient.


    As for playing survivor; I haven't noticed it at all on myself, but once or twice on my SWF friends (started playing for this rank season on the first, currently rank 7).

  • Here's how I see it; No Mither is a challenge perk, and one people will get angry if it's made not as challenging. The only balancing I see that will make people happy is if No Mither buffs your fellow survivors without buffing yourself; that doesn't eliminate the "hard mode" aspect, while not ruining your teammates' chances of survival

    I also fully agree with this (except calling people stupid):

    @No_Mither_No_Problem said:

    https://forum.deadbydaylight.com/en/discussion/comment/472395#Comment_472395

    Everyone saying that No Mither counters X or No Mither counters Y is actually stupid.

    ”No Mither counters Bloodhound” You know what else counters Bloodhound? Being uninjured.

    ”No Mither counters Exposed Perks” by making you Exposed all the time? That definitely makes human sense.

    “No Mither and Iron Will is stealthy” It’s only just as stealthy as being uninjured—except when you run No Mither, you’re on a 1-hit down.

    ”No Mither is good for gen builds” WOW, Resilience and This Is Not Happening make gens go SO much faster! I can definitely see myself benefitting from a 9% increase in repair speed and hitting those great skill checks I probably would have hit anyway! That’s definitely worth the trade-off of being on a 1-hit down all game!

    Face the facts: The only justifiable reason to equip No Mither is to make the game harder for yourself. All benefits that you could possibly reap from being Broken all game are outweighed by, well, being Broken all game. It’s a challenge Perk, through and through. A badly-designed one.


  • Right? But if it had to be just addons or just offerings, I'd choose offerings in a heartbeat because Why oh why would i ever decide "Let's go to Autohaven"? I see no advantage to that decision, and people who do are in a category well above mine for map knowledge

  • A mode where instead of doing generators, survivors have to hide from the killer for a set amount of time, which can be sped up through 2 or 3 objectives hidden throughout the level. However, there's no terror radius, so the killers have a much easier time sneaking up on survivors, and the idle crows get way stricter

  • Rather than refunding characters, why not just let me burn items/add-ons/offerings? Even if the conversion rate is trash, say 20%, it would still ease the grinding for those of us that don't want 12 jigsaw pieces on our survivors. The only issue is that it would mean you could just burn everything on a character to get prestige/teachables easier, but I don't think that should really be an issue as the number of character to get to level 40/50 keeps growing and the game isn't changing to accomodate the grind.

  • Ultra-Instinct Shaggy Meme aside, it would be funny and with Ghostface proving they're not anti parody characters, I'm for it. Shaggy Rogers and Creeper as next chapter!

  • Yeah it can be annoying, especially since I'm used to running lightweight. I don't think this will happen though, as it would conflict with other perks potentially. I reccomend running urban evasion to offset not being able to run as survivor

  • Was on Badham. I go to the shack because it's the closest generator; david is there. I hook him in the basement and lock down the shack hard. I see dwight nearby, waiting for me to leave; I chase him and hook him thanks to my window trap. Reset it and go to the gen that just popped; oh wait nevermind other david popped my basment trap, as well as jake. David tries to unhook even after I hit him. I go upstairs and check a locker; Jake was hiding there.

  • I have noticed that, yeah. Never get spirit anywhere but that map and McMillan maps, but also I'm not fighting spirits that often so it's not outside the realm of statistical error

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/448376#Comment_448376

    @NuclearBurrito I can never seem to get proper plays with it, killers always see through it, or I forget I got it.

    @Poweas @NuclearBurrito As someone who also wants to always run Q&Q, I find the best way to use it is to jump into lockers. It's faster than a sprint enter and makes no noise, unlike a stealth enter, so it makes them way more viable to hide. Combine with spine chill or premonition so you know the killer's coming, and they see a gen with no scratch marks. Granted it doesn't always work, especially if they have whispers, but when it does work it's hilarious as I can spend a whole game doing this to never get in chase sometimes

  • I feel ya buddy. Survivors get angry because I tend to go back to them when the timer is near the transition between stages (death is a stage), since some survivors (like me) tend to hold out on rescues for 30-40 seconds because it makes no difference to their life when they're unhooked within a stage.

  • So, I hooked someone real close to the open gate, so I checked to see if anyone was hanging around. Nothing in sight, so I went back to the hook, a mere 5 second walk away, and it scared someone off. I chased them towards the door, but spies from the shadows went off, so I returned to the hook since he was full health and I wanted to protect my sacrafice. I slapped the rescuer, but not in time to stop her unhooking. Being nice, I chose to hit and sac her instead of the rescuee. Got accused of camping the hook

  • Devs can we get an option to turn down chase music? Can we also set sound effects volume and ambient music volume?

    The issue I can see with that is that the game is designed for the music and ambiance to interfere with other sounds.

  • @Speshul_Kitten said:

    That would suck for the rest of us who’ve already spent millions and got everyone to P3

    Simple fix; if they already have spent BP on those perks, refund them. Besides, didn't hear anyone complain when they lowered shrine of secrets costs, except from me who had bought 2 perks the week before they changed it

  • I imagine people wouldn't complain if it became another perk that's weak but gives extra BP

  • @PolarBear said:

    @Dwight_Confusion How is it fine that a killer can 1 hook every survivor and kill them after they've been unhooked?

    Well, in the like 400 levels I've had on killers I've only seen maybe 8 ebony moris. They are probably rarer than other ultrarare spawns on the bloodweb


  • I agree with this completely; especially since it's much less obtuse if it's "kill all 4 survivors". Heck, kill all 4 is harder than escape as a survivor already.

  • Yeah it's kinda rediculous. 10 seconds of reading auras within, maybe 32 meters. It should at least come with an open-handed type effect that boosts your aura perks' range while holding it, so it does *something* without addons

  • I think they should do this, and another thing I tihnk they should do (though it might be unbalanced to do both things) is add skillchecks to mending, with the progress pause of a failed check causing the game to consider you to be not mending for the purpose of the timer.

  • @GodDamn_Angela said:

    @Incurable_BOFA

    Umm.

    ---

    Decisive Strike

    After being unhooked or unhooking yourself, Decisive Strike will become active and usable for 40/50/60 seconds.

    ---

    Ok, so, DS only activates after being hooked and you said:

    "But what about the part where they get downed and hooked? You're already a hook down in most cases before the perks[MoM] even activated.

    This is why i also don't understand how people can call it DS 2.0"

    ???

    Are you not stating that MoM usually only activates AFTER you get downed and hooked, like DS? So... doesn't it make sense some people would consider them similar?

    I feel like I'm missing something.

    That might confuse people, but Decisive Strike actually was changed in the same update MoM came out to that state. Before, it was any time you were picked up, you got a skill check. Trying the check, success or failure, deactivated the perk for the rest of the game and ignoring it let you try again next time you were picked up

  • MoM isn't terrible on its own, but when I'm chasing a survivor as killer and they borrowed time, MoM, Adrenaline, and Decisive strike it becomes an issue. MoM is fine on its own IMO but it combos with other perks too easily and strongly

  • I really like this concept! (though I would move some perks around in those categories) Clarification: is that 60% chance run on both perks individually, or is it run together?

  • It shouldn't bother you that much, I feel... Although, besides what others have said, what about Urban Evasion?

  • Well, Wraith can do it well. Get the right gates and you can watch both at once for very little effort.

  • IDK, i've had the game freeze twice during the double BP event but that's about it for all the probles so far this year for me. Some people just have that one graphics card or something that the game isn't optimized properly for because it's optimized for hte other one instead. Software/hardware interactions are a #########


  • @Vlieger said:

    @Endorb

    I agree that pre-patch Legion was more or less "forced" to tunnel someone till they were downed. Like I said in my post: the vision for the killer did not align with the tools provided, and players did what they had to to make the killer work.

    Current Legion still forces the survivors to separate because it can still stab multiple survivors during one Feral Frenzy to spread the damage/pressure (original vision), and eliminates the first loop/hit of a chase by giving you an easy free hit. Then with the 115% move speed can now easily get the 2nd hit without getting looped forever.

    So with that said I am not seeing (from the points you outlined) why Legion is no longer fun for you. It seems like it meets all your criteria, but the only thing it can no longer do is Feral Frenzy tunnel a survivor until they are down.

    Yeah, getting used to the new legion a little more, it's not bad, but the power feels like nothing, to be honest... Only slightly different than playing a trapper without traps. the old frenzy provided a more frantic playstyle but it doesn't feel like that at all anymore. Sorry for kinda getting sidetracked and losing my point >.<

  • I do have a major concern though; if it effectively removes 1 generator from the game, then it leaves it open to completely unfair generator spawns. This could be fixed by just generating an 8th generator though. Also, this is definately a powerful perk, consuming 80 seconds from a survivor before considering factors that speed/slow base repair speed, plus giving them skill checks that they may fail. I'd say make it so the killer isn't alerted to the skill check fails on that gen

  • @Vlieger said:

    @Th3Nightmare

    I've been staying away from all of these anti-Legion update threads, but since you recognized his pre-2.7.0 power was broken/abusable. Lets talk.

    Firstly I want to say that I like the Legion changes. I think they were needed and have put Legion in a much better place. I have been having fun playing him and playing against him now. He is a solid mid-tier killer.

    So you said his power is not fun for you now. Was his power fun for you before? If so, why was it fun? I ask because his power before essentially forced you to tunnel a single person, and they had little to no chance to avoid going down. This was the strategy that the playerbase adapted because the vision for the killer did not match the tools that were provided.

    Personally, as someone you didn't ask, here's what I think is fun about old legion without the exploits:

    • The focus on forcing survivors to separate or be punished
    • The feeling of eliminating a loop
    • The feeling of stabbing multiple times consecutively (which was fleeting though, since you can't usually find multiple survivors together after the first time)

    With those points in mind, here's why I think Legion was forced to tunnel as much/long

    • mending exploit rewarded not leaving someone alone with a deep wound
    • it was incredibly hard to get that second hit
    • when you didn't want to frenzy stab someone, you were extremely loopable, forcing many to just frenzy stab multiple times in a row
    • mending in general made little difference if you weren't still applying pressure to a survivor

    With those in mind, I think that what they should have done to old legion is the terror radius mending fix, and then they should have fixed the looping issue; can't tunnel as long if you can down them, and that looping issue was why they went for the 5 stab down instead of feral stab and normal chase; it was boring for survivors because it had no counterplay, and it was boring to killers because it's a strategy that doesn't really feel rewarding.

    This might push legion too powerful, but I think a good starting point would have been, again to remove the exploits, but then to make Legion move faster while cooling down from a frenzy. Would decrease the space between the legion and the survivor, giving them less time to find the next pallet/window, and would mean that saving pallets for after the legion ends their frenzy is even more valuable and overt.

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