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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2767079#Comment_2767079
To be honest no it wouldn't be overkill cause right now in its current state it rewards people abusing it much like most survivor meta perks are being used as safety nets rather than utilities to change up game stratagies.
Perks as a mechanic should be used to mix up the games, right now everyone who plays killer has to think they are using the meta partly cause it shows up all the time and partly because right now it's actually the worst offender of perks rewarding bad play (yes even more so than noed survivors). Personally I am just trying to make sure it is still viable while removing the things that make people overly reliant on it.
Well that's why I want the distance nerfed as I feel that's the most impactful.
I dont want any perk to be weak and pointless, I want loads of perks buffed just atm DH has wayyyyy too much freedom
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@hiken said:
dead hard is fine, only perk able to coutner ranged killers for one time, and nurse, blight curvings and some other bull** this game offers.
@hiken said:
https://forum.deadbydaylight.com/en/discussion/comment/2765256#Comment_2765256
u cant react to killers launge if u have them blowing your neck, impossible to react only to extended attacks you can do potentially something, and still most times you need to read the killer if u want to react, 8/10 times if u want to react you will die, the only reason this perk is popular, somwhat decent is because you can make distance and potentially counter some killer powers like huntress, and some others like nurse.
The point is the distance it gives allows you to make things you normally wouldn't or correct mistakes, if explained it all in the OP.
But if DH is used just to avoid ranged attacks like you said then the change I suggested will not impact you in the slightest and this change is perfect, I'm glad you agree with it!
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@CyberDragoon656 said:
https://forum.deadbydaylight.com/en/discussion/comment/2766200#Comment_2766200
The 0 collision while still being able to be hit lart is to get rid of the hit detection while offering up a middle ground for it to have the ability to juke killers but having a much fairer risk vs reward that what is there now.
I get what you mean, personally I just want the distance nerfed so it cant be used that way.
I feel if you add all the things you suggested it would be over kill? Great ideas but all together would be quite impactful
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We actually just asked them to improve it.
It only started massively going down hill when they reduced to reset amount each month. But apparently players who didnt play much and was good went against easier people but in reality they would of just ranked up fast anyway.
Personally I wanted a nerf to altruism or escape emblem (especially through hatch) that would of made the ranking based on chases and efficiency on gens
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@MandyTalk just realized this is in general discussions, probably best it was moved to feedback if you're ever free to do so
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@CyberDragoon656 said:
Lower the length by 2-5 ft or remove the option to vault and drop pallets for one and instead of Iframes make the person lose collision with the killer but able to be hit
Like the idea of reduced distance and stop the ability to do an action for abit but I'm not sure about the 0 collision, never a fan of that in games
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2765296#Comment_2765296
Honestly wouldnt mind that instead. Survivors would actually have to do some setup to use it mid chase.
Ayyy, just replied that myself
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@dictep said:
If devs want to remove the distance part of the perk I can help them.. remove the perk. Everybody will use sb instead
So use SB then, takes far more skill and setup like I briefly explained in my post. DH is easy to do at pretty much any loop and just corrects your mistakes.
SB dont do that unless you 99 it but even that is harder, requires more effort and stops your efficiency
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2765102#Comment_2765102
Literally the distance part of it is what's busted about the perk.
Agreed. Explained my reasoning in the OP if other are curious why, I ain't retyping lol.
@SuzuKR said:
Devs have already explicitly said their problem with the design is its use for distance giving the perk too much power, and that it’s not something they want the perk to do.
Well I hope it's what they'll do then, certainly is the most unfair thing.
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@dugman said:
Well, without meaning to sound rude, some of the popular streamers also put out some pretty bad ideas so I'm not too surprised they don't get implemented. Generally speaking being an excellent player doesn't necessarily make you an excellent game designer. There are a ton of technical considerations that players don't deal with or have any particular knowledge of which make a lot of the ideas that float around the forums impractical or counterproductive. Not to mention there isn't even actual consensus on a bunch of ideas that pop up among forum posters and streamers. Compare Tru3ta1ent's suggestions to Otz or Scott Jund or OhTofu for example and you get some wildly different opinions between them on certain aspects of the game. Basically being an expert at playing the game doesn't mean you're an expert at designing or programming the game.
As far as matchmaking goes, there's a common misconception that mismatches occur mainly because "the MMR is inaccurate", when what's actually happening is the MMR is probably pretty accurate but the matchmaking system is having to fill available slots with next-available players to keep people from having to wait too long for a close match up. Note that this issue is going to impact high MMR, prolific players more than it does average MMR players who will typically have a lot more people in the playerbase close to them to pick from at any given moment. But since high MMR prolific streamers and forum posters have the loudest megaphones their issues with the system get amplified over what could be a more or less normal experience for the bulk of players who don't stream and don't post.
Finally you're assuming the Behaviour doesn't gather feedback from the forums or streamers and doesn't read the posts, which isn't true. Just because they don't agree with something doesn't mean they didn't listen to it or solicit feedback. And they do make changes that have been requested such as revamping keys and moris and addressing the Nurse's bugs this last patch and toning down Circle of Healing and revamping Legion, etc. Just because changes take a while and they don't give release dates for things that are still being looked at or worked out doesn't mean they aren't working on things that have been talked about.
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2765133#Comment_2765133
That too is another problem. 95% of the people making suggestions are cry babies who just want their side to be stronger. It's really hard to filter between the children and the people putting forth actual ideas that could improve the game.
Well this is why they would be a special selection. Hell they could hold a massive question sheet they would review.
I do think it's always be best to have someone who played both sides 50/50
Remember this isnt so they have the final say but to be in actual contact
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@Fantasy said:
I think the i-frames will be removed, probably the easiest solution and makes the most sense.
I disagree on the makes sense part, I just wrote a bunch explaining why the distance is a better choice
@ThatOneDemoPlayer said:
Here's a rework for Dead Hard (not mine) that I think would fix the problems with it.
Dead Hard no longer gives distance.
If Dead Hard dodges an attack successfully, break into a sprint for 2 seconds.
Basically, if Dead Hard dodges an attack, the Survivor will be granted a Sprint Burst (150% movement speed) for 2 seconds. The Killer will have the missed attack cooldown, not the successful one
Does that count for ranged attacks like hatches? Thatd be painful for huntress, and poor trickster lol
Edit: great idea though, especially if it's on dodging basic attacks
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Remember there are chapters that come out too as well as other factors that can reduce his pick rate.
Like half the killers I dont actually see but somehow they share a similar pick rate to other I see every so often.
I just wish I knew, low,mid and high mmr brackets in all the stats
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@jesterkind said:
The flipside of that argument is that having a thorough understanding of how the game is doesn't automatically translate to knowing best on how it should be changed going forward.
People who play the game for a living don't have any inherent insight into the realities of game development on the managerial, technical, social, or resource level, they're pretty good for theorycrafting or identifying objective flaws (IE, bugs, or truly broken designs) but they have absolutely zero inherent value when it comes to larger things like the best way to implement a better matchmaking system.
What BHVR should be doing is taking their input into account and giving it a little more weight in some scenarios, namely things like feedback on high level balance and any edge case bugs that they'd struggle to catch due to playing the live version of the game less, but not listen to them on everything- which is what I understand they already do.
Well that's what I'm saying, they should have a team and work with people like it. Other games do actually work and talk to the higher and more committed players to make an overall more satisfactory game.
Remember people want things to be fun, balanced and overall a pleasing experience no matter what it is.
Behaviour do quite alot right, sadly they look at stats alone for the most part and like you said these people obviously play the game far more and will have a way better understanding how things would work in a live version of the game.
When the devs and community have clear communication and are working together it often results in a better game for everyone. More sales, happy community etc. Etc.
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@AsherFrost said:
One thing I think is being overlooked here.
1. Borrowed Time is Bill's perk, right?
2. Bill is a character from Left 4 Dead.
3. That means a percentage of the money made selling him in a shop is going to a third party.
4. As we learned with the "Stranger Things" changes, the Original rights holder still has quite a bit of control, to the point where even the perks had to be renamed.
5. What are the chances the rights holders of the L4D franchise are cool with 1/3rd of the character's value (on paper, in reality more like 50%) being made redundant, possibly driving down the amount of people willing to spend money on a premium character to get it?
6. What are the chances that BHVR, a company that has clearly put a focus on selling dlc in the form of characters and costumes for them, would make a change that is likely to lead to less purchases of Bill?
1. Yes
2. Yes
3. Yes, or another form of contract (one time purchase or yearly)
4. Not quite, behaviour still has the ability to change how things in the game work. Only a killer rework would need their permission.
5. Well it doesnt matter, bill is free on console and you're paying for the characters not so much their perks. Remember the shrine exists. BT has been on there 10times?
6. Likely the BT would be abit weaker and the perk for bill would be reworked into another decent perk or just a stronger version.
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They could just add black bars to stop stretch res?
You know like other games have/do? Pretty sure one game had it at release and called it a letter box (it was for an old horror game vibe) was easily removed later on for a better game experience so behaviour can add it to their game.
It's an obvious advantage and I'm against it and all for removing it
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2764568#Comment_2764568
The killer vs survivor posts and threads have certainly gotten pretty annoying and I feel like it's worse then ever
Agreed, I made a post explaining that's an issue with forums. No matter what you try to talk about you'll get called a main etc. Or belittled for your opinion when in reality no one is gonna read an essay on everything you want in one post which is why people have one post for one topic.
I always go with the biggest issue at hand, or what I think it is personally. If that's a killer issue it's a killer one, if its survivor issue its survivor. I just go with what I feel needs a change for better game health.
@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2762686#Comment_2762686
While he didn´t say directly that they plan on making it basekit, it surely looked odd that he mentioned DS twice.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2762686#Comment_2762686
Did you watch the stream?
Some people just dont pay much attention or arent use to how behaviour work lol. Or they're just trying to troll/start an argument
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2764508#Comment_2764508
I like to keep updated encase they improve something.
I support both sides, I want it all to be fun for everyone.
Same, plus I feel like having taken a break its allowed me to see both sides a lot more clearly and prioritize the health and fun of both sides a lot more.
I can see how that may help you get a better look at both sides, personally having played 5 years and always been really empathetic towards people I always try to make everything fun no matter what.
Do wish more people was like it though, sadly most people only care about themselves or to belittle others.
I shall always play in a fun way and help others not matter the game. But when it's no longer fun I'll stop (DBD atm, go real bored with its current unbalance I got)
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@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2762924#Comment_2762924
I mean not technically wrong but at the same time I haven't played in months so I don't really passionately associate with either side
Oh I haven't played in 2 months myself, well I think I play 5 games a month ago, been playing halo instead.
I'm just going off past experience and nothing has changed since but I like to keep updated encase they improve something.
I support both sides, I want it all to be fun for everyone. I just want to encourage good sportsmanship and reward playing well.
@TeabaggingGhostface said:
Did someone say rancor basekit?
They did say moris was being made base somehow. Not heard anything more on it for awhile though so might of been scrapped
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2763184#Comment_2763184
Does slugging 4 people simultaneously and winning with 5 hooks mean you didn’t play well?
Means the survivors played bad tbh.
@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/comment/2762812#Comment_2762812
True, I get that.
One way or the other, fair play is not rewarded.
I feel it should be though. I'll always be more impressed by a killer who can get lots of hooks especially if they 12 hook. That's impressive 4ks not so much
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2763037#Comment_2763037
I’m just addressing the Twins nerf, and the devs referring to high MMR as the cause for it. I don’t recall specifically the reasoning, if any was given at all, as to why Wraith got nerfed.
Wraith got nerfed as "he was little op" but that was just an example, killers like clown, pig etc. Etc. Are all weak killers by base kit so I'm confused why those haven't been buffed if that's the case.
Tbh I dont think addons even made twins strong tbh, that's just their base kit. Just more casual or alot of experienced people dont always want to 4man slug for the win.
For me I hate the twins, you have to slug to do well and win and that's not for me. Lots of chases and hooks is my game
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@Peanits said:
I would advise against trying to draw any sort of conclusion based on that statistic, let alone very broad ones like whether or not something is balanced as a whole. There's far too many factors and variables that you absolutely cannot know just by looking at that one number. e.g. At which ratings? Against which Killers? With what perks? How does the procedurally map generation affect the kill rates from match to match?
Basically, take it as a little fun fact, maybe discuss why you think it is where it is. But I wouldn't recommend trying to find any conclusion with the number alone.
That's all we're doing, at least for the most part everyone is.
I never go off one set of stats for any game because they're always misleading but I wanted a little discussion anyway to see how people felt personally.
It's why I do wish we always had lots more data for everything. Like top 10 perks used for either side and always split every data into 3 sections for low,mid and high SBMM.
I'd love that lol
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2763075#Comment_2763075
Again. He did not say "We are going to make BT base-kit." Maybe he did not hear BT part, idk. But i doubt they will make it base-kit.
If they reveal officially, then yeah we can talk. But for now, this is pointless. And why they should make BT base-kit lol? It is already strong and meta perk.
Yeah he totally missed the whole "and what about BT?" Question after the initial question 😂
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2762924#Comment_2762924
They never said “hooks don’t matter”. What they said was hooks aren’t the only way to win. Which is true, you can slug everybody for example and win that way. And Borrowed Time has no effect on a four person slug win.
But this isnt Win based match making this is Skill based match making.
Hooks often show more skill than kills just simply due to the fact multiple hooks mean you outplayed them multiple times over while a kill doesnt have to show that.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2763085#Comment_2763085
Sadly I was before Boons and the current state of the game now it's a split..... survivor and any other game I want to play when I'm sick of the long Que times lol.
Oh I went from killer main in the first year of release to survivor main, to 50/50 then to survivor mostly and now I haven't played in 2months lol.
Honestly DH puts me off killer so I'm looking forward to that change. Survivor gets abit bland for me, I'd love to do 50/50 again but I expressed in another post I dont think I have the energy for it.
Playing halo instead now
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2762686#Comment_2762686
He said that DS was not going to be basekit and then when the question about BT he repeated That DS was NOT going to be basekit. That there was a subtle way of saying it's going to become basekit.... probably in their own sick minds to counter camping and tunneling......
Careful you'll be called a killer main
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@Chilli_man2400 said:
Honestly I thought Haddonfield, red forest, or the swamp would be the lowest kill rate but I’m shocked but not surprised at the same time Cowshed is a ######### nightmare to play it sucks.
even though the kill rate on the map is 50% it doesn’t excuse its godawful RNG and how it can spawn loops on top of each other. It’s worse than Game, Asylum and red forest.
Well that's probably due to my example of the low,mid and high mmr.
Before mmr you could get some very chill games especially after rank reset so you can load into a terrible map for killer yet do so well because the team wasnt that good.
I agree it's bad, nothing is worse than the game for me lol. I like my basic attack/non antiloop killers and that kills them
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2762943#Comment_2762943
devs are so biased they removed value from:
Plague
Legion
Ghostface
Myers
Coulrophibia
Nurses calling
Tbf I'm still abit annoyed GF got nerfed, even if it's only one second with the best addons.
I feel the devs always miss the point, the other addons needed to be better not just make the better ones somewhat base but keep everything the same
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@TruEternity said:
https://forum.deadbydaylight.com/en/discussion/comment/2762933#Comment_2762933
Good knowledge can beat any killer that’s not Blight or Nurse, that’s how this game is. Unless you’re super lucky or running a 4 stack SWF, Twins are really good. One mistake and they can snowball the whole game super fast. Twins are insanely good at high level, check out Swish’s tournament on Ohtofu’s channel, Twins were by far the best performing killer.
It doesn’t matter what people consider fun, fair or enjoyable play style wise, looking at a it from proficiency at killing, Twins are high up there at high skill levels.
Yeah that's a fair point but these things arent hard to do or figure out, using twins as example he cant vault/break pallets which renders him useless. Same goes for vaults as you arent even in a chase.
I always hate that verse solos argument though, like if you know how to play you know how to play and should play differently verse different killers. If you arent playing differently for each killer it's your fault if the killer wins.
Survivors for the most part have the control, I only play solo and honestly the only reason I tend to "lose" is due to a DC/people giving up, mismatched mmr or my team simply didnt do gens for whatever reason
Edit: my main point though is if that's the case of killer balance why are so many still so bad at high mmr? Remember wraith was nerfed, he wasnt OP at high level if anything he was somewhat balanced
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@TruEternity said:
Maybe here’s a thought, they try and balance around ALL skill levels. Perhaps those add ons were far outperforming at a high level, and didn’t change much at low-mid levels. So if the nerfs only affect high MMR killers and not others, it’s fine that way.
Yeah they dont do that sorry, but you cant say all the killers are made to deal with high mmr players by base (which they claimed twins was)
But twins, if it's even true they are so powerful at high mmr is a killer that often gets very few hooks for that 4k.
I dont see the twins as a treat at all in any game, even if they're good. Good knowledge can easily beat twins imo
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2762796#Comment_2762796
The devs have said previously they want to discourage actual facecamping but haven’t found a solution they like. They don’t think tunneling someone right off a hook is unsportsmanlike or anything like that but they do probably want to incentivize spreading out the downs a bit so all the players stay in the game as long as possible.
Which would be fine if they said hooks mattered. Sadly they only think hills matter yet want you to go for many hook?
I'm all for never tunneling and slugging, but you cant do that and still get lots of hooks in an accurate MMR games.
@jesterkind said:
I'm assuming whatever they're planning isn't literally just making the current effects of Borrowed Time basekit, probably more in line with a few seconds of no collision/endurance effect/whatever to dissuade hard tunnelling.
I'm all for it. There are two kinds of meta perks- perks that are just unambiguously stronger than all the others, and perks that cover a gap so common that you feel like you're punished for not bringing them. The former should be nerfed, and something should be changed about the game to stop the latter from feeling so necessary- which would look like some form of basekit BT, in this instance.
Obviously the specifics are up in the air right now and there are bad versions of this that could manifest, but something to stop a survivor from being smacked down seconds after being unhooked would be a good thing.
I do get that but i see alot of issues with it, for both roles not just one.
@gilgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2762686#Comment_2762686
Don't be a contrarian, he very obviously hinted that they are looking into making some version of BT base kit. Doesn't mean it will happen, and it doesn't mean that if it does it will work the exact same as the perk does currently but if you think people are just reading into too much for "drama" you are straight-up being disingenuous.
Dont be silly! Raising concerns makes you a killer main I thought you knew this
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@Akumakaji said:
Actually, if you couldn't use it to bodyblock, then I wouldn't mind a basekit BT at all. Getting tunneled off the hock without any chance at all, like at least trying a vault or a loop, really feels aweful. But as always, you can't have nice things without someone trying to exploit it. The original idea behind BT is that you can savely get away from an unsave unhooking. But todays reality is that survivors are ultra bolt and brazen with their unsave unhooks, knowing that the unhooked survivor can bodyblock and cover for the other one, thereby minimisizing the risk to super low levels.
I really hope that they figure something out, buuut we will see.
Well that's my issue, BT rewards bad survivors for farming people. I honestly dont want a bunch of survivors just trading on hook because they know they shall get a safe save etc.
Especially for free.
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@Idontknowtbh said:
https://forum.deadbydaylight.com/en/discussion/306153/so-bt-basekit-another-solo-buff
I hear ya, but it honestly pisses me off when the survivor coming to unhook is the one that has the killer chasing them and doesn't have BT so it feels like: well, I'm gonna die, so might as well take someone with me. It's ridiculous.
I had one yesterday that was being camped by the killer, so I went with my BT before struggle started. Went down and this effing idiot stays around me, bleeding, standing behind me and I honestly couldn't work it out.
Then I see it: called the killer by throwing a pallet, killers downs him, he uses DS and the stun to come unhook me without BT!
I'll let you work out what happened after.
Well that's my issue, ignoring all the comments calling me a killer main my issue is also from a survivor point of view.
Adding a perk like this base just means people are more likely to trade and farm hooks which imo shouldn't be encouraged.
We stride further from rewarding and promoting skill every idea and patch, I want my survivors to understand how to play and play smart not just do stuff because they have base perks.
Its annoying to get farmed for sure, but this isnt a way to do it
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@Tiufal said:
Cause as survivor there is still more issues than you alone to "win" the game.
What issues exactly? Only issue I have ever had as a solo is my team not touching gens or knowing the basics of looping...
Which btw dont get affected by nerfing killer addons.
@chargernick85 said:
Twins don't need nerfed. I truly believe they are a strong killer but the style you have to play to get the good results is what need changed. I don't use tunneling, slugging, or camping as a main strat. I use them on rare special occasions but with twins if you don't use them as a main strat you are demolished with 2 hooks.
Rework them to where these strats are not needed to succeed with this killer. The how.....that's there job.
Yeah that's an issue I have, hate the idea that the devs see twins as a really good killer because we can slug and 1 hook everyone.
It's not a fun way to play for either side. It just encourages the slug, tunnel and unsportsman like behaviour
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I love the people who said they weren't even saying they would do this.
You know they physically avoided the question about BT multiple times, obviously they're doing something with it...
I love how I talk about this and get called a killer main lol, once again trying to label people and make it a us verse them mentality when i share concerns
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SBMM is a joke, everyone who understands what skill in DBD knows escapes and kills dont show skill.
If I run a killer for the whole game, get camped and left to die somehow my team was more skillful than me. I did bad and they done better.
It just promotes bad and unsporting behaviour.
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@Gwinty said:
https://forum.deadbydaylight.com/en/discussion/comment/2762575#Comment_2762575
And that is the neat part: The statement is that they just nerf for the higher level. How bold of you to assume that they would buff for the high level as well!
https://forum.deadbydaylight.com/en/discussion/comment/2762467#Comment_2762467
This sounds a bit like a double standard at first. However there is a single component lacking: Killers are easier tuned than survivors. With the Killer you have just one character, one player and one set of powers. There is no interaction between 2 Killers.
Meanwhile survivors differ very much. If you nerf say, SWF, you impact lobbies of 2-1-1, 3-1, 1-1-1-1 as well and the nerf hits the last lobby the hardest. If you change anything that offers cooperation the results become very muddy very quick while with Killers you can just play around with number and have a clear "cause and effect" view. Nerf add-on x by y%, see how the win rate changes...
For survivors "nerfing add-on x by y%" would result in at least 4 different results who can overlap. This issue with communication being there to make body-blocking (Mettle of Men) and other stuff strong is huge. A clear "cause and effect" can only be archived for SoloQ survivors in my opinion.
So they change Killers because this is easier.
@Flimflam said:
Balancing twins because of her killrate at high MMR is one area I kind of agreed with the devs at. Now I don't want people to read that as I don't think twins need QoL improvements. Because they do. Just that I would hope that we would see a lot more changes aimed at higher skill brackets of the game for both sides.
You cant nerf killers for high mmr and not buff them for high mmr, thatd a double standard nothing else.
Personally I'd be happy for this but when they also focus of balancing for casual survivors that's an issue. You cant have casual survivors and high mmr killers equal.
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@gilgamer said:
I agree. Would really love to see just how much of a supposed monster the twins are.
1hook monster lol
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@Dennis_van_eijk said:
Like sunset said, think they were just looking for an excuse.
Tbh, do you really believe it was the truth that the twins is very strong at high MMR? 😂
Patrick doesn't really understand what he's doing and talking about and just throws a dart at things to find a reason to work on something.
And yeah his explanation about the SBMM was very pathetic to watch and listen to, it just shows he has 0 clue what's going on with the game
Tbf you can get a 4k as twins If you slug everyone. Issue is you get so few hooks etc. Its not really a fun way to play, well imo anyway.
I just think it's a joke killer is held and balanced for their top players so always get nerfed while survivors get balanced at a far lower level.
This combined with the escapes and kills = skill just make the balance as bad as it is.
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I mean I play solo as usually the killer struggles alot unless it's been a miss matched game.
Only time the killer has a chance is if I get a teammate that dont do gens lol
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Tbh no perk should have these restrictions they have.
Like why was surge a basic attack, limited range and cool down? It seems so stupid to me that all these perks get limitations and they wonder why they arent being used lol
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@Ecstasy said:
https://forum.deadbydaylight.com/en/discussion/comment/2758304#Comment_2758304
Figured this was a clever joke since a ruin trigger into oppression means regressing 3 generators when all of them are ruin'd at 200% already.
Totally forgot there was any skill-check for active gens.
Even if it weren't like people said and Ruin still counted as damage for the perk, I think that would still just be good strong instead of OP since there's still that horrific 80 second cooldown that's stopping anyone from using it right now.
If they were to hypothetically removed the cooldown AND ruin counted as damage, then that any damage activation effect might be OP. Otherwise, I'm thinking it still takes 2 of the 3 possible changes to really make oppression truly strong.
However, even just 1 change (whether 0 cooldown or the any damage activation) would help raise it up from pits of despair into a good place.
Well thats why i suggested the change would buff some weaker perks without just buffing numbers
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@Phasmamain said:
Ruin oppression sounds kinda broken.
How? Damaging a gen means it explodes... ruin don't explode.
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Games getting better very slowly balance wise for sure.
Issue is lots of people are actually playing at a higher level than they use to many years ago.
People always go on about how in the first year or two how broken the game was without even taking into account people didnt play how they did today.
People never use to loop or be efficient on generators, but over time people have greatly got better. So while the game is better balance wise people are now actually making the most of all the unbalanced stuff and are playing way better.
It will keep getting better, just a very slow process and imo we really need to have a BETTER and set balance point. For example 2K2E is awful way to balance as kills could be anything.
Hooks would be far better, encourage and reward lots of chases and hooks and then punish camping etc.
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You see more perks than I do, cant say I see so many especially things like rancor etc.
But I'm on EU so that could be why
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For me, DH.
That simple tbh, if played at rank 1 and now high mmr for 5 years and honestly DH is the most unfun and unfair thing.
Having a perk that can correct mistakes, multiple times per survivor for each survivor is too much. I dont mind people playing well but DH is just free mistake correcting perk at loops.
I got bored of being outplayed by a perk and not skill. Other than that the games not that bad
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@Marc_123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2752561#Comment_2752561
Oh yeah, that is actually a real good idea.
But wait... when you think about it - she would always 4k because nobody would run away from her...
@AnneBonny said:
none, lesbian vampirism ftw
Pretty sure there is a decently old lesbian vampire film. I think it's just called vampires, I watched it when I was a kid.
Its basically lesbian vampires luring men to feed from them, some sex included lol
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Nerf DH distance and legion wouldn't be that bad tbh.
Like sure he will always be a weak killer but it's okay to have some weaker ones providing they still useful. I do personally believe basic attack killers are hurt most by DH at least in my experience and they can correct mistakes due to the distance.
Would be cool if they added a weird effect if legion hits 3 people in frenzy if he causes the exposed effect for XX seconds. Bit meme like but youd know the 4th survivor location and they would be an insta down
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@grayon444 said:
https://forum.deadbydaylight.com/en/discussion/comment/2752304#Comment_2752304
Flying doesnt seem balanced at all if those things he has on his back are wings lol
Doesnt need to fly, could simply hover like nurse does and have a lunge/dash power or simply have it for visuals only.
He does use his wings to impale and decapitate people so could easily use them for special attacks, maybe AOE
@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2752304#Comment_2752304
Honestly I would go for the giant batlike nosferatu version, as it is the most monstrous and has the most powers to choose from. Since you would have standard vampire lore, and now also whatever power you could think of with the beast parts.
Yeah I'd like the more creature looking vampires. They look cooler and like you said better range of powers
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You missed Marcus from underworld
:(
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I agree sluzzy, we should make it fun to camp and tunnel! Maybe make it even easier with some music going on.
Such a shame its unfun for killers :(
