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Noed is fine, its weak, only happens at the end of a match not to mention it isn't even that common. I'm sure you or someone has used ds as an example which was used every damn game by multiple people and could be used most of the trial. Noed really isn't a big deal, get totems or wait till noed pops then get the totem or leave, bothers you so much then run a perk or something to get totems. There comes a time when you need to learn to counter it yourself, give up your meta perk slots or just straight up deal with it and accept Escaping isn't important, doesn't show skill or even mean anything
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If you want to play the game play it instead of quitting maybe... either way lolololol -.- nah seriously dont be silly mate it's there to stop you ruining other people's fun who also paid money and time etc.
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@Nosferatu3145 said:
https://forum.deadbydaylight.com/en/discussion/comment/1926534#Comment_1926534
It's not really a choice getting all perks on everyone. This may be true to survivors, but for killers you have to get all perks with all killers if you play with all of them
That is true for killer, but all the changes would help alot especially if you look at mathematically. Like just that one extra perk per web would be a huge difference in the long run, average web is 50k for 2 perks meaning if you could get 3 perks instead you get 6 for 100k instead of 4. 30 instead of 20 for 500k etc. Its a massive difference so I wouldn't want to make the grind to easy for reasons iv mentioned but I get your point
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The amount of games someone has quit in 30seconds of the game because they messed up or dont like the killer for me and the other 2 to get the gens etc done is insane. Like if they stayed the game would of been much easier and smoother, but baby's always cry yano
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@Nosferatu3145 said:
3 perks per bloodweb is still too few for the amount of perks we already have, 5 perks per bloodweb and maybe don't take a thousand hours for a new player unlock all perks with all characters
Youd be surprised by the amount that would add up and save being able to get more in a bloodweb, plus the mystery boxes can give a chance too would increase them odds. But like I said getting all perks on everyone is a choice, you arent forced to do it. Game is far less grindy than looters shooters where you have to worry about the items, extra effects and rolls etc. Dbd has guaranteed grind, not luck and rng. If you want everything you need to work for it. Besides my time is me still playing with plenty of extra bps. Have like 300+ event cakes etc. So you can do it in less if you really wanted to "grind"
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@KateMain86 said:
I think the better thing to do is to make generators repair faster if a survivor gives up on their first hook or even require less to be completed for the doors to become accessible. Every time I'm in a match and someone does this the rest of the team dies unless the killer has mercy. The answer is not to prevent players from doing this. Its their choice and they suffer depipping and low point gains for doing it. The answer is to balance the match out for the team that just took a major loss because someone decided to give up first hook.
Also pips mean nothing, they're probably want to depip or already dont care about it, pips are easy to come by and the only people punished are those left in the trial, the game isn't designed as a 3v1 it's just not fun or balanced to do so and would end up hurting people in the trial. It's a waste of everyone's time and resources that match and with how common and easy it is the action should be discouraged more than a pip which is easily regained not mentioning those who wish to depip
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@KateMain86 said:
I think the better thing to do is to make generators repair faster if a survivor gives up on their first hook or even require less to be completed for the doors to become accessible. Every time I'm in a match and someone does this the rest of the team dies unless the killer has mercy. The answer is not to prevent players from doing this. Its their choice and they suffer depipping and low point gains for doing it. The answer is to balance the match out for the team that just took a major loss because someone decided to give up first hook.
No that idea isn't useful, not only would that be hard to detect in game but it doesn't help or solve the issue, all that change would do is help survivors repair faster while the killer loses out not to mention both sides miss out on points in categories not only that would mess up ranking etc. The idea of ruining the game for all other players should be limited, waiting for a lobby, using offerings, items etc. Also go to waste because of the one selfish player, people who do this action dont care about others, they quit because they got outplayed or dont like the killer and they arent being punished for it, making it harder to do this is the best course of action, if its limited to perks and offerings at least that person has to use resources to even begin to ruin the game for others, or be forced to quit and face DC penalties (which should be more harsh anyway)
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Wouldn't nerf any really, maybe make it so you can tell if spirit is standing still or phasing. Other than that most killers need changes whether its addons or some slight base changes, trapper, wraith, demo, pig, hag, plague etc. Alot of killers are weak and not played often at high ranks. No I'm not a killer main, I just want killers to have strength against good players, balance around bad survivors is a bad idea and honestly I miss seeing half the killers. They're to rare to see bit I understand why, they're weak in comparison
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@Zozzy said:
They already said they won't for some reason even though most of the people on here want it gone.
I dont get why, it's a mechanic that's only real use to to give up especially when they arent using offerings or perks that affect the % chance. I honestly dont get the devs half the time
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Use vaults, dont be greedy, dont unhook infront of him damn face... I know alot of people like you use bt for the free easy saves well guess what it doesn't work with bubba so play smart.
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Use bt, wait till the killer leaves afterall if he camps he loses if you actually do gens. If you're slugged in basement crawl out, better to risk taking a second hook on a normal hook than recovering and encouraging your team into an unsafe area. Theres 4 people so just play smart and basement isn't an issue, the basement is meant to be a strong stop for killer regardless
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Solo should never be the same as swf, that gives every solo so many perks in the game for free, things like kindred, bond, empathy etc. And that's why swf is so strong, they get all the info from about 20perks just because of coms. Its be much better to balance swf with a small debuff. It's not punishing swf just balancing the info they get from coms, for example if you need a 4 man swf to reach red ranks you probably shouldn't be there, not an insult but you have gotten there by taking the easiest of routes with more advantage over solos so that slight debuff would likely keep you and your friends at the intended skill level.
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@Clevite said:
I agree, but I would add when fully self-healed. If you are with a friend, healing each other, or he is healthy. He can now take a hit or you should have found a better place to heal. The killer can't be tunneling you both at the same time.
As a person that always brings a medkit and self heals before working on a genny, not during the 60 second count down, but right away, I know it's stupid. But I have been a killer main too long to fully exploit this perk. I think this should be considered.
@Kirkylad said:
I thought about that when people first started taking about the change and I agree.
They should make it so it deactivates of you heal someone else or yourself but not if someone heals you unless you let them do it past a certain percent 25-50% maybe.
This would stop the trolls tapping you mid chase and deactivating it.
Agreed. Honestly as a killer perspective I'd be okay with deactivation after a full heal as I tend to play fair anyway busted hated the mentality of rushing gens or hexs because of ds, I never cared for them healing and like I said deactivate on the rest is fine but I'm glad I'm not alone on the healing thing, certainly will need to be kept an eye on. Either way rewards people playing smarter and better so I'm all for it on both sides
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No this ds change just stops survivors being bookable for 60seconds and forces them to play smart, if the killer tunnels and I mean a proper tunnel they get punished. It's perfect for high level play, forces people to play more smart not just rush gens with ds or do a bunch of unsafe actions in front of the killer like hook trading etc. At last I wont be punished by playing fair but well.
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Why not play killer then? If killer is fast what's your reason not to play that side? Your answer probably answers your question... it's either not as fun or as easy on a regular basis
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Careful they might nerf infectious now... honestly surge should work on both, the range and cool down is enough, sigh.
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/1907906#Comment_1907906
Same here. Killer in the mornings at red rank is typically very hard, barring the occasional bad team. I guess there are fewer red rank killers at that time and matchmaking is actually able to match against veteran survivors.
Otoh, from late in the afternoon trials start to become easier with rainbow lobbies, to the point that I can practically 4k while eating my dinner and watching YouTube.
The irony is that when playing survivor, sometimes I run into those killers who completely lack fundamentals (bloodlusting, vaulting TLs, etc.) and there I tell myself "matchmaking strikes again, this must be a yellow rank". Then at the end of the match it was a rank 1 or 2 killer. You can tell they mostly play in the evenings and pick up bad habits.
https://forum.deadbydaylight.com/en/discussion/comment/1907557#Comment_1907557
Fun story. A couple of weeks ago I was in the chat of a NA streamer. There was this guy who was telling how he got to play in EU. He was shocked at how sweaty EU red rank survivors were and how they're glued to gens (relatively to NA counterparts, according to him).
The difference between us and eu is insane, not all games but far more common. I guess us people are more chill, I tend to get on better with them socially anyway, just a shame you can't auto match with them, I dont mind the 150ping. Crossplay is worse for latency anyway lol
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I'd take bots, at least I know while I'm getting chased they will be doing gens lol
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@VicThor said:
https://forum.deadbydaylight.com/en/discussion/comment/1907557#Comment_1907557
Yeah, I am on central European region.
Then you're in the same boat as me, it's why killer isn't much fun half the time and it's why I play more survivor now, can run whatever perks I like without it really impacting how well I do, killer on the other hand needs gen defense and more meta perks to beat the more competitive players especially when they group up with all players at high skill
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All they need to do is change what a merciless killer is, so with the new mmr they could simply make a 4k a merciless without it awarding double pips etc. Simple as that, no need to change achievements or anything just make the ruthless and merciless based on kills, mmr on how well you played. And the pipping on how much you play etc. For bonus BP as they have teased
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Base kicks should regress 5% and after kicking agent the regress speed should be increased. Simple change big improvement, might not need to use gen defense every single game to be viable against good player
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@Peanits @MandyTalk might be able to help, hopefully I have tagged the right people lol
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I assume you're a EU player, off peak times are harder to to those players not working etc. So tend to be better as they have more time to play, not everyone but yeah that happens for all servers though. Having said that if you are EU the games are just harder in general, if played on both eu and us servers and I dont know why but eu seems more toxic and less casual (this is the same for alot of games though)
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I'm kinda maining demo atm mainly because he has a bunch of offerings but he is pretty weak in the portal and addon department. Shred is perfect, admittedly I'd like to shred over the badham gap but other than that it's good. His setup time and hiw easy portals can be destroyed for you to replace them across the map is pointless on huge maps might as well try protect 4 close together
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I just want a werewolf that can howl to apply the terror radius map wide for xx seconds and the ability to run on all 4s. But some passive would be cool, providing they're balanced, the looking at gf would bug me because I can't reveal that mf when its crossplay lol
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Honestly the lack of understanding of addons and base killers. Like it's boring to get a new killer etc. For alot of addons to be complete pointless, you usually get about 3/4 decent addons and some are just % increases, for example PH the range addons are the best, most others pretty pointless. Or you get addons that just straight up hurt your ability... why would I want to use stuff to worsen the killer...
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@sojalol said:
https://forum.deadbydaylight.com/en/discussion/222253/will-mmr-ruin-the-game-for-the-high-level-play
MMR system isn't even going to work properly in the first place. Anyways did you play in high rank when it was literally nurse and billy every single game a few years ago.. Now there is more killers that can be played in red rank than ever before.
Played it since release, I played trapper though lol, but that's my point I dont want to verse only a few killers
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You'll see less killers, that combo allowed them to be more viable so wont see them as often. Less killers will want to play as not everyone is high skilled so removing it will hurt them. Longer queue times as a result, camping, slugging and need will likely be more common to counter the lack of gen pressure, killers will try more to 3 gen and remain one side of the map. Ruin and undying was very counter able but people didn't want to use non meta perks for totems or put in the time to learn them. Against good survivors the combo wasn't even that strong, it was only strong because people didn't do gens. If I get 11 hooks at 5 gens as clown with no defense that shows people arent doing them. It was a secondary objective and punished bad players so.... but its killer who cares right, not like you need killers to play the game
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Making ds anti-tunnel so it really punishes those player but not the ones playing fair, buff perks for both sides, so many need changes. Quick tweaks to killers and their addons so they're all more viable and interesting, want to encourage different killers and different addons to be used. If I had time probably add a small rebuff to swf as a test, I play swf with my misses etc. And it's so easy compared to solo and she's insanely new and honestly hasn't really played games before, honestly I could imagine having a 4man with all insane skills, would be pretty boring and over kill so maybe try balance it
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Kindred, this gives info, alot more then you think. It let's you know who's going for saves and where everyone is at, not only that ot shows the direction the killer is going after the hook, if the killer hooks someone and doesn't show straight away they have tinkerer. It also shows you which gens was being worked on, if someone gets pushed of a gen as you see them leave or the killer going that way you know you can jump on that gen and finish it off.
DS. While you may not need it the perk is insanely strong, immune for 60seconds after a unhook but personally it's always nice encase you run into a tunneling killer or you was hooked at endgame then get rescued. Also having one obsession reduces the risk of killers tunneling as they want to avoid the ds stun. So that in itself is a insane feature to have and use even if you dont ds the killer.
BT, any proxy killer or endgame hooks can become safe saves, it avoides people being two hooked and plugged if you wanted the unhook against killers that proxy/camp. At endgame it also gives that survivor a free escape and chance to body block for you too.
Last perk up to you, if you need help in chases DH, if you struggle knowing if the killers coming to you spinechill this helps against stealth, phasing spirits etc. Or if you want to heal people and yourself faster botany, this counters sloppy and can give a default yellow merits 2 heals instead of one and a half.
Theres only so much you can do as a solo, sadly you can't changed that no matter how good you are. I have ran killers for ages for no gens to be done and my team to go down in 5 seconds. Just do what you can as a solo, as long as you're being efficient with gens, healing etc. You're doing everything in your power. The build I suggested gives you alot of info, a second chance and help against less sporting killers while helping your team
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/1899309#Comment_1899309
Listen to what you just said. The op is about HIGH LEVEL PLAY right? If all you'll face is NURSE & SPIRIT, shouldn't that say killers need to be buffed BECAUSE those are the only two you'll consistently see at peak performance?
Well you see I do believe alot of killers need tweaks to make them stronger and I'm all for it, Escaping has never meant anything to me but I'll always max the other 3 categories. For me the chase is the best thing and I'm good at it, I'm not perfect but I'm good at it so if everyone is my skill I wont see certain killers because they're so weak. I also tend to avoid grouping up with all strong players as it's too easy and you kinda depip while Escaping lol.
@Shirokinukatsukami said:
https://forum.deadbydaylight.com/en/discussion/222253/will-mmr-ruin-the-game-for-the-high-level-play
If MMR works properly and the game is balanced more or less within reason, it will not ruin the game.
Proper MMR working means that only good players will be matched with good players. While bad players will be matched with bad players. That means the matches will be more fair in general.
A lot of the complaints people have in this game, is most because either or both of those conditions are not true (MMR doesn't work, game is not balanced properly).
Yeah that's the idea, but most killers can only do so much with loops and map pressure except those few top tiers so I'm hoping the devs balance around with the mmr, I dont want easy survivor games because its be boring, I wanna see all killers too so some will needs buffs etc. I just want the game fun, interesting and balanced. However the fun and interesting part comes alot from different situations with killers, loops and perks so if it's just a few killers and the same perks I'll probably drop the game after 4 years, it has to be fun and feel rewarding for both sides no matter what's perks or killer you use
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1899309#Comment_1899309
Think of it like this:
Should that happen, Spirit might get an overhaul. If MMR works as it should, and you get a massive killrate throughout all rank with her, she'll probably get a nerf as it would show that regardless of skill level, getting 4ks in is 'easy' with her, meaning something is unbalanced.
Spirit is fine though, my issue isn't eith the killers it's the idea I wont verse those which are weaker. I think it's fair to say they're stronger then most but that's because the others are weaker and need the buffs even if its something small to each one, like clown for example. Imo no killer is needing nerds and nothing should be an easy 4k, easy 4ks exist atm because ranks mean very little. Just wanna keep seeing all killers and ranges of perks
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@Kebek said:
I doubt that you would only vs the only like 3 meta killers every game. There aren't that many mains to the point where you would play let's say 50 games and get 50 of those killers. You'll always meet some off the weaker killers played by good players along the way who enjoy them and can do well with them even vs good survivor teams.
And if it became a problem, just play solo for a while and your MMR will drop so that you can face other fun killers besides the meta ones. If you'll only keep on winning and winning, well then you'll face players who also only win and win each game.
I don't see how could that become a problem. Some killers are already much more popular then other so in the end even now it depends on RNG which killers you get.
I always play solo though, and before the rank reset and ruin changes near every game was spirit and nurse but since those changes more player have hit red rank than ever before. And I do agree you will see others but even at this state where rank means nothing I haven't seen killers like pig, hag, demo etc in weeks so when rank means something then I'll see them even less is my point
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/comment/1899339#Comment_1899339
I never said which were bad/good players. You are the one who seems hung up on two killers. It seems your issue is with those killers and not the matchmaking system. I can list 6 other killers I see regularly that have proven to me they are way worse than the spirit or nurse. Generally speaking - I survive more often against a nurse/spirit than I do a Bubba/Pig.
Well bubba is easy and so is pig, there powers aren't that strong but if your team waste pallets against a bubba then yeah he's stronger but in general that's it, pig is rng traps and her dash etc. Suck, I have no issues with any killer I love versing them all and have never wanted nerfs to happen, even the spirit and nurse ones, just nurse and spirits are stronger at high skill. Basic M1 have nothing compared to those two if you know the safe spots to stand at etc. Not saying they're op because they're arent just stronger and obviously more top tier. Escaping is team effort not solo.
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@Jasix said:
I played 12 hours yesterday (special stream) and faced the following rank 1-3 killers:
Doctor x2
Nurse x2
Hag (was either 2 or 3 times I forget)
Clown
Spirit
Wraith x2
Oni x2
Cannibal x3
Freddy x2
Executioner
Ghostface x3
Twins
I played from Noon EST to Midnight - only thing I noticed was - rank is meaningless because frankly I beat the rank 1's more often than the rank 2 or 3's. Skill is not indicated by rank. I played against a rank 7 Cannibal the other day who ended the match in less than 3 minutes and got a 4k. MMR is about skill not rank - if anything you will see more killers who may not be your rank, but will actually give you a challenge.
I agree rank means nothing atm but that's my point, if you're good you wont go against these bad rank 1s for example you'll only go against the better killers which will more likely be nurse spirit. I just dont wanna not see certain killers, buff them by all means but I already hardly see 50% of killers, haven't seen a demo in what feels like forever. I personally play them all but alot dont so I dont wanna miss out on seeing them, would make it boring to only verse the same few killers. The range of killers make it fun.
@BioX said:
https://forum.deadbydaylight.com/en/discussion/comment/1899315#Comment_1899315
I dont think a survivor of killer is ever good when the run/rely on meta perks to carry them tbh.
Maybe not but certain perks can help alot none the less, while some perks require you to use them well some dont. And high skilled player (people that can actually loop) become alot stronger if they're use perks like DH. I dont mind the perk and dont want it changed, I'm just saying it can help alot and its be boring to see meta every game. And like most games meta at high ranks becomes so very common even if a few dont use them the majority do
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@Marigoria said:
It will only ruin it for good solo q players if it works how it did last time, by pairing you with rank 20 team mates.
If it comes back the same I’ll just get the rest of my adept killers and maybe even become a killer main
Killer is pretty easy right now though, alot of people dont know loops etc. I mean iv seen ranks 2s with no knowledge of loops and can't look behind in chases but I hope its not like last time. But at least the new killers will have their own ranks meaning easier adepts (but would high rank survivors see the new killers much or will they need to wait for them to climb in skill?)
@Sonzaishinai said:
The thing is that if mmr works properly they can easier see which killers need help and which don't
Now it's hard to give weaker killers a buff cause of how they can usually exploit a weak link in the chain and still win.
Once they see that when everybody is on the same skill level only 3 killers are played at the top changes will come
Well I'm hoping that they will, honestly only keep playing for the range of killers etc. You see, as a horror fan I love seeing it all and the different play styles keep me interested. So I hope you're right
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@BioX said:
ermmm soo maybe dont play meta anymore and play properly?
then because you dont have the meta carrying you you will lose some matches and therefor be put in a lower MMR rating and thus get matches against less try hard players and all will be well?
I personally dont use meta perks, just seem them alot when versing good killers/survivors. But I understand you wouldn't want killers to use gen defense but yano not gonna happen at high ranks.
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@Jasix said:
From what I got from your post: You think you are an elite player, but hate playing against other elite players and like to play against weaker killers/survivors because that's what is fun to you. Also - hate to break it to you, but not all top-tier players run meta perks/builds.
Nope, just versing spirit and nurse all day would be boring. I dont mind any killer at all just actually want to verse all the killers, some need to be buffed tbh but the game would be boring with such little killers. And not all but most people do. I want range of perks and killers to be seen not lack of them, if I only see 3 killers out of all of them that's a big issue
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Keys, and certain countries. Keys aren't fun and playing with people say from Russia connections can be pretty bad, I have nothing against anyone but lag isn't fun, keys are unbalanced. Probably would dodge 4man swf I play for fun and honestly a 4man meta that can ruin any fun... not always but swf does need a look at (dont hate 2/3 swf just want a little balance, it's fun with friends just not balanced at high level play)
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@gibblywibblywoo said:
I have the same thoughts on Spirit as I do about DS.
It's not the end of the world if it doesn't get reworked. But if they do I'd rather it/they stay viable. I dislike Spirit/DS immensely but seeing it/them nerfed into the dirt and never be used seriously again would further dilute the viable perk/killer pool and make the game even less engaging and remove specific playstyles.
Well I dont want things pointless just balanced, iv owned the game since release and have seen alot of DS changes but this one is annoying when play with high skilled efficient players, my most hated killer is trapper lol, I hate him so much as no one seems to disarm the traps haha so I'd take spirit anyway over him but some killers need love, dont see half of them sadly
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1897726#Comment_1897726
I get what you’re saying, I just think that it is also unfair that a survivor who just got unhooked loses their DS just by touching a gen. There should still be some type of timer involved.
Imagine the survivor got on a gen and the killer decides they want to break chase with the next person being chased.
The perk itself was never meant to strictly be an anti-tunnel perk because it doesn’t even stop the tunneler. I play killer as well and when I get stunned they have to be very lucky with a set up because normally they go down in 10 seconds after the stun.
I honestly wish the perk was more dynamic. This is why I like how Friday the 13th sets up their knife stuns. You actually have to find them.
Well I feel ds should be anti-tunnel, if you can heal and then work on a gen you are freely up to be chases and put pressure on, like if survivors are aggressively pushing gens the killer should need to be hit by DS especially after you have hooked others etc. Just leave a bitter taste when you're trying to play fair regardless and still get punished. Like I'll hardly ever slug and I'll play all killers etc. But its honestly just not fair with the sort of skilled players I get, when everyone knows loops and can run them well with meta perks it's all abit much to still have fun and play in a fun way that's all.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/1897326#Comment_1897326
The problem is that this game isn’t able to tell when someone is using DS as a strat vs because they felt they could. Just like with Camping/Tunneling.
So you could have a scenario where someone gets unhooked, killer comes back, tracks them down and by that point they might be getting healed nearby in a corner or started working on a gen... which if theoretically we went by your rule of touching a gen that would still negate the perks core purpose.
It’s the same thing with Camping, sometimes it’s a necessary evil, but the game cannot understand between legit hardcore camping vs Camping because they saw two survivors nearby.
Personally if it bothers people that much, I think they should base it on heal. So if someone gets back to full health they can deactivate DS as much as they want because by that point even if the killer came back to tunnel in some form, the survivor still had another chance. Without the hindering leftover timer.
I'd be okay with them keeping DS even after being healed, it's the gen issue that bothers people that's it. Touch a gen and its deactivated so you can't actively progress the game while technically being invincible it just seems unfair. Like I said I'm all for balance and against tunneling etc. Its why I'd be okay with a bigger stun to punish tunnelers but it's kinda unfair to cross the map after hooking someone to see on a gen, you chase and pick them up but get hit by DS. Time is important at high skill games and with mmr itll be needed
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Should be 40, but honestly alot of survivors are waiting for lobbies so I notice my killers are being put on other servers so I assume it's because they're waiting so long? Either way pings of 150 use to be fine till crossplay got added in. A crossplay game at 40 can play much worse then a 150ping without (use to play on different servers with friends
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No. Never, number are way off and not even balanced. 5% haste all game? 100% healing? I dont use perks like dead hard etc. And I'm still the survivor running the killer all game, this would just make me a God, like damn. Talk about making most loops infinites and f ing over all killers that have basic M1. Not like all killer perks get nerfed or just awful things like coupe de grace, dying light etc.
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Honestly alot of games have a button you click on and it brings up a chat box to type, it's not had but its be nice to chat and say gg etc.
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Alot of survivors, alot like the freedom they get with it 60seconds is long, a solo gen is 80seconds so look at it that way they cannot be picked up for that time, it activates twice a game so 120seconds you can't be picked up unless the killer wants to be stunned. It's just baby survivors saying "don't tunnel, I got of the hook, healed and done this gen but dont tunnel bad killer get good"
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@Johnny_XMan said:
https://i.gyazo.com/f054225c46427f805ccd7764cce45b89.png
And on the flip side you have killers who don't respect unhooks. Because they feel they don't have to deal with DS since there is no obsession icon.
Look. You just can't keep preaching about "DS changes" if you can't even bring yourself to bringing up HOW Camping and Tunneling are ALSO a problem. Not to mention they don't require a perk with a timer. They are built-in actions/mechanics that are available in every single match. Yet you don't hear survivors complaining about how they are used as "strats".
DS is fine as it is.
Well my choice was to buff the stun on ds so tunnelers are hit harder, I also encourage as much as possible to not camp. Someone even in this thread compared DS to BBQ... like no. I want balance and I dont support camping etc. I have also suggested BT be on a range to stop stealth camping, but that's not what I'm talking about on this thread.
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@Calisto_667 said:
My conclusion to your topic is:
-You dont know what you are talking about
-DS is super weak and not an anti-tunnel perk at all
-if 60 seconds is too long go after someone else instead of tunneling
-as you say to us survivors I say to you: "git gud"
Been rank 1 since near release, i never send toxic messages because I think the people that do it are pathetic. I have given example why DS isn't fair and all you people give is "get good or dont tunnel" like no. I dont tunnel and can still get hit by DS, I have said make the stun longer on the killer, balance the damn game not enforce baby survivors, imagine sitting on a gen just because you have DS. If perks like pop get nerfed DS needs to be changed to an anti-tunnel perk not a "I can't be picked up for 60seconds gg ez"
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@CheyeneKL said:
Listen, I don't even use DS unless I'm playing horribly/keep getting bad teammates/keep getting tunneling killers (you know, sometimes it's just One of Those Nights), but I never like any of the proposed changes, especially considering DS isn't even supposed to be an anti-tunneling perk, by the word of the devs.
I'm cool with them changing DS to deactivate once a gen gets worked on past 5 seconds (because you can accidentally touch a gen when you're trying to perform another action, depending on your key binds or if you're playing on controller- it shouldn't be an immediate deactivation).
But making it deactivate on grabs is just stupid. People force DS because, uh, yeah, they used up an entire perk slot for it and they shouldn't feel like they need to hand the killer the down... especially if they're getting tunneled LMAO
Also, I 100% do NOT support it deactivating on heals. You can be healed off hook VERY quickly, depending on different factors (Botany Knowledge+Desperate Measures+Medkit? For the People?) and still technically be tunneled. Also, let's not forget that there are plenty of ways to be insta downed while healthy. If someone FtPs you off hook, and then you get insta downed by just-procced NOED, do you deserve to have DS taken away from you? If you heal another person for 2 seconds (finishing their heal), should you lose DS?
Last couple of ideas I've seen thrown around- reducing the stun timer is not an option (as shown by the DS "glitch" that happened around the time of the Blight chapter [lowkey thought it was a test of DS nerfs rather than an actual glitch LMAO]) because it makes the perk worthless. And lowkey? Reducing the timer wouldn't be that great, either. Most survivor mains agree that tier 1 DS (40s) is virtually useless and not worth taking unless you're a really bad survivor getting real deal tunneled in low ranks.
I honestly think DS isn't even in a bad spot where it is. It's an extremely strong perk for survivors... but let's not cap and say that killers don't also have strong perks. If a killer plays around DS regardless of who actually has it or not (one of most powerful aspects of it, even though personally? I usually run into killers who DGAF about the possibility of DS, which is unfortunate for me since I tend not to run it), survivors also play around other killer perks (hiding behind gens/getting into lockers for BBQ, not doubling up on gens for Discordance, dropping items so that they don't lose it to Franklin's, cleansing totems for the possibility of NOED, etc.). BOTH sides are wasting time and inconveniencing themselves over the possibility of perks.
Wait did you really compare DS to BBQ? They aren't even close in power and killers always get nerds to perks constantly, even pop got nerfed even though it really isn't that strong if people do their single objective. But like I said the perk shouldn't offer all the bonuses and for the length of time, survivors dont care or even fear the killer with ds they can just sit on gens and that's alot of freedom because of a perk that triggers after each hook if the killer doesn't get hit by it after the first hook so a single survivor can be immune to being picked up for 120seconds... that's about 3 gens with 1 other person. Simple as make it anti tunnel. Make the stun much longer but if you touch a gen it's gone, it's too much freedom with no indication of who has it or how long is left. It hurts killers trying to play fair and just rewards survivors with little effort, get uncooked and sitting on a gen shouldn't be encouraged. Once again if pop gave too much freedom, DS is much worse. Look what a survivor can do 60seconds (that's about 55%+ of a gen solo where pop can remove at most 25%. Its not balanced and you can't always just avoid DS without massively going out your way to do so, like in my example you can hook someone else cross the map and do another chases on someone who was on a gen just to be hit by DS still. Once again at high skill it isn't balanced, at low level play the survivors aren't efficient so that 60seconds is nothing, they're probably hiding and self caring through sloppy lol
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So iv seen a few comments concerned about the tunneling being more common if the timer is reduced etc. This is why is should deactivate after touching a gen (healing is fine and should be encouraged) but increases the stun would massively punish those unsporting players who do tunnel. I dont want the perk to be useless after all I just want a more balanced and fair gameplay at all ranks while discouraging tunneling and using DS to rush gens etc. Without a worry (especially with unbreakable, but this perk is actually fine as it's own)