Exxodus21
Exxodus21
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Comments
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I still haven't been able to get it to work even after the hotfix. Maybe the buttons are different?
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It's not OP. It just gets old when a SWF team keeps setting up "epic head-on plays" during a match.
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It should not.
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Because he has the ability to shutdown mindless looping. Survivors that only understand to run in a circle and throw down pallets to run to the next loop can't counter him because they never learned how to loop properly.
The devs have said previously that they want to reduce the ability of slowdown perks to work together. Once that happens the Forever Freddy builds should be less annoying.
Other than Forever Freddy, Freddy is exactly what a killer should be. Decent map pressure, can shutdown less skilled loops, and gives incentive to complete an optional secondary objective (stay awake).
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I love solo survivor. At red and purple ranks I feel like I escape at least 50% of the time.
However I'm probably having the least fun I've ever had as killer at red and purple ranks. Even a semi organized team and power through gens even though most, if not all, of them wind up being on death hook.
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Well CLEARLY you tunneled the Jane, who was not at all taking advantage of DS to go for saves, by literally hooking or downing every other survivor first.
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Where are all of these camping/tunneling killers supposed to be at? I probably play twice as much survivor as killer and I rarely see camping and tunneling. I rarely use DS anymore because I almost never get use out of it.
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Jaws confirmed next killer?
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@mouse0270 said:
So reading through these patch notes, I am liking a lot of the changes. As someone who mostly plays killer I am happy they are taking a look at fixing some of those over safe loops. I am also happy that they decided to not increase gen speeds, but make it slightly less rewarding for multiple survivors, but not enough that they still wont work on the same gen. Lastly, I am happy they are looking into map layout and tile generation.
But to the title of this thread, Why didn't you mention anything about Pop as a changed perk and only survivor perks. Pop basically became king once you adjusted ruin, and can be quite annoying for survivors. With your proposed changes you basically in-directly gave it a huge buff, as it's now even more unlikely to finish a gen with multiple people before a killer could get to it. Why not reduce it to 20% (would prefer 15% but would guess that to be unlikely) or shorten its time from 40/50/60 to 20/25/30.
Aslo, in all of your map talk you never once mentioned the horrible gate spawns. I find it ridiculous as killer that I can see two gates at once on so many maps. Like how is it even logical that the gates would be allowed to spawn on the same wall? End Game Collapse already hugely favors my side anyhow, to make it so the gates are within viewing distance of each other means I won without doing anything.
This sounds like another survivor main pretending to be a killer main to ask for killer nerfs.
Pop is fine. It has an activation requirement of hooking a survivor to get an extra progress reduction when kicking. I a lot of cases it barely even resets the progress that was made on the gen during the time the killer was chasing and hooking someone.
Exit gates spawns are fine. The EGC already gives advantages to survivors by not even being activated until the doors open or the hatch is closed, and not to mention the timer slowing down to help survivors get yet another chance.at rescues and escapes. Gates being somewhat close together gives the killer the ability to defend them and smart survivors a chance to open them if the play smart and stealthy.
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@mouse0270 said:
They should have added gate spawns to one of the things they wanted to fix with all of these changes to maps. It's ridiculous that I can see both gates standing still or barely moving. End game collapse already favors me so much, that I can't believe this was overlooked.
Gate spawns are fine. An escape shouldn't be guaranteed because the gates are too far away to patrol.
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@MPUK said:
I don't see the point in making maps smaller. People will still play the same high mobility killers because it is even easier for them now. Bloodlust will stick around because we aren't allowed to take anything away from killers at the moment it seems. Just pile on the survivor nerfs to keep the babies whojust play killer happy.
If you see reducing map sizes as a survivor nerf you're admitting the basic game design was balanced toward survivors.
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@[Deleted User] said:
That Rancid Abattoir change has me feeling all kinds of ways.
The amount of good survivors who thought they were gods for losing me there because I refused to waste my time chasing them on a clearly busted part of the map, I can't wait to see it gone.
Loops like that feel cheap and a little boring as survivor too. It's almost a guaranteed escape or else the killer risks losing the whole match. Actual mindgames are fun.
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For anyone who hasn't seen what the new map updates will be:
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The only change to mories should be to the red mori, requiring the survivor to be on death hook. The suggestion that all.other survivors be hooked first is ridiculous.
If mories are going to be reworked, keys should be reworked at the same time. 3 survivors escaping after 3 genning themselves and being unable to complete the objective is BS.
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How many more 2nd chance features need to be added for survivors? The game is already balanced so bad survivors can still do well, thus making it far to easy for competent solos and teams to over power the killer.
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Old Ruin provided early game pressure. The devs had said something like killer should expect to lose 2 gens in 4 minutes. But since Ruin was changed, and even after toolboxes, 2 gens regularly pop within 2 minutes. Even survivor main streamers are calling out how ridiculously fast gens pop now.
Old Ruin discouraged multiple survivors on 1 gen, but new Ruin encourages survivors to finish a gen as fast a possible so they don't lose progress.
Old Ruin gave incentives for survivors to move around the map and look for the totem. New Ruin is almost no threat and only punishes survivors if they leave a gen.
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It just means anything that gives them a hard time. They call it it boring or unfun hoping it will scare the devs into changing it. When what they really mean is they dislike the fact that killers like Freddy and Spirit can't be easily looped and bullied like most. NOED and slugging are "boring" but what they really mean is they didn't get an easy escape or get to hook rush a killer to get an easy save.
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"I'm a survivor main that wants killer nerfed because it's just SoOoOoOo easy when I play it at red ranks!" That always sounds a little fishy to me.
Your point system would actually make more sense for survivors given the amount of 2nd chance perks that can be stacked. Not to mention that survivors work as a team of 4 so the killer is actually facing 16 perks.
Another reason killers don't need a point system is because many of their perks have a way to counter them. Any hex perk is killed by cleansing totems. Hide in a locker or run distortion to counter BBQ. Stay 1 to a gen to avoid discordance. Let go of a gen to avoid Thrilling Tremors. You get the idea.
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Survivors can literally spin in a circle directly in front of a killer and avoid an attack even though they were spinning into the killers weapon. They can also look behind them while running at full speed and drag their heads against walls without slowing down.
But sure a killer turning while swinging a knife is unrealistic and should be removed.
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The main issue I face on Xbox is the slow camera speed for killers. If survivors do this weird "wiggle" or literally just turn around and run toward you it makes you miss a lot of the time. You can even feel the "aim dressing", or whatever made up term we're using for aim assist, pull the camera to try and keep up. You see the survivor basically touching you and the weapon swing right where they are but it whiffs and the camera shakes.
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@Eradik said:
Hope not, as that would delay the start of the next rift. I just bought the last 15 I needed this morning. Give me rift #3!!
Plus, I want the tier 70 reward to be harder to get, so there's less of them out there. Yes, I'm still salty about losing my Dweard and want to get as many rare cosmetics as I possibly can. :)
I can't think of a reason it would delay the release of the next rift. There's a sizable gap between one rift closing and the next one opening.
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@Aven_Fallen said:
"When the rift first came out we were told completing the tomes would be enough to finish the rift." This was never said. You can do basic math to see that the Rift Fragments are nowhere near enough to complete the full Rift.
Regarding the Grind, not everyone has to finish the Rift. Like, even when not reaching Tier 70, there is quite a lot of Stuff to get for the 1000 Auric Cells (including most of the Auric Cells back).
And well, Rift Extension... Lets say the Devs give a extension of 5 days now. Then, after 4 days the next guy will show up and wants an extension... Makes no sense at all.
It seems like they said it during a live stream when it first came out. Even if that isn't exactly what they said, they definitely implied that casual play would be more than enough to complete the rift, and it isn't.
Regardless, the idea that the Rift should be available until the next Rift releases makes more sense. I've only played one other game with a "battle pass" system and that's how it worked.
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@BeHasU said:
10 rift fragments for 1 tier is kinda much, especially when you get 1 rift fragment for 800 xp, i mean you have to play 20ish games for one tier without any challanges, this is insane.
It really is too much. It hurts even more when the games are so short you don't get full exp.
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@Milo said:
I really wish they somehow fix how many fragments the challenges give you...
Me too. Some of the really difficult and/or time consuming challenges only give 3 fragments but then a challenge like "Succeed at 5 Skill Checks In A Row" gives 5. It doesn't seem to make sense.
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It really has gotten bad. I feel bad for killers even when I'm playing solo survivor. There's nothing they can do.
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@BigTimeGamer said:
yea man we in the SWF discord plotting how to best time our playing to make killers suffer the most
Prolly
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I think keeping the recharge but getting rid of fatigue would be ok. A movement speed boost would be nice too.
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No. It's a game. Play how you want.
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Just run Detective's Hunch if it's that big of a deal to you. The time needed to search for totems and the ignorance of how many are left is their main purpose.
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The words "boring" & "unfun" are believed to get the devs attention. So just about anything people, usually survivors, don't like gets labeled as such. Whereas killers are more likely to call something unbalanced or OP.
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@just_a_noob said:
https://forum.deadbydaylight.com/en/discussion/comment/1149438#Comment_1149438
"or apply the exposed effect to the unhooking survivor if they unhook someone within "x" meters of the killer." sounds like Make your choice :)
It's kind of the opposite. Make Your Choice only activated if the killer has gone gone far enough away, and is a perk. This would be a gameplay mechanic that activates when the someone unhooks while the killer is too close. There would have to be more to it to prevent it from being abused by campers, but you get the basic idea.
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Did they change the mori animation?
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The only ways I can think of to fix a situation like this would be to allow the hooked survivor to prevent being unhooked, switch Borrowed Time from being a perk used by the unhooking survivor to being a perk used by the hooked survivor, or apply the exposed effect to the unhooking survivor if they unhook someone within "x" meters of the killer.
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@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/1149382#Comment_1149382
Yeah but the addons are easily replenished due to the lack of variety in their bloodweb.
Survivors have so much variety it's ridiculous they're burning our addons all the time.
Go play Ghost Face and tell me how quickly you can replenish chewed pens and Olsen's address books. Those are green and yellow add-ons btw.
I think it's worth mentioning that survivors have the ability to find items with add-ons attached in chests. Not to mention the fact that items and add-ons are far less necessary for survivors than they are for killers.
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@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/1149222#Comment_1149222
There is a very limited amount of killer addons, when the survivors go through their blood web there is so many that it shouldn't be thought of the same way.
They're flooded with useless key and map addons and only very rarely do you get the ones you want.
@Nova_Terra said:
https://forum.deadbydaylight.com/en/discussion/comment/1149222#Comment_1149222
People use maybe ~10 addons typically and the other 3 1/3 pages are garbage.
Have you ever played killer? There's maybe 2 - 6 add-ons per killer that range from "meh" to "pretty good" with the rest being garbage. Killers also get a ton of useless offerings with some of them being harmful for the killer and beneficial for the survivors.
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@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1106313#Comment_1106313
Exactly, he looks good and fun, I dontrelle see why people are calling him worse than Oni. He's a Huntress with more pressure cause of DW.
I think he has less pressure because his ranged attack doesn't give him a down and has a limited range.
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@typervader said:
Hes already pretty good, but a few other suggestions can make him just a bit better and easier to play:
Hitboxes. Maybe give his spear a sightly bigger hitbox on survivors. Not alot, just a bit.
Two: Either make the chains harder to break or let him move faster while reeling them in, just to make it a little bit easier to get around loops when using it.
Three: A unquie idea, is to let him able to preform actions, like break pallets, while he is reeling them in, though maybe it takes longer. Gives him a change to counter a loop, but the survivor could try to break the chain while this happens.
Four: Have it do something to injured survivors if the chain breaks and stuns him. Maybe briefly slow them?
Five: Just give him 115% movespeed, he doesn't have good pressure.
Six: Give his gun longer range/make it move faster, and make missing less punishing. Could also make him faster while he reloads.
Otherwise hes pretty good, but there really isnt a point to use him over Huntress right now.
115% movement really should be standard on all killers except maybe nurse.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1104148#Comment_1104148
You know grabs and lockers are a way to force a DS right? that's why when someone I just unhooked goes for the save I HIT them, not grab them... Anything else?
Because being fully healed, clicking a flashlight, and going for unhooks in the killers face show you aren't being tunneled. Your solution for avoiding DS was simply "stop tunneling". Killers don't usually have an issue with DS being used the way it was intended. Killers have a problem with it being used as a get out of jail free card.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1104130#Comment_1104130
AND you missed the other part of that sentence: "or stop complaining about DS (tunneling is just a strat, but if you are using it you have to be aware DS is probably gonna land)"
There you go
I didn't miss it. It's irrelevant to the scenario I presented because I wasn't tunneling.
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@mylesmylo said:
https://forum.deadbydaylight.com/en/discussion/comment/1101768#Comment_1101768
They are buffing toolbox speed? Huh lol I thought they where going to slow them down lol
They're giving them fewer charges so the toolbox will deplete before the gen is finished, but they're increasing the repair of toolboxes to compensate.
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If a killer wants to take time to go break a wall while survivors are holding M1 like their existence depends on it then let them. It's called prepping.
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I'm just going to let them have it. The amount of sweat needed to have decent games as killer has increased tenfold since the ruin nerf and tome challenges like this. I'll just meme around and try not to care.
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tl;dr and I really was curious how you got to voting for Bernie, but the main point is true: playing survivor is extremely easy. Even in red ranks I don't have any problem leveling a new survivor with no perks and either escaping or piping. I don't even run meta perks for the most part. From time-to-time I'll thow on an exhaustion perk and the ease of escaping and looping a killer becomes laughable. I'm not even good at looping and most of the time I can loop for 2 or 3 gens.
Survivor is so easy it's boring but at the same time oddly fun.
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@Zamblot said:
Moris have been an issue for such a large amount of time and you guys have fixed all sorts of issues, both killer and survivor sided but I'm pretty sure Moris have to be the most unbalanced thing in the game yet it still hasnt been fixed... why? I have a game against a pig, I outplay pig and loop her for ages. I go down, I go on hook, I get tunneled straight off hook, moried and lost my pretty nice item. That pig definitely didnt 'outplay me' and im pretty sure even most of the biased people can agree that moris arent balanced. Surely they wouldnt be hard to fix, like mori them after they have been hooked twice or something... They dont even work out for killers because sure... they will give them a free kill but that means nothing as they dont get pips or bloodpoints out of it. It just seems like a lose lose for everyone and the animations are really the only reason for their existance :/
The fact that in a 4v1 game someone on the 4 team can "loop for ages" the person on the 1 team proves moris aren't unbalanced.
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@ClickyClicky said:
Kindred is pointless. The information you give is only as useful as the survivors that are receiving it.
I’ll take it a few games then end up being left on hook and stop using it for another few months.
Maybe that has something to do with how you play because I have the complete opposite experience.
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@snozer said:
No, the dev's need to make kindred baseline, and buff solo survivor to swf level in general.
Using this perk makes them think they have done something right while they have not.
Baskit would be fair if it didn't show the killer.
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@AvisDeene said:
I hope they give it a good budget and hire decent writers and actors.
As for Dbd, I thought it was confirmed the next killer is Chain Chomp
It is Chain Chomp. And as a bonus for competing Tome IV you get to see the voice actor recording the barks.
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@lazytension said:
I've posted something similar before but I'm genuinely curious: Should the Dev's not release any new content (specifically new surv/killer) without tackling the bugs / other issues that are crippling game play? I'd be down waiting another month or two before even being introduced to new content. I want the game fixed as it already has too many issues to begin with.
They've said before they aren't considering taking a break from releasing new chapters to fix the game. Instead they've backed off of creating events to free up the time and manpower to work on it.
