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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2701792#Comment_2701792
Even when I read it again and I didn't understand this from it. It sounded more like you want Artist to be 110% to be honest, but if you mean it this way, then sure.
Deathslinger should be 115% with his bigger TR, but it wouldn't save him imo. My main issue with him is ADS mechanic, it just feels terrible to use for me. I play FPS games a lot and this just feels super clumsy for me. Main problem is that it is just slow, so it is hard to use on closer range, but projectile is also slow, so it is hard to use on long range too and worst is that you don't even have guaranteed down from it, they can get blocked by teammate, stuck on some object, over pallet etc.
Well, that turned to why Deathslinger sucks... my bad
Huntress should stay 110% imo, but it would be interesting to test if she would overperform as 115%. I am not sure about Trickster, he is quite decent after all those buffs and I enjoy playing him.
If you're coherent with the game design, the Artist should be a 110% when you compare her to other killers. But i don't like 110%, i'd rather have them all being turned into 115%. I don't like what's not coherent. You should always follow the rules you designed, or just not set them to begin with.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/300593/why-is-the-artist-a-115
Plague is 115%, Pyramid head too.
Let's be honest, if you got injured on long distance against her, it's 100% on you. It should never happen.
Then we have Deathslinger, 110% with normal TR...
If you read my post entirely you'd see that i was not criticizing the artist being a 115% in itself... but the fact that other weaker killers are 110%; and that i think that making a killer a 110% doesn't look necessary to me.
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@Mandy said:
Whilst making more chests available in the trial would good from one point of view, you have to consider the items usuage as well in the game - even one more toolbox etc can be detrimental to the killer side.
It could also be useful to killers. I was so greedy for one i accidentally let a demo too close to me. On another note, a lot of people ask for side objectives (especially killers). Since keys were nerfed it might also be less problematic to do. But thanks for the answer.
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@sizzlingmario4 said:
Gonna no-vote this one, as I'd like to do something not listed in the options. Keep it a hex, but rework it in the following way:
The first time you hook a survivor, Hex: Huntress Lullaby gains a token and activates on an available dull totem (so it can't be cleansed at 0 tokens). Huntress Lullaby then gains an additional token every time you hook a survivor, up to a maximum of 5.
Survivors missing any healing or repair skill check receive an additional 2% regression penalty per accumulated token, up to a maximum of 10% additional regression.
Accumulating tokens affects healing and repair skill check warnings as follows:
1 token: Time between the skill check noise and the skill check is reduced by 28% (current effect of 2 tokens).
2 tokens: Time between the skill check noise and the skill check is reduced by 56% (current effect of 4 tokens).
3 tokens or more: No skill check warning.
The Hex effects persist as long as the related Hex Totem is standing.
That's actually a good idea. I kinda like it.
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@Mandy said:
32m is also the Terror Radius of most killers (without additional perks etc), so it sort of makes sense that MYC is set for 32m as well - at least in my head it does. I think making it a smaller distance would make it too strong also tbh, at least at 32m the survivors have a chance to get away (ok harder if it's a nurse etc but there's still a decent chance), 24m the killer will be back to the hook really fast.
Thanks for the answer!
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@Ravenlord4711 said:
hahahaha you're a killer and you want survivors nerfed? might as well ask for myers to start in t3 with unlimited. the devs favor survivors so much its redicilous dont believe me? look at the newest perks look at the balance changes done. they even said " we are holding off giving killers attention so survivors can get love" what time did they not get love? oh you mean DS got nerfed? after a year of killers begging for it you mean metal of man being nerfed? oh yea because it was so bad even these survivor gargling devs knew it was broken. now we have more crap for killers to do in boons and now EVEN MORE CRAP with MOVABLE FNING LOCKERS (snowmen) that can tank a hit and give you sprint burst. ive had several survivors jump into one cause they knew i would catch them before they got to the exit gate so they jump in one and make me hit them. so if you think the balance team or devs or as i like to call them survivor fluffers care one bit about the kiler side other than making them just happy enough to not quit so queue times dont go to 10+ min for survivors again you got another thing coming. IMO none of them are a decent killer and I have opening challenged them to my group of maybe B teir survivor friends against their best killer.
I might agree that they don't fully understand killer's gameplay but saying that they don't care at all is a stretch. There are strong killers, strong killer perks and strong add-ons... its more that they sometimes fail to understand the power of each things accordingly.
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@DragoonSanddune01 said:
I dont mind that it works ... but its seconds need to be halves and need to work like this ... if you unhook a surivors ... you effectively reduce a hook state ... so that the next hook that survivors is dead.
It just no fun when running into a group that basically runs this BT all the time All of my matches that been fun has been without BT
when i lose its due to BT being abused and used because he becomes a tank for 12 second ... honestly im at this point now im going to lose my freaking mind over this.
Have fun playing solo q against killers who always go after the survivor that is unhooked. Bodyblocking is not such an issue as you guys make it out be... way less of an issue than spawnkilling a survivor just when he gets back into the game.
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@brokedownpalace said:
I don't get why the only options are no or you two change ideas. It could use a change but I wouldn't go with your ideas
Because the problem i have with the perk is dealt with those two options and no other.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2696429#Comment_2696429
"Too strong"? Are you ######### kidding. It's strong against tunnelers. If the killer is not even tunneling you have a perk for nothing which is good for killer, so it's NOT too strong if it's a situational perk. What are we talking about here?? The fact that I want perks against camping, tunneling, slugging etc it's too strong lmao. But tunneling itself it's not too strong. Give me a break with your "too strong" reply.
DS is perfectly fine the way it is. Of course, when you play solo q, there are some perks that feel underwhelming... but on coordinated teams, getting one second chance after the other just demolish the killer. DS is still strong even in solo q, but you have to think a bit about how to use it... unlike before.
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@Munqaxus said:
The looting perks such as Plunderer's Instinct, Pharmacy, Ace in Hole, etc should allow you to keep whatever you have looted, even if you die in game.
I say this because the perks themselves waste so much time in game, that they are detrimental to run them. Plus you almost have to run 2 of the looting perks together, which hurts you further. Not to mention that you almost need to run Built to Last or Streetwise on top of the 2 looting perks, just to break even on the time wasted looting.
Looting perks need a buff, but not that one in my opinion.
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@ThatOneDemoPlayer said:
The downsides from the T-Virus are way too small. In lore, the T-Virus affects the brain and motor functions, turning them into mindless zombies. Getting infected should make doing objectives harder and slower
Please no, not a new forever freddy... we don't need it.
@DorkianBae said:
Nemesis in his current state is very much a worse Pyramid head. I'd say the only thing Nemesis has on Pyramid head is having zombies on an indoor map where they can block doors/hallways. He's not unplayably bad but he's not good either with being an M1 killer who has to hit a survivor 3 times to down with his power and then there are vaccines further making keeping people 2 hit after infection even harder.
My proposed change:
Currently being infected does nothing but make you cough. So my change is leave infection as a 3 hit, but if you don't get a vaccine in X amount of seconds you become injured. This will add more urgency to wanting to cure yourself when you got hit by a single tentacle but aren't yet injured.
You could just make tentacle a 2 hit as a buff but if it remains a 3 hit to wound infection should do something else.
Maybe if you get all 4 survivors infected you gain a 3rd zombie?
If you want to make his chase potential better... i think that the vaccines put an unnecessary toll on him.
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@furret534 said:
I was just randomly thinking about ways to make circle of healing less broken and realized that circle of healing isn't busted, it's the fact that self healing has no penalties. So I came up with this random idea that I wanted to share.
Each time you are healed, you incur a stackable 50% debuff to self healing speeds for the rest of the trial. (This is to avoid self healing to 99% and then having someone finish the heal, as this would simply make SWF more difficult to deal with otherwise.)
Self care rework: You can heal yourself at 50% the normal speed without a medkit. Self healing speed can not go below 50%. You now incur a 35/30/25% debuff to self healing when healed instead of 50%.
It's just a rough idea that I think could be expanded upon.
Just make it so the buff to healing speed only concerns the healing another survivor (make it like a "we'll make it" AOE perk). And then you have to align self care and boon self care healing speed. If they put self care at 50% healing speed and do not want to bring it to 100%... they should do the same with the boon if we are coherent. After that the perk is fine.
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@Sakurra said:
So we all know this perk was nerfed because it was abused and now is strictly a perk anti-tunneling (semi in my opinion), so why is not usable two times, after every unhook? The killer is tunneling you two times, not only one time. It should be a perk anti-tunneling, not anti semi tunneling. You might say "the killer will know you have DS after first hook, so he will slug you and wait for DS then hook you again". That's ok for me. There are enough perks to counter slugging, but for tunneling...just DS, usable once per trial. That's stupid imo.
The perk would be too strong in my opinion. DS is in the right spot currently. Some people even want DS to deactivate if you touch the exit gate (what would make sense with the overall perk). If there is one meta perk i would change something about it would be BT rather than DS.
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@TheBigGopher said:
https://forum.deadbydaylight.com/en/discussion/comment/2694704#Comment_2694704
Feels like though one of those perks could be replaced with something else though.
You can use undying rather than the back up... but i don't like to do that because it can also go pretty quickly. I feel that if you want to play a hex you cannot do a good build without a fine back up (whether it is a similar weaker perk or some good gen defence).
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I don't think that hexes are bad. I get a lot of value even if usually cleansed fast. How? When i wan to use a hex i'm using a second basic perk that somehow replace it when it get cleansed (ruin/ pop ; blood favour/ save the best for last ; third seal/ knock-out).
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@jesterkind said:
The Third Seal is a pretty weak perk, but I don't think it needs more buffs, per se- if you want it to be useful outside of niche gimmick builds, it'd need a full rework, not buffs.
For what it's designed to do, it's in a perfectly decent state. It's just that its core design isn't very strong.
When i see fearmonger and the exhausted status effect on top of the blindness... it gives me ideas. I think third seal would be better with another status effect applied to survivors: i'm not thinking about exhausted... i'm more thinking of oblivious. It could be fun.
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Oh god please no, on the contrary, give bbq and chili 6 seconds of aura reading so that the aura-reading aspect would actually means something.
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@ReverseVelocity said:
Bubba has got some great addons, and a couple of bad ones. The ones to steer clear of are Carburetor Tuning Guide (I think it's STILL bugged from when he was originally reworked) and Depth Gauge Rake, since they have a hefty downside for not much in return. The amount they slow down your chainsaw is not worth it.
However, apart from these 2, most of his addons are very good. both of the Chilli addons increase the amount of time you can chainsaw for with zero downside, and are absolutely insane, especially the Award-winning Chilli. The recharge addons are very cheap and let you use your chainsaw far more often. The speed ones increase your chainsaw charge time, but the extra speed they give can be well worth it, especially when used in combination with the duration addons. You've got a bunch of status-inflicting addons in the chains (mangled, broken, dropped items) and an aura reading addon with the Light Chassis. Tantrum addons can be nice if you're learning, since they heavily reduce the penalty for bumping.
Shop Lubricant, The Grease and Long Guide Bar while not detrimental, don't really do anything significant.
Speed Limiter is an absolute meme, but very funny if you want to throw a game or two. You can hit them twice with the chainsaw if you start the Sweep close enough.
So yeah, all around good addons, just a few bad ones, which is more than can be said for a lot of killers.
@jesterkind said:
Seconding the above- Bubba's addons aren't very exciting, but they're very dependable. My personal loadout tends to include either a Chili or one of the cooldown/recharge addons, and one of the status-inflicting ones like Broken, Mangled, or the item-drop one, depending on what kind of items I see brought it.
But really, double Chili is insanely good, so if you just want the most value without being fancy, that's where you look.
Well thanks! Since they put real numbers on descriptions it through me off a bit (what is gaining 0,25 seconds going to do?). I'll try them out.
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@Hippie said:
I like Jolt but I would love to see it activate on M2s as well as M1s, like Third Seal and Blood Favor were recently changed to. It's still on a 40s cooldown, so it really wouldn't be oppressive at all--it would just allow for more Killers to use it over Pop (like I would love to!).
I totally agree on this. Even the 40 seconds cooldown could be reduced to 30 seconds... i don't think it would make it op; but at least the perk would be good.
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@UnknownKiller said:
Instead of making mettle of snowman event.
I would make that survivora can do snowmans in certain areas.if killers break it you get extra 5k bp.If killers break a snowman it gets 5k points.
The skins would be by a rift challenges or by logging in instead of so many rift fragments.
On the bloodweb will be a special item a snowball.When you drop it to the killer front it will have his head filled with snow on the screen.
Any addition to it?
Like someone else said in a previous thread: it would be dope if killers could hide in snowman too. You'll probably need to give them undetectable... but i think its a neat idea.
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@SweetTerror said:
Can you imagine hopping on a gen or a totem and Bubba breaks out of the snowman nearby with his chainsaw? ☃️ 😄
The jumpscares would be godly. Such a shame.
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@ReikoMori said:
You aren't beholden to bringing BT for the benefit of a teammate and sometimes your teammates are just going to go down.
I'd like to think that, it be right if i was in a swf, but solo q is hell. I was bringing bt every match for my teammates, but i wanted a bit of diversity lately... so i switched it up.
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@sizzlingmario4 said:
Myers's weaknesses are his early game/how difficult it can be sometimes to get out of tier 1 if you're noticed early and obviously that he is an M1 killer. That said, while he's not by any means the best, I don't think he's as bad as people say. I don't really have much of a problem with the stalk limit personally, although I wouldn't mind if it were increased a tiny bit.
Beyond that, the main things I would really want to change about Myers would be reducing time to get out of tier 1 and increasing tier 1 movement speed to 110, along with some more addon changes (buffs/reworks to weaker addons and nerf tombstone piece). I've also seen people suggest faster pallet breaking in tier 3, but I don't want to fully suggest this yet as I'm not sure how balanced that would be as he already has faster vaulting.
Ghostface has a lot more problems. His power recovery is simply too long without addons/even with the recent update you're still heavily encouraged to run double recovery (it doesn't help most of his other addons are trash). And during that time you're just a pure M1 killer with a full 32 meter TR. Against good survivors who are paying attention it can be difficult to get a full stalk off, or even if you do, that gives them time to get to a loop and you potentially get nothing vs. you could have just M1'd and gotten an injure (in other words, stalking often isn't worth it/it is at least somewhat reliant on the survivor not noticing you). COH existing also made him a lot weaker for obvious reasons (hit and run isn't viable) but that's not really a problem with ghostface, that's a problem with COH. He's also heavily map-reliant.
As for what you mentioned regarding losing stalk progress on M1, it might be cool if it only regressed a specific amount (eg. 50%) rather than all of it, kinda like how trickster's laceration works.
I agree that Myers isn't that weak... especially with some add-ons. Making Myers a 110% while in tier 1, and make it last less, looks like a good idea to me too. I don't think his tier 3 is bad, i've only felt a real problem with how much fast you're out of stalk on someone.
Ghostface definitely has bad add-ons. There is none that creates any mechanic for him to work with. It might be redundant, but i'd like some aura-reading on survivors and gens while he's cloaked. I think people want Ghostface to cloak like Wraith... but i don't think its a good idea.
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@CowabungaDude said:
sounds cool but come on, seeing 4 meta perks is already enough
Well thats the purpose of a poll: being a bit funny.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2690185#Comment_2690185
Survivors have more borderline broken perks than Killer does. Also a lot of good killer perks clash with each other. Like Deadlock and new Scourge Hook are both good but they can get in the way of like... Pop and such. Survivor 2nd chance perks? None of them conflict. Maybe Adrenaline and the other Exaustion perks can conflict but they're set up so they can also complement each other way too well.
Yeah, some killers perks contradict each other unlike survivors. It could enhance survivors too much; i can see that. But, when i try to play hexes perks, i'm feeling a bit too restricted. Even if some perks contradicts one another, i'm pretty sure you could create some strong synergised build even so.
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@FFirebrandd said:
I'd rather not see a survivor with DH, DS, UB, BT, CoH/Adrenaline thanks.
@jesterkind said:
It's not a great fix to the problem here- it'd just be a bandaid that opens up the possibility of even more broken builds from both sides.
So, you rather not give them more perks even if you'd get more too. I can understand your points... even if having more room for more perks as a killer is also attractive to me.
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@Underdawg said:
Send yourself to Gideon. I find people are a lot more willing to drop pallets when they have a million of them to burn.
You beat me to it.
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@SuriKratos said:
I just spawned right in front of a totem, if I'm not mistaken, totem spawns should be outside of the spawn cam rotation, right?
Thanks for giving me a good laugh. They should definitely not put totems in spawn locations or in gens locations in my opinion. They also shouldn't be in plain sight.
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@SeannyD115 said:
You would have to find some game breaking bug with Dead hard for them to disable it. They won't just disable a perk for a test.
@ThatOneDemoPlayer said:
Yes, they should remove it if only for a single weekend. This Perk has too many upsides with barely and downsides
I think they will never remove it permanently: since they worked on it so much. But it could bring a discussion about it overperforming. On another note, i don't know how to nerf dead hard/ rework dead hard accordingly. I do have one idea, but it'd be a bit lame.
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@Bwsted said:
They can do it. But they can still look at games where dh wasn't used.
For bloodlust, it was different because it's an ever present mechanic. You can't test its effect without turning it off.
To be honest, i don't think you need statistics to balance the game... you just need to play it throughout, and you should be able to understand what are the good and the bad points gameplay wise. When you play enough survivor (solo and swf) or killer... some things are blatant with this game.
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@grayon444 said:
It was listed as a possible license in the player satisfaction survey.
I know how stingy Sony is about PS exclusive games.
Even if it was possible the chapter would likely be a PS exclusive aswell.
Atleast console players will get something good out of this lol.
I hope the last of us will come to dbd: it would be so fire to play Joel/ Ellie (or whoever else you like). I'm also concerned about the playstation excluvise problem, but maybe, since it should be considered as a by-product... everyone could play them on all platforms.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2685937#Comment_2685937
"A lot"... you mean being able to take five steps after being unhooked?
BT basekit would be as game changing as corrupt base kit. Lets reverse the situation: do you think it would be fair to give killers corrupt base kit without helping survivors against camping-tunneling?
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You shouldn't buff survivors a lot without helping killers against their main issue (gen speed).
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@GoshJosh said:
Why not just add the endurance status effect to Resurgence? Not like that perk is ever run with its current effect. Or more basekit protection immediately following an unhook is always welcome.
If you make BT base kit, for example, you'll need to give killer built-in slowdown also.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2685767#Comment_2685767
With your rework, 2 BT's would be enough for the whole team, 3 would be overkill and 4 would be wasting Perk slots
So, at worst, you'll free 2 perk slots from swf. I think it might be better than making DS base kit, or slowing down the timer for a facecamping killer... that could be even more abusable by swf.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2685755#Comment_2685755
That doesn't seem that bad for SoloQ, but it would reduce the amount of BT's needed in a SWF
Maybe, but i ain't sure you need 4 BT in a swf; 2 might be enough but i don't know for sure.
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@ThatOneDemoPlayer said:
So you're saying BT should protect both the unhooker and the unhooked? If that's the case, no. It'd be 12 seconds of immunity to half of the team, wasting the Killer lots of time
Not BT for the unhooker. BT for the user of the perk when himself is getting unhooked by a teammate.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2683122#Comment_2683122
The word “safe” is important here though. Hawkins had just as many pallets but a lot of them were gameable. If most of the pallets can be mindgamed then that’s fine. The question for The Game is whether or not there are too many safe pallets now. There very well might be, but I have no stats on it unfortunately one way or another. It would be interesting to know the escape rates for Game versus other maps though since the revamps.
There is too many safe pallets in my opinion. There is a lot of pallets that the killer has no mindgame on it. I don't mind the existence of some very safe pallets: but they should be rare in the map.
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@PlayTwink said:
Nerf for Cirle of Healing:
- No longer gives bonuses to healing speed.
- Unlocks the ability to heal yourself with a speed at 90/95/100% rate
- Boon perks also has a cooldown for 30 seconds after the killer snuffs the totem.
Buff for self care:
- Unlocks the ability to heal yourself with a speed at 75% rate.
- Increases the efficiency of Med-Kit self-heal by 20/25/30%.
I think the 100% bonus speed to healing another survivor is fine (its like we'll make it). The problem is more with the healing speed boost towards self heals: medkits heal speed shouldn't be increased at all / self healing speed should be the same for self care and circle of healing (whether you make it 50% or 100% of the normal healing speed).
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@Canoupy said:
Direct hits from a bottle should still expose the survivor but make it so the cloud no longer slows you down, I think this is a perfect balance - invigoration could possibly receive a higher speed boost to provide further balance.
I don't know how to balance pinky finger. Whether you make it base kit, or you get rid of it (and buff clown's base kit) in my opinion.
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@OverratedFool said:
To answer as literally as possible: killer. SQ is a relaxing experience where you're not using your brain for half of the game. Killer requires constant concentration because you're always doing something. Killer requires constant effort, so it's a more "difficult" experience, right? Simple. I don't think that's quite what you meant though.
I've played more survivor than killer, as most have, but the standard of the players in my average games is clearly higher when I'm playing as killer. Therefore survivor must be harder, right? If I'm able to be correctly matched into games of a higher standard, playing the side I'm less experienced in, that must be the easier side to play, right?
I don't think anybody has brought up the time of day of the games played. It's not as noticeable as survivor and most people survivor main, so maybe that's why. Try playing killer in the evening, when there's long waits for survivors. The MMR at that time of day is basically "OMG a killer! Get them in a game NOW! Any game! Forget skill! All that matters is wait time and these noobs have been waiting for 5 mins!". Sunday evening just gone I played 8 games as killer. 32 kills. I'm not a weirdo who counts games, but when you're getting a 4k every game, you get curious... Yesterday I played 5 or 6 games. Until the last game of the evening (which was a 4k with 1 gen completed), every game was a 1k,2k or 3k. No 0k or 4ks. Well balanced tough games. FYI not a single DC or AFK in any game in either session.
SQ may suck at times, for sure. I personally enjoy the variation, until I get that selfish team mate who doesn't like being face camped and kills themself in a rage, turning a 1k/2k into a 4k and rewarding the killer for camping. My experience is that I probably escape close to 50% and enjoy most games. As killer, I probably average 2k a game during none peak hours, maybe slightly less. My experience as killer is mostly similarly enjoyable to survivor, but a much more try hard intense type of experience, and because of that I have to consider killer to be the more "difficult" experience.
I can understand your point. Thanks for answering in a really constructive way (even if we disagree); have a nice day!
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@NatzAshe said:
Currently BT is balanced by having survivors balance their own survival against their teams'. Your idea would make BT more valuable to the user, so there would be no risk to the survivor equipping it, resulting in more uses.
As a killer main, BT doesn't bother me anyway. I always have to take it into account even if it isn't there in fact. So it wouldn't change anything on my end. That's why buffing the perk like that wouldn't be game breaking in my opinion.
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@pizzaduffyhp90 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683584#Comment_2683584
Maybe a slight decrease in the charge up for the dash
There's already an add-on that does that, and it isn't enough to make her dash reliable as a chase mechanic. She really needs to be faster so that survivors can't just outrun you by holding w (she's 90% movement speed while crouched; slower than nurse for a power than doesn't rival it)/ and she really needs her dash to have more reach (only on very unsafe pallets you can use her dash consistently).
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2683616#Comment_2683616
perhaps with the add on, the moment they take off any kind of trap they are exposed until they are down one time, this would also give an interesting interaction as the pig would be given the option to use the other one to pu all survivors on a trap and get an early easy chase, or use them herself and decide who she wants to take out, it would be a bit tunnely at times, but would be a tactical choice from her part, and at best she could take people out quickly or spread the hooks to get more people damaged
If i understand correctly, you propose to make a survivor permanently exposed after taking off their bear trap "until they get downed". That could also work... it could even make that purple add-on (that reveals survivors auras when they take their traps off) actually useful. Yeah, that could be interesting.
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@Viamont said:
An instadown as fun as it sound it might be a bit OP, myers has to work out for those with the stalking, unless pig was given a mechanic to work up to that point might be a bit to much.
Buffing the crouch and moving speed sound better to me, not sure how much but would make her a bit more movile and agresive wich might be good for her, perhaps she could get a few seconds of stealth while crouching giving her some wiggle room to play like a ninja pig.
The instadown toug could be made for an iridicent addon, sounds like it could be a really interesting mechanic, maybe tied out to her traps, eather that she can instadown people who have the trap on OR people that took it off succesfully
Giving her an insta-down would lead to more toxicity i agree. I like your idea of giving her an insta-down as an iridescent add-on, because i think that amanda's letter should sacrifice traps (all) for an insta-down ability rather than an aura-reading ability.
Edit: with video tape, an add-on that would inflict exposed to trapped survivors might be overwhelming. On another note, your idea of making survivors exposed for a duration after removing a trap seems really fun.
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@pizzaduffyhp90 said:
Amanda does need a buff but, I don't think giving her an insta down on her ambush attack is needed what is needed is the RNG needs to be tweaked a little like the first box you search will never have the key inside.
I agree with you, you need less RNG with her reverse bear traps. But i think that her chasing ability needs some love also.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683382#Comment_2683382
I actually played vastly more solo over my 2k hours, than I did killer ;) Can't wait for the next attempt at a discredit. From evidence presented from your own comments, I stick to my theory and say that you are just not a very good survivor. The game is massively unbalanced in favor of survivor. No way around it. One would have to be oblivious to state otherwise.
The problem, and I can't wait for you to argue against this, is that there is no middle ground between SWF and solos. I consider myself a decent killer based on that I dominate most solo lobbies, but gets obliterated by most SWF. The experience at high MMR is 5 SWF matches to bump you down, 1 solo lobby to bump you back up, on repeat.
A 'good' survivor does not require anywhere near as much sweat as a 'good' killer does. I now wish I had recorded all those matches where I looped a killer for 5 gens straight, just to definitively debunk your claims. If a survivor knows the tiles, and they line up decently... you can take a killer all around the map and 5 gens will be done before he downs you.
The only reason statistics don't show this, is cause there are A LOT of survivors AFK from start, or suicide in first minute, or DC, or throwing or... etc... All of these things don't reflect in the stats. They bump a lot of killers up in the stats.
Anyway I'm done entertaining this. I know the facts and chose not to ignore them. You do you.
" The only reason statistics don't show this, is cause there are A LOT of survivors AFK from start, or suicide in first minute, or DC, or throwing or... etc... All of these things don't reflect in the stats. They bump a lot of killers up in the stats ". You said it yourself.
Anyway, have a good day.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683216#Comment_2683216
Otz is not representative for the majority of killers. He has over 10k hours, it is his life. Love the guy, but you cannot even begin to compare him to the average killer. He is the top 0.5%.
The average survivor however, has a very easy time. Did you miss me telling you that I escape the vast majority of my matches and chases without a sweat, as a solo? If you cannot do the same, that is a you problem and not a "solo" problem. I just know how to abuse all the survivor side advantages, you don't. It has nothing to do with skill.
We have different experiences that doesn't match. And you talk too much like a killer main that barely plays solo q.
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@ThatOneDemoPlayer said:
I feel like that wouldn't fix anything. Survivors will ShiftW even more against her Ambush
@glitchboi said:
I think Pig needs a buff, but that's the wrong way to buff her in my opinion.
You can get sneaky hit in with her ambush, but it doesn't do much currently. If they want to keep stats like they are now, they need to make a hit more rewarding then. But i'd prefer to make her ambush faster and her dash longer if i had a choice.
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683189#Comment_2683189
ALL SWF are high MMR. Solos are mixed anywhere from low to high. But SWF Are always well above average. The vast majority of matches as killer in high MMR are SWF. It is beyond me how some people deny this, as you can check profiles to confirm this.
High mmr killers can win 70% of their match without perk and without add-ons. Otzdarva made a video about it "so i played 100 games without perks... ". So continue to blame a small portion of the players for your constant losses.