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Faulds
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@xili84 said:
https://forum.deadbydaylight.com/en/discussion/comment/2683083#Comment_2683083
People like you drive me crazy as you are so oblivious to the facts... :) As you voted Solo Q. You truly believe it is harder to play survivor, even as solo? If the answer is yes, you simply do not know how to play survivor properly. Killers on the other hand get plenty of 'unwinnable' matches. There is no argument around SWF on discord having a massive advantage. It is just a fact. Period.
If you disagree with any of my statements, you simply do not play at high MMR and therefor your opinion is invalid.
If you lose constantly, you're not as good as you think you are. Survivors are not all high mmr, only a small portion is in fact :)
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@EntitySpawn said:
Just a reminder this map is stupidly filled with safe and god pallets. Should be rereworked.
Yes there is definitely too many pallets. Maybe they tried to compensate for the lack of windows (if we compare with other maps)... but they went way too far.
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@xili84 said:
Lol look at all these solo Q votes who don't know how to take advantage of all the things thrown in their lap :D I escape the vast majority of my matches and chases and I always chill as a cucumber. Playing Killer versus sweat squads tho ... pffft. How is this even a poll? :)
I lose once in a while as killer. Look at all this killers unable to accept a few losses. How is this even a poll? :)
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2682567#Comment_2682567
Most times you lose two gens while you are at your first chase and you want to tell. Me that's not to fast? Even surv mains acknowledge that it'd to fast that's why killers use noed tunneling and camping so much lately plus matchmaking is broken beyond repair so killers often get matched with stronger survs cause there aren't that many of us
She obvioulsy doesn't play much killer if she can say that kind of things. You shouldn't bother too much.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2678648#Comment_2678648
Yea you can prevent it while half or more of your team dies while you spend all that time looking for and cleansing totems. Almost every match I spend looking for totems half my team is either dead hook or dead by the time I get them all cleansed. All to shut down 1 perk? Not fair in my opinion. Killers should not get that much power especially in the end game.
On one of NOED nerf thread, someone came with the idea of giving a totem counter to all survivors (like that you know if your team is doing the objective or if you have to/ it might even give an incentive to other players to do bones). What do you think about it?
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2682116#Comment_2682116
Not exactly, NOED its from my perspective an endgame high risk high reward perk, the fact it can be dennied early on the game confirms this, without totems its a wasted perk, more so that it only comes in efect at the end game IF theres totems around.
NOED isnt a must in any shape or form, from a personal perspective i havent run it a single time in all my games, im more of a direct type of player, i want my perks to afect me in the moment. I can understand why many people run them, but given im dorito head main i dont feel the need as much as other killers, but i can understand why they run it.
On the other hand i can se where are you coming from with the "need" to have it changed/nerfed, but tackling this particular perk at this particular time of the game wont fix that much as if instead whe tackled problems that are much more worrisome. From my perspective its more important to tackle things like generator speed fix and regresion and healing speed.
If generator speed its tackled, worked and rebalanced this will imediatly take away preassure from killers, taking away preassure from killers will in return make it so most (not all) will feel less preasured to tunnel and camp, less tunneling and camping will meen survivors will have (potentially) more chances to interact with the killer (something that needs heavily to be adressed, plenty of survivors have mentioned they want meanigfull secondary objectives to have something else to do aside from repair gen simulator, wich its a completly valid need from them), if the chain of needs of the game its adressed then you can adress perks and wich ones need to be tunned up and reworked.
Perks like NOED (just a single example) are a sympthom of the core problem, instead of fixing the root of it BHVR just add bandaids, this is aking to having an exposed wound with a broken bone, and instead of fixing the bone and go up to the upper layer (IE the skin) you just cover it but dont fix the problem.
I understand where you're coming from, but i'm afraid that making gen speed more difficult (gen speed longer or add another objective) might backfire. Maybe you slowdown on the tunneling and camping if you have the upper hand against weaker survivors (thats what i do when it happens)... but i can assure you that's not the case for the majority of killers. I feel killers need built-in early game slowdown to prevent one or two gens to be completed after the first chase (if i had the choice, i'd buff corrupt to 4 gens corrupted on 7 and make it base kit).
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681998#Comment_2681998
the thing is perks shouldnt be bandaids for the basic things the game should let you do, by definition an "add" its meent to be something added to, addition of you will. Additions should be things that change the way you play, if you have ever player heroes of the storm you will se what i meen, on that game the powers you choce change the way you play, change the way power work etc. Perks on DBD should be akin to that, as an example plague its a great one, from infecting players directly, she can use an addon wich allows her to infect generators and pallets changing the dinamic of her gameplay, thats what the game needs. From a basic stand point generators shouldnt not fly the way they do, they should be designed to make it so both killer and survivors have a more engaging experience, but courently because of toolboxes, perks and so on this just breaks the flow of the game and creates a need for counter measure perks (IE generator slowdown perks).
Thats what i meent that the core of the problem isnt NOED but the mechanics behind it, if survivors are just lazy and dont want to deal with totems its their fault to be aflicted with NOED wich just becomes an extra layer of lethality for the killer, hes now faster and deadlier, but it was preventable from the get go, reason i have said mutiple times that killers should have the ability to destroy blessed totems as it adds an extra layer of tactical gameplay, killer has to measure if it wants to reduce the amount of totems to use something like NOED or stop stressing about boons.
It would be hipocritical of my side to say i play constantly as a survivor, that still doesnt prevent me from watching things from a diferent perspective, it also helps i enjoy watching stremears from time to time so i can se how things develop on the game without the need of constantly be playing the role
At least we can agree on the fact that gen speed definitely aren't fine. Yes, killers needs tool to deal with it. I think you see NOED as one of them if i understood correctly. I do have a bias, since i play a lot of solo q... there is things i hate going against: gen slowdowns doesn't bother me but NOED is a real pain. This is why i'm never using it when i play killer (bias on my part)... and why i'm not considering it as a tool to deal with gen speed. I think this is why we couldn't understand each other; and i do apologise for being a bit stubborn.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681807#Comment_2681807
Everyone can se that survivors are busted and overcatered for the most part of the game, everyone playing the role can se that. Play a bit of killer before you denny everything i say. Se? i could use the exact same argument againts your logic and its perfectly valid, the key point is that, and "everyone" knows it, the game its more survivor sided than killer sided. The fanbase its divided in two sides, one has 4/5 of it and the rest its the other part, its obvious wich one they will give more antention as it has more money sinking potential. Now back to the topic i have played a bit but i honestly dont like survivor that much, for me its boring for the most part, but i understand the situation in general. Clamoring that NOED its unhealty for the game its quite honestly laguable. Boons are unhealty,specially CoH, safe pallets and jungle structures are unhealty, the heavy hand holding of survivors its unhealty, and this shows by the complete resistance of survivors to learn new tactics, the moment any killer that isnt loopable comes out the outcry its shown imediatly, yet most of the time you se adjustments made for survivors that are positive rather than ones made for killers, slinger and wraith are just two of this things happening. Im not being rude honestly, but im not going to sugar coat things when they need to be said bluntly, and im not in a high horse, but unless you actually have a good argument for the topic im not going to sweet it down, if you want to convince me of your ideas give me a good argument or get ready to have it critisiced and disected of why its good or bad, i have agreed with you on some topics, but like it or not many of your ideas simply arent good or to one sided or even not objectivive and just driven about what "you" belive things are. The problem you refuse to se is that at the core, the game has a lot of problems that create this situations, problems i have pointed out plenty of times and you just avoid as im guessing you have no arguments againts them, some are as an example the extreme hand holding survivors are subject to, the amount of information they are given its quite honestly ridiculous wich in turn makes survivors entitled to everything. Solo Q i will give you needs some improvements, but the answer isnt to strip down every tool and killer down to make them more "friendly" for low level players that "should" instead strive to become better and not just be allowed to cry nerf and give given watever they want to have easy games all the time
I do play killer a bunch. Let me show you:
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681807#Comment_2681807
Everyone can se that survivors are busted and overcatered for the most part of the game, everyone playing the role can se that. Play a bit of killer before you denny everything i say. Se? i could use the exact same argument againts your logic and its perfectly valid, the key point is that, and "everyone" knows it, the game its more survivor sided than killer sided. The fanbase its divided in two sides, one has 4/5 of it and the rest its the other part, its obvious wich one they will give more antention as it has more money sinking potential. Now back to the topic i have played a bit but i honestly dont like survivor that much, for me its boring for the most part, but i understand the situation in general. Clamoring that NOED its unhealty for the game its quite honestly laguable. Boons are unhealty,specially CoH, safe pallets and jungle structures are unhealty, the heavy hand holding of survivors its unhealty, and this shows by the complete resistance of survivors to learn new tactics, the moment any killer that isnt loopable comes out the outcry its shown imediatly, yet most of the time you se adjustments made for survivors that are positive rather than ones made for killers, slinger and wraith are just two of this things happening. Im not being rude honestly, but im not going to sugar coat things when they need to be said bluntly, and im not in a high horse, but unless you actually have a good argument for the topic im not going to sweet it down, if you want to convince me of your ideas give me a good argument or get ready to have it critisiced and disected of why its good or bad, i have agreed with you on some topics, but like it or not many of your ideas simply arent good or to one sided or even not objectivive and just driven about what "you" belive things are. The problem you refuse to se is that at the core, the game has a lot of problems that create this situations, problems i have pointed out plenty of times and you just avoid as im guessing you have no arguments againts them, some are as an example the extreme hand holding survivors are subject to, the amount of information they are given its quite honestly ridiculous wich in turn makes survivors entitled to everything. Solo Q i will give you needs some improvements, but the answer isnt to strip down every tool and killer down to make them more "friendly" for low level players that "should" instead strive to become better and not just be allowed to cry nerf and give given watever they want to have easy games all the time
I play killer, and what they need is good slowdown perks/ viable power without add-ons... and add-ons that improve your lethality. Not a crutch perk that only allow you to put in the ground what you've already done anyway; and is useless when you need it.
Edit: also, thank you for not denying not playing solo q on a regular basis. It puts perspective on your approach of the situation.
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In what way would it improve killers gameplay if survivors can just not switch anyway (and bring in busted things)? I don't understand what you're complaining about exactly. It doesn't make much sense.
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@Ssajbambusa said:
@dugman I know about mmr, that's why I think 2+ loudout slots for each killer should be a thing.
Seeing the survivors - I do think killer should be able to prepare themselves based on what they see in lobby as the weaker side of the game.
If the killers could see what survivors bring in (perks/ items/ map offerings...) it would be easily abusable in my opinion. They might dodge lobby too often.
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Map offerings wouldn't be a problem if maps were balanced to begin with in my opinion. Being ignorant about what the other side brings in seems logical to me. Survivors doesn't know what they are going to deal with either.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681775#Comment_2681775
Just as much as you on the theorical argument that its broken and needs to be changed asap, and yet im giving you reasons behind my arguments, something you havent done yet, at most you just say its unfair and needs changes, but im not reading any potential improvements from your part, something i constantly do when both of us have an argument
I'm theoritical when i say what i see? What everyone can see when playing that role? Play a bit solo q before denying everything that i say. Stop being rude and high on your horse. Try to understand why solo q people say things, and experience them before criticizing.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681666#Comment_2681666
How its overly punishing when the only thing survivors have to do its break a totem, they dont have to do a 5 minutes ritual that might fail, im going to repeat it, survivors for the most part are to lazy to care about a mechanic that should give them the reward of preventing a potential BIG thing for the killer. The mechanics behind hexes totems and boons is that needs to be changed, at the core NOED gives the killer a last chance to get kills and still has to work it on to find chase and down someone to put on a hook, i find it way more unfair that survivors are given a crutch perk like CoH wich allows them to make mistakes left and right with very little repercution to their actions.
But lets bite the fulled, how would you change it to make it fair for low level gameplay while at the same time make it rewarding and viable on high MMR
You're only on theoritical arguments denying that it overly punishes low and mid mmr survivors, when anyone playing solo q on a regular basis can see it.
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@Lochnload_exe said:
Noed isn't even that powerful, but it has easily become the hardest crutch perk, and saying "do bones" is as bad as survivors saying "do boons" to the killer. New killer players think the game is impossible and survivors are OP but then chase one survivor all game and act good when their noed goes off.
Noed could do the literal same effect but it should be made to be based off of tokens similar to BBQ imo, so you play the game normal and hook each survivor once, and get rewarded with the power of noed, and it can still be done by totems. Killer has to earn it, and gets a large advantage.
After some thoughts, i think that NOED should work like a mix of no way out and haunted grounds.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2681557#Comment_2681557
Comms give a huge advantage. Information is so important in dbd thats why there are a bunch of perks centered around it. With comms you get kindred,small game,the one that shows you gens and still get 4 perk slots. Not to mention the simple ability to say hey the killers on me and the gen I was on is 80% now you know exactly where the killer is and survivor efficiency goes through the roof.
https://forum.deadbydaylight.com/en/discussion/comment/2681572#Comment_2681572
First of all thats not what killers are asking for fair doesn't mean easy but ever time killers ask for fair gameplay someone always shows up and says you just want easy games when it has been mentioned once so that's your assumption and opinion not fact
Solo isn't as bad as people try to say because when I burn out on killer and am tired of the bs guess what role I play? Did you guess solo survivor? Yup solo survivor is my go to when I'm over the stess and want to chill. I tend to escape more often then not as well. I get the odd games were im tunneled out first or facecamped on my first hook but then I just q 2 minutes later into a new match.
Good for you you're getting good survivors and can relax in solo q. Because i get bad teammates all the time, and can only have a good time when playing killer.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681543#Comment_2681543
The problem isnt the perk, the problem is the mechanics behind it.
Right now totems have little to 0 reason to be destroyed thanks to the boon meta, at high MMR survivors varely need boons as they are far more eficient than most, the problem with your comment is that IF NOED its reworked for high level MMR its going to be a nightmare to deal with at low level of game just basically buffing it more.
What it needs to be done its to create a true balance betwen keep totems and destroying them, to make them an actual tactical descicion.
If survivors want to keep the totems for boons they should pay the consequence at the end of the game (IE a way that hexes ALWAYS proc on some form), on the other hand if they decide they dont want to deal with hexes they should sacrifice the use of boons in some form, they cant make the cake and eat it.
NOED its still fine the way it is, im going to repeat it, catering to low level ranks ends giving you ridiculous nerfs like slinger and wraith, and at the same time creates an entitled player base like theres right now, a player base that IF isnt spoon feed information and easy ways out of every situation start to clamor for nerfs left and right (just look at the artist, not one day out and people where already demanding her to be nerfed to the ground because they couldnt loop her all around like ALL the other killers)
How can NOED be fine if it overly punishes low mmr survivors and is ineffective at high mmr? That doesn't make any sense.
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@eloise said:
I only hear from survivors in this comment, I would also like to see what the killer gamers think.surviving swf gamers you don't see you spoiled the gaming experience by telling yourself where you are, what the killer is doing, the gen rush, is other which its to me like cheating because the game does not offer to be able to talk to each other during the game, it's just the media on which it is that offers it so it's cheating, the dev should be blocked during the game the possibility of chat
I'm a killer main, i don't mind going against swf (i only really hate their shi**y behavior)... but i'm sure other killers would avoid that queue all the time. Creating two queues like that would make the game unattractive for new players who want to swf (it would be bad commercially speaking).
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@CowabungaDude said:
Really?
- it wouldnt be that much better than self care. and self care is already detrimental to use in most cases
- okay fine
- if youre gonna have such a small bonus that needs to be SET UP and that can be destroyed in 2 seconds then you might as well be running botany knowledge
As much as i agree with you to keep the 100% healing speed to another survivor. There is no reason to make self care 50% of normal speed, and then make a boon that allows all the team to self heal at 100%. Whether you make self care 100% normal speed, or you make both self heals 50% normal speed.
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@sizzlingmario4 said:
Thrilling’s cooldown should be 40 seconds and should activate if it goes off cooldown while carrying someone.
https://forum.deadbydaylight.com/en/discussion/comment/2680812#Comment_2680812
Agree, jolt should just work on any down and then it’s perfect as it is.
Oppression cd should also be 40-50 seconds.
Also I never see anyone mention dragon’s grip and its 80s cooldown
They are really bad with cooldowns... i forgot dragon's grip one. It should also be 30/ 40 seconds you're right.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2681492#Comment_2681492
Heres the thing...one of the most stupid things to do in competitive games its to balance it for the lowest common denominatior, sorry if it sounds mean, but its the truth. The reason the game becomes more and more complicated for the killers is exactly that, devs balance the come mechanics on new and low/mid players, wich in turn buffs the high end of the game tremendously. The game needs to be balanced acording to what high level play can do, not the other way around, but thats also the reason most games with competitive scenarios also have casual modes for all the other people, something DBD doesnt have.
Even with its low amount of modes, this is something League of Legends does right, having a ranked, random and bot modes wich allow people to play how they want, those who dont like competitive can go to random and thats it, but again, the game doesnt need to be balanced more than it already is for the lowest level of play, the only thing that that creates its dumb nerfs like those of slinger or wraith
At high mmr the perk doesn't proc (so it should be reworked into something a killer's skill is involved), and you can't only make the game balanced around high mmr either... or you'll commercially kill the game.
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@Chocolate_Cosmos said:
- Self-heal without med-kit should be at 60% rate (bit better than self-care).
- Self-heal with med-kit should be capped at 100% bonus rate.
- Healing speed bonus should be 40 / 45 / 50%.
CoH is OP and counters many killers. It's overhelming and it should be nerfed. If it wasn't OP than it would not change allready very strong Survivor meta.
I'd prefer if the bonus to healing speed was kept at 100%, but only affected a survivor healing someone else (the perk would be a better we'll make it). Slowing down the self healing speed to self care level, on another note, is a great idea.
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@Ssajbambusa said:
So killer is locked in lobby, but survivors can freerly last second switch into whatever already preprepared character they had with map offering and strong item... and do it as a team...
Okaaaay... very fair...
- Survivors should be locked after clicking ready or after 30s mark so they can't equip items or switch into other character
- Switching into other character when there is only 10s left should make them default (No skin, no item, no perks, no offerings)
- Each killer should have customizable loadout slots (I would say three) which they can switch to with just click of a button and which can be clicked even during the last 5 seconds.
"Oh just get good, one flashlight or map offering isn't so bad" - Oh I beg to differ. Badham, Haddonfield, The Game or most Coldwind maps are super easy to loop for days against low tier killers and having lobby full of flashlights or medkits all of the sudden changes the dynamic completely.
I'm sure you know that killers mmr is individual and it is why you can't switch between them... unlike survivors. And i think that the switching and the map offerings aren't a problem in themselves: its the map that are unbalanced that fundamentally are a problem (and so the items).
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@SeannyD115 said:
He should have add-ons that give you some of you power back when you hit an exposed survivor or hit them while in undetectable
I'm afraid it wouldn't do much since downing marked survivors seems to be hard... if it was easy and reliable ghostface would be a top tier killer (which he isn't unfortunately). But getting back some of his power, if you can get a hit while undetectable, seems more reliable and interesting.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2680693#Comment_2680693
DS was heavily abused, it was a given it owuld get nerfed for what it did. Moris where overtunned on how fast you could kill a survivor, it was also a given it would get nerfed. Keys in the same way where overtuned allowing excesively easy escapes and bypass objectives, took a long time to do that but it was a given it would happen.
Whats so wrong with NOED? from the get go dissabling it its an objective for the survivors, something they should have been doing regularly on the trials, its not the fault of the killers that survivors have been way to lazy to do it and are just not used to, specially with the new boon totem meta wich its a hard nerf for most hexes. NOED its the only hex that "could" potentially hinder that as they will have to give up their hand holding boons and be more tactical about the posibility of a hex.
NOED still needs interaction from the killer againts the survivors, its not like it also closes the gates in the same way, and quite honestly, if you want to talk about a healty state of the game NOED its the least of their problems, boon totems are far far FAR more unhealty mechanic in the game that needs atention asap, NOED doesnt break the game, that IF it last long enought, boon totem meta makes games for the killers if midly played correctly miserable.
"What's so wrong with noed?" You're only talking about higher mmr survivors, not low and mid mmr. Good survivors can deal with it, but that's not the case with the average players. Maybe if you played solo q a bunch and saw actual people level, you'll understand how unbalanced it is against them.
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@TheGentlemen said:
Honestly Ghostface and his range of addons is just flat out pathetic. 'Ghostface Caught On Tape' makes me roll in my bed at night sweating profusely with the fear that it will appear in my dreams. I wish that his range of addons were at least useful in some situations, but excluding the recovery addons, and the security camera addon, all of his addons are just so, bleh or funny.
Don't get me wrong, I love funny addons, but there is barely anything you can do with Ghostface in regards to making him anything more than mediocre. It's not like Clown or Myers where you can slap on some addons and completely change how their kit works. You're just stuck with this mid killer, who can for some reason get revealed through walls.
I've talked about Ghostface on this forum before, and a lot of people get the idea that because I don't like it, it's bad, which isn't what I'm trying to get across here.
I'm no game developer, so I can't really think of any better addon choices, but that isn't exactly my job to do so. I just wish crouching maybe did something for Ghostface, aside from just moving slower and being harder to see. One thing I always found odd is that stealth alerts Crows.
Getting off topic here, what I'm saying in this post is that if Ghostfaces addons are to stay the same, his mechanics such as crouching need to actually have some sort of value for his current addons to benefit him. This is just one example, but I think you get the idea here.
Next to Freddy, Ghostface is probably the killer I would love to see changed the most, at least in the addon and bug department. Love the character, love the design, just wish it wasn't so stressful playing Ghostface without the proper addons.
Yeah, ghostface add-ons aren't creative enough. What about add-ons that would give him aura reading abilities? It might be a bit redundant, but seeing survivors through walls (within a certain range) or seeing gen progress (map wide) could be interesting.
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@DorkianBae said:
https://forum.deadbydaylight.com/en/discussion/comment/2680812#Comment_2680812
I wish Jolt had more range tbh
Half the time it doesn't even hit a gen because it's range is so short
I think the range is fine, but i wouldn't mind a buff to it either. They need to keep the range not too big since you'd be able to hit multiple gens too easily otherwise.
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@GamerEzra said:
I think 30 seconds would be great for this perk. They should also do smething about the cooldown from Jolt and in my opinion Oppression shouldn't even have a cooldown. Most killer perks should not have a cooldown or the cooldown should be much shorter. I mean Eruption also shouldn't have a cooldown in my opinion.
About jolt, what bothers me more is the fact that special attacks doesn't proc it; i don't really mind the cooldown on that one. Oppression, definitely have too much of a cooldown (80 seconds; such bs). I think they need a cooldown cause it could be abusable, but a short one (30 seconds should be baseline i agree).
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@DorkianBae said:
A lot of killer perks cooldowns are way too long, sadly that's why they aren't used. The perks usually aren't too bad but the cooldowns don't match the power of the perk.
They are really afraid to give killers strong perks... but not for the survivors. They think that hexes should be strong since cleansable, but not a basic perk... and it does make me sad. In fact, i wouldn't have a problem with infinite boons if killer perks would be more consistent.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2680712#Comment_2680712
I really couldn't care less what a youtuber says. I don't think it's a great perk regardless. However, the most used perks in the game should not be buffed.
What he says doesn't matter, what happened just prove my point. He was using corrupt, had a good corrupt RNG and still lost gens in a blink of an eye somehow.
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@anarchy753 said:
There's no reason to give a flat buff to one of the most used killer perks, just because it has a potential downside.
On the contrary. I'd even say against higher mmr survivors corrupt doesn't do much sometimes even with good rng... because 4 gens are too much to cover. If you don't trust me go see cmwinter video "5 gens in 4 minutes".
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2679815#Comment_2679815
considering killers have to deal with 4 survivors wich entitles atacking, chassing, hooking, snuff boons, deal with palets and loops, kick generators and other minor things...i dont se whats the problem with survivors fumbling generators and totems...killers have to deal with a lot more things that survivors do ALL the time.
The thing is the original intent for the game was that there wasnt supoused to be ANY kind of comunication betwen players, thats why theres no writen or voice chat ingame
They reworked DS/ moris and keys... the only thing they did not is NOED; and those reworked were fair. It might just be a question of time before they rework NOED into a more healthy state for the mid and low mmr players (what they are trying to balance the game towards).
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@Bwsted said:
That's a big buff to the best killer perk in the game (yes, comp tested).
A simpler solution would be to reverse how the perk works procedurally. Currently, the killer's spawn is selected and AFTER that the farthest gens are blocked. If you spawn toward mid map, then a split corrrupt is very common, but it can happen even with killer spawns on the outskirts.
However, if 3 gens in close contiguity were selected first and AFTER the killer is made to spawn the farthest away, then the problem would be immediately solved.
The contiguity of the gens is a simple math problem. Heck, it doesn't even need to be the tightest 3 gen on the map for that to be true.
I suggested it because survivors can break a 3 gen in endgame, so giving a 3 gen in early game to killers for 2 minutes doesn't seem that op to me.
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There's definitely something wrong with it. But it is DBD after all (our loveable buggy mess).
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@binamsterdam said:
Same experience and I also posted
Glad to see i'm not the only one. I'll check it out.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/comment/2679004#Comment_2679004
As unhealty as a full squad of CoH users with medic kits and or toolboxes, brand new parts and second chance meta perks?.
The thing is given the situation of the game, NOED its one of the few perks taht can get you some value at end game to tip the scales of the game, slowdown gen perks arent unfair, at this point are a must given how fast generators can be repaired.
Both sides have their "unfair" share of stuff if you want to call it that way, but more often than not survivors take the cake with game breaking combos and mechanics.
Its not because survivor have more bullshit things than killer, that bullshit killers things shouldn't be dealt with either. What i see is that solo q survivor have a hard time dealing with gen... and then you expect them to do 5 gens and 5 totems scattered around the map (with nothing to coordinate on the last task).
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Please no, don't disable DC penalty... because we'd have a dc every trial. If you're that bored with the game: just try a custom with someone; there's even a section for that in the forum if you have no one.
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/298350/nerf-noed
Sorry but no...one of the few things killers have at end game are surprise hexes, survivors are already spoon feed a crap ton of information throug the entire game betwen the terror radious, hearth beat, vision range, grunt sounds that tell you exactly what atack the killer its about to do, other sounds for aim things and so on...survivors dont need more information given for free
To be fair, i tried endgame builds with noed. I sacrificed all my gen slowdown for endgame mechanics (noed alone or with blooodwarden)... and i got such a lot of value from the perk. In that case it can be fair, but when someone use gen slowdown and add NOED on top of it... that's when i think it becomes unhealthy for the game in my opinion.
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@Viamont said:
I would argue that sloopy does need a buff, or more specifically the debuffs it applies.
Hemorrage should make blood "brighter" so its much more easier to se no mater the place it falls on, kind of like scratch mark.
Mangled at base it should have a small buff given the amount of healing survivors have at their disposal now, at the moment, mangled increases the healing time needed by 25%, perhaps going un to 35% as a base would be good, i feel 50% might be a bit to strong...altought on the other hand with the amount of stacks at that survivors can heal in 8 seconds or less...50% might end up being an actual need
I think too that hemorrage should have blood hound effect... since it doesn't really do anything currently. I thought about stacking mangled effects after each hit (with a max cap of 2 stacks per survivor) to reward skilled players (killer or survivor) rather than increasing the 25% healing speed. But its also a good alternative.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2678915#Comment_2678915
I suspect the healing speed from Circle of Healing is causing multiple issues, that’s why I’d go with nerfing that one. Sloppy was historically pretty popular in general so I don’t know if it needed a buff per se, but who knows?
Really I think we need to look at how Sloppy does in both games with limited or no healing perks and those with Circle of Healing in play if you’re thinking of buffing Sloppy. If you buff it just to mitigate the overpowered effects of Circle of Healing then in games without that Boon you might risk having overbuffed Sloppy and making it too powerful.
Don’t get me wrong, though, I like using Sloppy so if it got buffed I wouldn’t complain. 🙂
I understand your point. I was just trying to say that i think sloppy wouldn't be that decent if survivors run we'll make it/ botany knowledge/ circle of healing constantly. They still ignore we'll make it and botany... but i'm afraid thats not the case with circle of healing. And yes i agree, you also need to cap it to not overbuff it (thats why i proposed to cap it at 50% healing decrease; while needing you to hit twice a survivor).
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@dugman said:
I think it’s more a case that Circle of Healing needs a healing speed nerf than Sloppy needs a buff. Slow Circle of Healing down enough to make that perk more reasonable and the issue you’re describing is addressed.
To be fair, the only thing really annoying me with circle of healing is that the healing speed increase is working for someone who self heal with a medkit. As far as i'm concerned, the 100% bonus speed to healing teammates in an area doesn't bother me... since it is a better we'll make it (a perk i love to use). That's why i'm thinking about buffing mangled a bit.
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@Avilgus said:
Yes, his anti-second chance power is fair.
You sound a lot like a person that would only play killer; but, don't worry, you are the majority of people on this thread apparently. Anyway, i think i'm done with this topic.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2678624#Comment_2678624
Okay, this word "oppressive" is getting thrown around too much. Let's circle back to something people keep wooshing on:
You are supposed to be oppressed. Killers are supposed to feel oppressive. THEY ARE TRYING TO CORNER YOU AND KILL YOU. This is not tennis.
Sometimes killers have too much power in their hand: that's why they reworked pig add-ons... since bad RNG could prevent a survivor from having any chance to escape the reverse bear trap with some add-ons. The fact that PIG is one of the weakest killer in the game didn't change that fact, and wasn't an excuse to keep it. With PH, i feel that there is a similar problem with his tunneling/ camping ability (especially after playing him myself); that's all i want to say.
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@jesterkind said:
Would BNPs be quite as big of a deal as they are right now if they consumed the whole toolbox on use, not just themselves?
I feel like that'd at least cut down on how annoying stacking a green toolbox with an extra charge addon is, though perhaps it's just a bandaid solution to a wider problem. What do you guys think?
It could be a good idea yeah. But i'd prefer if they made it so that brand new parts would increase great skillchecks bonus progression by 2 or 3%; and if they made that add-on give 100/ 150% bonus points for great skillchecks "instead of what it currently does".
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@WesCravenFan said:
Why is it unfair for Pyramidhead to do what he was designed to do? If you don't run hook related perks, it does not really do anything.
Why? Because the people that plays the other role might find it too oppressive. Of course, there is not that many Pyramid Head out there... but having playing him a bit (i just bought him): i was shocked of his ability to deny BT and DS very easily, "since i could camp and tunnel a bit too effectively".
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2677348#Comment_2677348
Fun, is subjective and literally has nothing to with being fair. It is fair, even of you find it unfun. Also, if you want to use those perks, just don't get tormented?
The ability provides the space and time for the skill of the survivors to come into play. The fact that you and your team are incapable of it doesn't change that fact. Tunneling is part of the game, whether that is fun or not is irrelevant.
You are trying to move the goal posts, the question was if it is fair? Yes it is. Whether or not you like it or find it fun is irrelevant.
I have played PH a bit since i just bought him, but it was against potatoes still. What i did to them "tormenting around hooks to circumvent ds and bt" looks easily abusable to me. When i'll unlock all perks and get against stronger survivors i'll see better if it is a problem or not.
Edit: ah yes, having fun while playing a video game is irrelevant. Of course.
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That's a pretty neat idea for sure.
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@Sakurra said:
https://forum.deadbydaylight.com/en/discussion/comment/2677791#Comment_2677791
I admit it's weird. Being tunneled while you are in cage...that's not how things works. The cage used to spawn in different location if the killer was there.
Now that you mention it, i was a bit suprised that Pyramid Head could get so close to a caged survivor without the cage going elswhere (it really bugged me when i played him).
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@FilthyLegionMain said:
If survivors and killers can hear eachother and it's proximity then yessir.
I was more thinking of a a vocal chat for survivors only and that doesn't care about distance; my bad i should have explained it.
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@Labrac said:
https://forum.deadbydaylight.com/en/discussion/comment/2677314#Comment_2677314
Nah, gen speed is fine. What we need are some map tweaks and a rework to the early game.
When i'm talking about gen speed, i don't have a problem with the raw numbers either. Its the early game that seems the most problematic to me. At least we can agree on this (and the necessary map tweaks to loop density also).
@Sakurra said:
I was tunneled by this killer being in a cage...and this should NOT be a thing.
I'm afraid we are the only one here that see it as a problem.
