Firellius
Firellius
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@Kurri said:
https://forum.deadbydaylight.com/en/discussion/comment/2532070#Comment_2532070
Boon Totems, Flashbang, Bite The Bullet, Resurgence, Counterforce, Fast Track, Built To Last.
Just to name a few from the last 6 released survivors.
I have not seen any of these perks be used outside of their release week.
With the exception of Bite the Bullet and Built to Last because I run an off-meta hard-heal build on Jake, and I use Built to Last to finish 'fully use up X item' challenges. But that hardly makes them 'meta'.
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@Blueberry said:
Remove the distance, keep the invincibility.
The issue is the distance, not the i-frame. The i-frame rewards skilled timing, the distance part of it just allows you to greed every single loop without penalty, that's the part of it that's bad design. There's generally speaking no counter play to using DH for distance, there is counter play to the i-frame though.
Yeah, but there's so much counterplay, it'd render the perk unusable.
Issue with Dead Hard is the distance, which is what gets complained about. But remove that, and the i-frames aren't enough to carry the perk. It'd need a new tool to compensate the distance loss.
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Boon totems aren't out yet, but I suspect they're more fair. There's quite a few hooks and eyes on the perk type that help tone it down, whereas old Undying was just a combination of fire & forget and RNG.
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@humanbeing1704 said:
One argument I've seen is that he could be a camping monster if he could perma hold main event
I think that ship's sailed with Bubba being a thing.
But yeah, when Trickster first came out, I figured that Main Event was the perfect way to balance him, but they completely ignored that for some reason.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2540184#Comment_2540184
Yeah I've had plenty of good totem spots. But I've had far far more that are blatantly obvious.
It's a 4v1? If they didn't hinder the 4 then the 1 wouldn't be getting anything from them? No other survivor perks can freely benefit the 4 without some additional input. Even bond and kindred that do help all 4 can't be seen at all times.
Remove the sounds. Problem solved. The sounds aren't needed anyway.
Dull totems can become hexes. Dull totems activate small game detective's hunch and inner strength. Even if the killer gets perks that benefit him/her finding totems he has four moving objectives and can't afford to search dead zones like survivors can.
It's a 4v1? If they didn't hinder the 4 then the 1 wouldn't be getting anything from them?
Not my point. My point is that this whole 'this benefits 4, while that benefits only 1' is an argument based entirely on semantics. Yes, it benefits 4, but that means nothing when those 4 aren't equal to the 1. It's an apples and oranges situation and entirely meaningless, as evidenced by the fact that you can flip the statement around without any effort to make hexes out to have the same advantage.
No other survivor perks can freely benefit the 4 without some additional input. Even bond and kindred that do help all 4 can't be seen at all times.
Would that additional input not be 'finding a dull totem, blessing it, and then ensuring you're near it'? I mean, that seems like more input than Bond requires.
Remove the sounds. Problem solved. The sounds aren't needed anyway.
Are you suggesting to make boon totems more of a time investment for killers?
Dull totems can become hexes. Dull totems activate small game detective's hunch and inner strength. Even if the killer gets perks that benefit him/her finding totems he has four moving objectives and can't afford to search dead zones like survivors can.
Dull totems do not activate DetHunch, gens do. And Small Game's only benefit is that it indicates the totem's position. Inner Strength is the only survivor perk that confers a benefit from totems (not hexes), and Soul Guard is the only perk that confers a benefit from hexes, and it's extremely limited and effortlessly counterplayed.
And if the boon totem is in a dead zone, the survivors have to go out of their way to benefit from it, forcing them to constantly bounce in and out of said dead zone, costing them valuable time.
Seriously, boons and hexes are entirely different beasts, mechanically. You can't look at boons and say 'hexes deserve the same upsides'.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2540205#Comment_2540205
If everyone else is being nerfed why can’t survivors be? So that everything evens out? Survivor is too easy and killer is too survivor sided due to survivor being super easy. No one is having fun anymore. Nothing beats holding W except tunnel/camp. Instead of adding a mechanic to balance survivor the devs do the exact opposite. Why can’t a survivor be made to use any brain cells? C’mon now. 😭
As much as the forums like to cry that the game is horribly survivor sided, the only stats we've had is a 68% kill rate average on red ranks, some time ago. This idea that all survivors need to be blanket nerfed because forumgoers can't get consistent 4Ks isn't really backed up by any data. So excuse me for being a bit reluctant to stomp on the experience of any survivor that isn't top 5% sweat squad.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2540384#Comment_2540384
not a good argument, but:
LBR, the entire game seems to get skewed for people who don't want to adjust their playstyles. Survivors more so than killers.
Killers get nerfed to allow survivors to not change their tactics, then killers get some really absurd pseudo-buffs to allow killers to be all played the same with only their abilities being slightly different.
And that is the issue.
When people say 'killer has never been easier' it's usually because they (as survivor) have become utterly predictable in how they'll go about every match, regardless of killer. To the point that even new players who only watched matches before know how to bait Dead Hard etc.
So, of course killer is 'easy' when survivors have only one MO. Easy, but no fun. for either side.
Thus, bhvr listening too much to survivors is not entirely correct. Bhvr catering too much to the wrong kind of survivors however, is.
Did you mean to quote someone else? I feel like this is only tangentially related to my post.
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@freak_115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2539898#Comment_2539898
I Never said all survivors are like that! It's just the first things I see every time a killer posts a complain about An unbalanced thing in the game.
Whenever a survivor complains they get nothing but support. It's not like i'm instantly harrassing his complain and type: "learn to deal with it"....
Sure, I'm Against camping. Against instant DC'ed survivors that ruin the Fun for every1 of even instant DC'ed killer.. wich happens as well. But don't just play the pointing fingers game now and just go defend your side...
I'm only Telling how I experience this forum. If you can prove me wrong then i wanted to see. And some1 in this post already did so thank you for that
"Whenever a survivor complains they get nothing but support."
You have only 22 posts on these forums and it very much shows.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2537285#Comment_2537285
Almost all killers have been nerfed by now, and people still complain. It’s because the problem isn’t killer, but survivor. Every knows deep down that survivor is too strong. God Tier Nurse/Spirit/Blight is a SMALL minority so don’t use them as examples of OP. For every 1 killer there’s 4 survivors. So the devs pander to survivor. The proof are these nonsensical “Boom Totems”... As if survivor couldn’t get anymore power tricks that lets us win! Team of 4. Comms. 2nd Chance Perks. Keys. Offerings for Hatch spawn. Map layouts with insane tiles. Safe pallets everywhere. Now BOONS?! That survivors can light whenever, but killers still can’t? 😂
Adding a stamina bar isn’t nerfing survivor. It’s adding a fresh mechanic to make survivors actually use more of our braincells as opposed to holding W. Like how playing as killer always forces the player to do. Survivor is braindead easy. Any 4 players with common sense can/will escape. New match making shows the truth.
That's yet more words to try and talk your way out of labelling this as what it very obviously is: A nerf.
This on top of the already existing Bloodlust effect, by the way. All you're advocating for is that killers should have free reign to bungle their attacks repeatedly and still get the reward.
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Last time it happened to me, there was a toxic, clicky-clicky teabag Feng thinking they were pro until I snapped them with a tentacle lash and they immediately ragequit. Out of spite, I 2-hooked the rest and the opened the exits and sent them home.
If a survivor screws over a teammate, I tend to give that poor soul some lenience.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2539300#Comment_2539300
Hex totems can't be spawned hidden in a good place. Sometimes you'll get a good one. Most times it'll be captain obvious.
Hex totems also only benefit the one in this 4 v 1 and not the four.
Boon totems don't have four people to look for them. Boon totems can be moved if the user finds a better spot. Boon totems don't activate any killer perks like inner strength. Boon totems don't have to beware of maps. Or have perks directly based around countering them.
That's just you being salty. I've had plenty of hexes spawn in very out-of-the-way spots, and unless you've played fewer than twenty matches, you have, too.
The 4v1 argument is semantics too. Flip your wording around: Hexes weaken four people, while boons only hinder one.
Keep in mind that boons declare themselves to the killer more overtly than hexes do. All the tools survivors get to hunt them, killers don't need.
And boons may not trigger any killer perks, but neither do hexes trigger any survivor perks.
Inner Strength? That's -any- totem. It's not dependent on you bringing hexes.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2539300#Comment_2539300
Hex Totems do have an audio clue. I've found a few hexes from hearing the flame sound.
Must be my audio then. Wouldn't be the first time, either.
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@James4125 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538768#Comment_2538768
Hex totems can't be replaced and they see plenty of use.
Deliverance can't be guaranteed and that's still used.
All you have to do is put your totem in a place the killer is unlikely to patrol. Such as an area where the gen was already finished.
Hex totems are also automatically installed at the start of the game, affect the entire map, don't have an audio cue to help find them, and take 14 seconds to break.
Boon totems take 14 seconds to break -after- finding one, affect only their area, indicate their position innately, and take 2 seconds to snuff out. Sure, you can put it in a spot where the killer is unlikely to patrol, but that also puts it out of the way for you, meaning you get less benefit from it.
Sure, Deliverance gets used. Once in every 30 matches, maybe. Doesn't mean it's in an okay spot and it definitely doesn't mean it's a balance level we should be aiming at.
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The problem with killers switching when in lobby, as far as I understand, is that matchmaking takes into account your competence with a specific killer. Which means that if you were able to switch, you could queue up as a killer you've never played, get matched with newbie survivors, and then switch to a killer you've already mastered.
Not sure if that's actually how the matchmaking works, but if it does, it'd explain why killers can't swap.
Do think that Survivors should be locked into their builds 10 seconds earlier so killers can adapt to their final choice.
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@ShinobuSK said:
Healing speed is fine, it should be strong and stack.
The problem is that same totem can be used by same survivor multiple times while killer dont have any means to destroy it completely.
Thats the only part that should be looked at
Yeah, that's what should change. Being in range of two Healing Circle totems should not confer a 200% heal speed boost.
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@James4125 said:
The only change boon totems need is to be unable to be placed on a hex and be unable to replace once broken. The actual numbers are reasonable.
That said there should be a cap on how fast you can heal so that your never faster to get up than the killers wipe animations after a hit.
Make them unable to be replaced and they go straight in the bin, no survivor's going to touch that.
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I didn't get to play it. Spawned in an undercroft in the swamp, moved towards an exit, killer showed up. Complete dead zone, so I got Bubba'd and put on hook for a facecamp, about twenty seconds in. Team genrushes, NOED pops, he slugs for the 4K.
It was an exhibition of the game's biggest flaws.
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@Nathan13 said:
Boon perks should be disabled until the devs figure out how to balance them properly.
'Balancing them properly', by this forum's standards, would have them injure survivors and slow them down as opposed to helping them.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2537498#Comment_2537498
That’s me but I try to deal with it. Yeah it’s really frustrating but we can’t control how killers play.
Sadly, the only way to control it, somewhat, is via UB/BT/DS.
Which is probably why these perks get so much flak.
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@Kyxlect said:
You know, I thought the same thing about We're Gonna Live Forever when it popped up in the PTB with +100% heal rate on Survivors in the dying state. Like no way Behavior's gonna let that go through, healing is such a big deal in this game. But guess what? It did go through. I wonder how many of you dismissing it as a PTB thing will admit you were wrong or take the Killer's side and say it's overpowered after it goes through.
When I read the patch notes the boon totems and buffing Built to Last to broken just overshadowed anything positive they did for Killer.
I don't think WGLF is the right thing to try and build your point around, considering it's an F-tier perk if not for the bonus BP. No one that runs WGLF uses it for the heal speed on downed survivors. Basically, if anything, WGLF suggests you're a bad judge of perk value.
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I would assume that boon totems will get a change to where their effects don't stack with themselves. IE: If you're in two healing circle radii, you don't get double the heal speed boost.
Anything more than that will probably just forward the perks to the bin along with every other perk that people thought would break the game. I suspect that they'll be too situational to be worth the time investment.
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/2535015#Comment_2535015
That’s not nerfing survivors at all. It’s total balance. Every big DBD streamer or player preaches that the solution as survivor is to hold W against any killer that isn’t Blight, Spirit, or Nurse. Meaning the game balance is skewed heavily.
I play both sides, and got to Red Rank often. Killer is very stressful because there’s a lot more to worry about. Gens. Totems. Hooks. With the speed boosts basic killers still get dusted. This is all with very limited vision, mind you. Which is why Shadowborne and Monitor & Abuse are really good. Survivor is absolutely braindead. They see everything around them. They have a million pallets and vaults to run towards. They worry about almost nothing until people begin to die off. They can also finish the gens without ever any breaking totems. It doesn’t make sense. There’s no hiding element in this game because players aren’t encouraged to hide from the bad guys. There is no real reason to unless you’re “new”. If you’re tired and move slowly you’d have a reason to hide from the killer outside of taking damage.
That's a hell of a lot of words to try and talk your way out of labelling this what it is: A nerf.
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@WaveyTrey said:
Nah. Change survivors altogether. Like Diablo all survivors should have a “stamina bar”. As they run around, use exhaustion powers, or the fast vault this bar is consumed. When the bar runs dry the players suffers from “Exhaustion” which is basically a considerable hindered status effect until the bar refills fully. The bar refills by standing still, and crouching. So if you’re tired you must hide, or go work on a gen (This becomes crazy when you consider Mind Breaker that keeps their stamina from recovering at the expense of gen rushing). With Mind Breaker the tired survivor must “take a break”. Go do totems or something. If not you’ll be too tired to get away from them.
So lets say you use DH right when the bar is depleted. You can do that to extend a given chase. The catch is now you will be too tired to reach another pallet, or vault quickly. As they can’t fast vault without stamina either.
So chasing survivors is not about just mind gaming at loops, or hitting them before they reach a pallet/vault anymore. The killer must literally work to “Exhaust” the survivor in order to catch them. Survivors must manage their stamina in order to escape a chase. Not just hold W…. All horrors work this way. The killers/monsters in the films always seem to never get tired, and are resilient to most attacks.
I don't think people having an issue with Dead Hard is a good reason to blanket nerf all survivors down to an absolutely terrible level.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2515803#Comment_2515803
I wish camaraderie would give teammates an indication that you have it when you get hooked
Like a little radio icon next to your name on the UI or something. It'd be so helpful for solo Qs who wanna use it.
In general, it would be nice if survivors got a heads-up of their teammates' loadouts, so they know when someone's got Plunderer/Ace, hardline self-heal, FTP, Inner Strength, etc.
It'd help shrink the gap between solo and swiffer and make a ton of those non-meta perks more usable outside swiffers.
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I think it's safe to say they shouldn't stack. It wouldn't harm them at all, as they would still gain benefit from additional copies via expanded coverage.
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@vacaman said:
https://forum.deadbydaylight.com/en/discussion/comment/2519710#Comment_2519710
How is that different? If you buff killers and soloq survivors you are nerfing swf indirectly, that's the same effect. This argument allways seemed to me like a whole bunch of cope so they never touch swf.
The difference is that you make solo and killer more enjoyable, as opposed to making Swiffer less enjoyable.
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@flakkyboo said:
my concern would be after somebody belsses a hex totem effectly removing it, if i as the killer clear that boon it returns to a dull totem and ive effectivly lost my hex as if it was broken with no reward other than getting rid of the boon that was originally my hex
Why should you get rewarded for a survivor blessing your hex?
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I had hoped that Built to Last would be turned into a boon perk. Bless a totem, and any survivor can walk up to it to refill their item, after which the totem goes dull again.
I never really considered Built to Last a good perk anyway, I prefer Streetwise if I'm going for a treasure hunter build because it works for all items rather than just the first one, but yeah, this seems like potentially higher pay-off but way more investment.
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@pseudechis said:
I think it stems from that most killers are average and in the current slam out the gens gameplay they feel highly pressured for time.
Even tiny mistakes that extend chases can cost you the game as killer. So if you feel heavily pressured for time in a meta that says slam gens ASAP, the idea of having anohter thing to keep track of is kinda ugh.
For it not to be insanely overpowered they'd have to be limited range and effect and removed by basically totem tapping the same way survivors can currently gen tap to remove regression.
People are thinking that's probably not the case though and its likely killers will have some long arse animation to remove them making an already time crunched meta even more time crunched.
Basically this game is currently killer sweat and stress/survivor listen to music and chill, which feels backward for a survival horror game.
Its all conjecture because we have no confirmed facts on mechanics yet but the idea does kind of make you go ugh within the current gen slam meta.
Thing people seem to gloss over though is that these perks make survivors weaker (Since they do nothing but take up a perk slot that would otherwise be taken by a useful perk), until survivors spend -at least- 14 seconds to bless a totem.
Yes, they -could- be strong. But any survivor that uses them is starting off by taking pressure off the killer because they're both less effective and they're wasting time on a totem. And then you can undo them by stumbling onto the boon totem, too.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2526702#Comment_2526702
Not as much as you might think: The limited range means you miss you'll have to choose between reloading and giving chase. Which with the added delays now means you'll have to pick not just between reloading or giving chase, but reloading and aiming and trying to hit a shot or giving chase.
That's not what this is about.
You complained that Deathslinger's ability now has no situations in which it is usable anymore. I point out that if you can get a hit in with Trickster (which you can because I can and if I can then you definitely can) then you can definitely get a hit in with Deathslinger.
This is a .15 second nerf. Folks are acting like he takes a full second to raise his gun.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/2526698#Comment_2526698
trickster has more than one shot, and it spreads out a bit. AND a longer range. It's not comparable in practice.
Yes, but Trickster's shots also don't practically guarantee a health state, and at this 'longer range', it's pretty much a guarantee that you won't get any value out at all.
If Trickster can get a hit in, Deathslinger has more of an opportunity to get that same hit in.
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The time it takes Deathslinger to raise and lower his gun (combined) is still shorter than the time it takes Trickster to ready his knives. If Trickster can get a hit in, so can Deathslinger.
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@ukenicky said:
Imagine them removing BT for week and every killer just gets the green light to tunnel people off hook
😐
Honestly...
@Mercês said:
https://forum.deadbydaylight.com/en/discussion/comment/2526303#Comment_2526303
https://forum.deadbydaylight.com/en/discussion/comment/2526315#Comment_2526315
I mean... maybe after seeing the huge survivor winrate drop after disabling these two they would conclude that they should be base kit to solve these core game problems... instead of putting BT/DS to compete against other perks?
(I also won't swap my DS, doesn't matter which perks they launch)
This makes me want to see it.
Heard a story once of a hospital ward where a door was constantly jamming, but management wouldn't fix it. One of the patients then chucked a chair through the door and it was replaced with a new door the next day.
Maybe if the game breaks hard enough, we get a better solution than the band-aid that is BT/DS.
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Keys need a rework at this point to better serve their aura reading purpose, if the hatch is no longer going to be usable outside of the 'last man standing' scenario. At least one of the aura reading add-ons should be baseline, because a solitary key is now just a dud, taking up space on the chest drop table and bloodwebs.
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2521896#Comment_2521896
The Devs tried something like this, once.
It was abused, as always, by SWF tryhards.
Five. Years. Ago.
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This assumes the survivor attempts to solve the box within such a short distance that you can reach and hit them before they finish. Otherwise, the box is solved or consumed by a teleport, isn't it?
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2518363#Comment_2518363
Yep, people actively rail against cleansing totems and bend over backwards to justify why they shouldn't have to do it even though they have more than enough people, perks, and items to make finding and cleansing totems a breeze.
It's not 'bending over backwards'. It's explaining why doing dull totems is an incredibly bad counter to NOED.
I've been explaining it over and over and over, and there's still clowns on this forum going 'just do bones' whenever someone points out that NOED is a horribly designed perk.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2517568#Comment_2517568
It was more a direct response to the message I quoted.
But since you asked. I'm currently experiencing a 70 to 80% escape rate.
What's also fascinating is the amount of keys I find in chests with a full farm build. My last 6 matches had: 1, 2, 1, 1, 0, 2 keys. Red or purple keys.
But no, that's not representative.
And the last four matches I played, there was one escape, so where does that leave us?
We need more data than just a handful of people on the forums. Especially since these forums are incredibly hostile to anyone who doesn't buy into the 'killers can't do anything' story.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2516988#Comment_2516988
You really think people will keep playing killer if survivors are handed the 4 man escapes every single game?
Do you have statistics to back this up, or is this just that one killer streamer being upset again?
Last stats we got was 70% kill rate at red ranks. Bit at odds with these forums' insistence that not a single killer can ever take down a single survivor.
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The problem is that this gamemode wouldn't work at all.
You'd need to adjust maps and add more generators, because we can't just have 8 survivors working on five gens. With Prove Thyself, it would just make the match way too short. You'd need to make maps bigger then, and that's no fun for killers.
But then you also make looping completely impossible. With two killers on a loop, a survivor can't do anything but just hold W until they get killed.
They could try stealth, but... Doctor is a thing. Imagine a Doctor/Spirit combo, you just wouldn't get to play as survivor.
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@Brokenbones said:
My assumption will be it will only be 'special attacks' when they trigger the 'hit' score event
In Trickster's case, that only happens when he fully lacerates and damages a survivor
I think this is correct.
Generally, the wording in present perks specifies 'when injuring', I think, so that'd suggest that Trickster would only trigger these perks when actually taking away a health-state.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2515097#Comment_2515097
Essentially if the MMR is working, it means that there are more high ranked killers than high ranked survivors, meaning that they're waiting longer to get paired with people that match them.
Idk if I really buy that though because the queue times were the total opposite before now, with survivors waiting forever to get into a match even with low rank killers and killer queue being nearly instant.
Queue times were always more dependent on time of day. I could get faster survivor queues than killer queues in the middle of the day, but that'd flip by the evening.
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@Mileena_Kahn said:
I’ve heard that the spirit is getting nerfed? Can anyone fill me on what they’re changing? Also is there any other significant changes that will be happening? Killer and survivor wise.
Formerly, when a survivor was within terror radius of the Spirit, they wouldn't get an audio cue when she used her power. This made counterplaying it a complete gamble. This special trait is now removed, so survivors can always tell whether she is using her power or not.
Additionally, while she is phasing, she will kick up dust to show her location. We don't know how big this visual cue is, or how prominent, but we'll see.
Outside of these nerfs, she is getting an add-on pass to buff/rework the ones that see little to no use.
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I'm worried about the add-on changes. Sure, it's nice that the coin-flipping is gone from the base version, but reintroducing it as an add-on is... Weird. It's good that she's being addressed, but I don't think this will overall make her less oppressive. Counterplays should be made more rewarding against her, IMO.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2459334#Comment_2459334
Then dont do them but at the same time dont complain about NOED when you get smacked down with one hit end game, simple as that.
You really didn't bother, did you?
As someone who loves DetHunch, take it from me: doing bones doesn't work.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2458195#Comment_2458195
There are no "problems" with NOED to begin with its perfectly fine.. You have a whole match (5 gens) to cleanse totems and disable it.
Bottom line is that people are so entitled and or just wanna rush the gens and not do anything else so they bring up these mute points. There "IS" counterplay to NOED and it "IS" in fact doing the blasted totems. There are perks and even a map to help you do this for goodness sake considering the person doesnt want to go out of they're way to explore some of the larger maps.
No, doing bones is not the counter. Clearing 4/5 totems does nothing to stop NOED and risks making it stronger on top of wasting your time, since all the time you and teammates spent cleansing goes completely unrewarded.
Clearing 5/5 makes NOED stronger if the killer doesn't have it equipped.
You -only- counter NOED if you clear all 5 and the killer has it equipped, but at that point it's one of the best slowdown perks.
Note totem locations and bait NOED into them. The fact you are so adamant about the 'do bones' meme is exactly what is wrong with NOED.
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If the intent is for basement rescues to be almost or completely impossible, just make the basement hooks instakill and spare the hooked survivor the two minutes.
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@kodiaky said:
https://forum.deadbydaylight.com/en/discussion/comment/2458410#Comment_2458410
Dont know what would be op about it. Plague contamination is far stronger and dont give a SB to survivors.
I don't think that's true. Nemesis is almost impossible to loop against if you're infected, while Plague still has to whack you with an M1.
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@Bennett_They1Them said:
https://forum.deadbydaylight.com/en/discussion/comment/2458195#Comment_2458195
@Firellius good points. what do you suggest? I'm really interested by the discussions this has prompted.
One option that came to me in another thread is to have NOED turn all remaining dull totems into NOED totems when gen 5 is done.
For every totem left, NOED gains additional benefits. For example, every totem adds a stackable 2% movespeed. And for every totem past the first, NOED gains more powers in varying degrees of oppressiveness. For example, if five totems are left, it could lock the exit. If three totems are left, it exposes survivors.
This would make every totem actually count, and if you destroy 4/5, NOED does actually lose virtually all its power, as opposed to sinking into the one totem that hasn't been found and firing full force.
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@Bennett_They1Them said:
How about a rework that makes noed last 60/90/120 seconds maximum?
and/or it shows its aura to survivors within 96/64/32 meters.
thoughts?
Also, I feel like this needs clarifying: I'm not salty about noed, DBD is first and foremost a game about telling horror stories*, and there are plenty of horror stories with no survivors.
*in my opinion.
These don't solve NOED's problems though.
The problem with NOED is how unintuitive its counterplay is. Just this thread, there's been several 'do bones' replies, when that is not the counter to NOED.
It needs more consistency in its counterplay. It currently helps expand the swiffer-solo gap, too.