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FrenziedRoach

FrenziedRoach

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FrenziedRoach
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  • Can't - I moved and don't have fiber anymore. And I'm not sitting through several hours of rural DSL just to uninstall it in a day.


    RIP my internet.

  • Sheltered Woods is actually tied for second in sheer size which already hampers lower mobility killers. I'd be very careful asking for more obstacles that will further hamper them

    That being said, I do acknowledge the map needs work and some extra cover.

  • Most killer's don't even consider Thanaphobia anymore - not since they "Fixed" it (the effects used to be permanent anytime a survivor died)

    Thana does encourage people to heal - but it's hard to consider it when there are so many other perks out there that are arguably better.

  • Trick to beating the Nurse once you're spotted seems to be breaking Line of Sight and then keeping her guessing what you are going to do next once you are out of her LOS. Beating her is all about the mind games which most people don't even grasp the fundamentals of.

    She's in a wierd place as she's abysmally horrid to play when learning her, so most people won't bother. But those who do get god tier with her are near-impossible to beat.

  • Doc Main here - the map I despise the most is Rotten Fields. Just remove that damn map from the game already. I'd rather play Pale Rose all night than one game of Rotten Fields.

    That being said, Pale Rose sucks on all my killer's except Wraith and Huntress.


    The trick to Suffication Pit is the same as Asarov's - you need to defend one side harder than the other. If you can do that and set yourself up with a nice nest of 3 or 4 generators on one side (the side with the killer shack is preferable as it's smaller and has less problematic loops), you'll be in a strong position.

    Ironworks is actually pretty well balanced now in my experience. Sure the god window in the center is a bit of a pain in the ass, but that map is nowhere near as bad as it used to be at release. That map actually had a true infinite, unlike the psudo-infinates you newer players complain about.

  • Map balance is hard as killer mobility and powers play into it.

    As a doc main, the larger maps like Rotten Fields and Mother's Dwelling are rougher as it's harder to cover the map in madness. But put me on my home turf on Lery's and I'm going to destroy you almost as bad as I dominate The Game (Doc is very OP when on The Game).

    But switch the killer to Hillbilly - Rotten Fields is his playground, but he can't use his mobility nearly as well on Lery's.

    That's what I meant by size isn't the only consideration - the layout of the map has a huge effect on how effective certain killers can be.

  • Never saw a reason to dodge Ash and still don't even after this.

    Key's aren't that common anyway.

  • Fun fact - Sheltered Woods is tied for second largest map in game - but nobody calls that one "survivor sided"

    Size isn't everything






    Giggity.

  • @BismarckCane said:

    I am in the camp that Mori's should only work on death hook. They should just add extra blood points for the killer and animation.

    After one hook, is the true root of the issue. People are leaving not because they will get mori'd, we all love the animation, it is just because at 1 hook it just steals the fun of the game.

    If it is moved to death hook and you add a few bonus BP for its use, it will be far more excepted.

    You would of hated the old Mori's that allowed it on the first down then.

    I was in the camp that DS should of been reworked to prevent Mori's once, but nobody seemed to like the idea.

  • Yah, MLGA never outright blocked connections, it just informed you if the person your connecting too is on your personal block list.

  • The idea of an obsession perk for the killer is to trade power at the risk of leaving one alive (Excepting Dying Light). I won't argue that some need to be redone or rebalanced for a moment - but the ones where the concept is done right (like Save The Best For Last) are very powerful perks in the right hands.

  • For the past 2 and a half years, hatches were unfairly biased toward survivors.

    Now it's the other way around - but the survivors were thrown a couple additional chances they didn't previously have.

    One of which is that the hatch now spawns and opens even if the team didn't get a single generator done.

    The other? The doors now power without all the generators done as well.

    Feels like a fair trade to me - especially given the sheer number of second-chance perks the survivors already have.

    That being said, the cases where the doors are too close together does need to be looked at.

  • I've said some pretty harsh things about their inability to keep certain bugs from coming back which makes it look like their internal version control is a mess and I'm still here.

    If they feel the criticism is warranted, they handle it.

    I've been with this game since just before the Halloween chapter and have watched it improve steadily (even if it's slowly and painfully). While they don't always get it right (OFTEN), the overall progress is going in the right direction.

  • A beg emote would be nice as well. But maybe that's just me with my dark and twisted need to feel powerful >:)

  • My own ratings as a PC player

    S Tier - Nurse, Hillbilly, Spirit

    A Tier - Doctor, Hag, Huntress

    B Tier - Myers, Pig, Trapper, Legion (Tentative, I'm still learning him)

    C Tier - Leatherface

    D Tier - Freddy

    No opinion on Plague.

    I'm a Doc main that's 100 percent comfortable with the killer and can probably pull things a non-main doesn't know. To an average player, he'd probably be B.

  • If you are in a mental state where you wont' have fun because of an offering, you shouldn't be playing the game - PERIOD.

    If I ever find myself angry that I ragequit, I turn the game off because that's just not cool.

    I cannot wait for penalties to start getting instituted for this crap, even if it mean I occasionally get slapped for it.

    Yes, I'm weak enough that I ragequit - but I won't ever make excuses for doing so.

  • If he's mending, he's not doing generators

    That's sort of the point of the power is to waste survivors time. Wound as many as you can while power is active, chase down however is closest and down them when the power wears off.

    Think of his power like the Pigs - it's there to slow them down and keep them off gens. So it's actually okay if people are mending while you are chasing somebody else - they aren't getting anything done if they're mending.

    But keep them guessing. If all you ever do is wound without ever downing, they won't heal to full. Legion has regular killer speed now, so don't be afraid to keep them guessing by not using your power on wounded ones and downing them outright.

  • I had the same thought when I found out how his power works. What constitutes being spotted?

    Center of the screen?

    Survivor faces the killer and uses the "point" animation?

  • If it's based of TR, I don't see the big deal. There are plenty of ways to manipulate your terror radius.

    this would be awesome on Wraith or Michael.

  • Incorrect - Shroud of Separation is also hidden - it's just hardly ever used.

  • @DarkGGhost said:

    https://forum.deadbydaylight.com/en/discussion/comment/504548#Comment_504548

    You know that one person ( at the very least ) run DS or and MoM and the survivors can use it with no problem and downside again the obsession as survivors it's useless when the killer has no obsession perk.

    What you are failing to realize is that by becoming the obsession when the killer isn't running such a perk, you have fed the killer info on what you are potentially running before the game has even started - so he can adjust his strategy right out the gate. I see an obsesion, I automatically assume DS is in play and that person get's slugged on unsafe unhooks - I know not to waste my time picking them up if it's potentially in play. That means the perk will have no opportunity to get used unless you choose to counter-play with something like Unbroken.

    Keep in mind I'm a killer main - and I'm telling you as a killer main I'm am totally okay with this system as it is.

  • The flaw in your arguement is that it doesn't take into consideration the shape, size, and composition of the map - all of which play into how the map plays for both killer's and survivors which in turn affects how fast a gate can be gotten to.

    For example, Sheltered Woods is tied for second place in size - but due to it's wide open nature, getting from one end to another is much easier than a simularly sized map such as Mother's Dwelling or even Blood Lodge.

    Then you got the strangeness that is maps like Asarov's Resting Place

    Your calculations also fail to take into consideration that the fast killers (Wraith and Spirit) are addin-Dependent to achieve this speeds.

    I'm all for exploring the idea and I applaud the attempt - but you need to stop and consider that there's more than minimal distance to think about - there's ease of traverse for the map.

    I believe it can be done on a map by map basis - afterall, they were able to achieve pallet count limits on a map by map basis

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/504450#Comment_504450

    Please, let us drop items too when in dying state. I'm thinking in med-kits or even syringes

    Why haven't I seen this suggested before? This isn't a bad idea really

  • All offerings should be secret IMO. I've felt that from day 1.

    You can guess what the offerings are anyway as only a handful are secret. Seems like a waste of time to even bother.

  • If the killer isn't running the Obsession perk but your an obsession, most killers with two brain cells to rub together is likely going to slug on a risky unhook.

    That seems like a downside to me. *shrug*

  • You're missing the point completely, ihatelife. Peanits is saying that with your increased movement speed, even if you factor in the fact the survivor is getting a bigger head start, you are still catching up to the survivor faster with the new legion than you are the old one.

    That catch up factor has to be considered when considering how long the stun time is.

  • Because I don't have the patience to deal with 3 other people and their bathroom breaks and other RL breaks?

    Because I find SWF boring as hell when all the information is just getting fed to me without any effort from me?

  • I can't believe you are trying to draw an equivalency where there is none.

    FFS, this community has gotten absolutely absurd in 3 years.

  • The thing you fail to understand that was for the first half of this game's development cycle, killer's have been a pathetically bad state. So until fairly recently, we've had a LOT to complain about. Granted some have gotten so into the habit of complaining they do so when there is no reason to now, but whatever.

    I've come to the conclusion a long time ago that people on both sides of the argument in these forums wouldn't know good balance if it came and bit them on the nose. What's sad is I'm not sure if it's this community or just the younger generation has become so pathetically weak and entitled that they can't handle anything even resembling a challenge anymore

  • @23flash said:

    https://forum.deadbydaylight.com/en/discussion/comment/487550#Comment_487550

    who said they dont get nerfed? get off my post lol. come correct or dont come at all

    Free forum kid, I'll post where I please. Sorry not sorry that my information doesn't fit your biased narrative.

  • Killers don't get nerfed my ass.


    Let me present the greatest proof of this - I give you an epic thread

    https://steamcommunity.com/app/381210/discussions/0/1621724915795099897/

  • You were given an opportunity to escape with no generators done which wasn't even possible pre-PGC, isn't that enough?


    Only thing that needs to change is door minimal distance - that's it.

  • I will leave the hook if I think the area is clear.

    But if somebody unhooks before I can take two steps away from the hook, you bet your ass I'm gonna down the weak survivor if the opportunity presents itself. At which point, I may pursue the idiot who did the unsafe hook if they didn't too much of a head start.

  • regarding obstacles on map tiles

    I'm not sure if you guys have noticed or not, but most tile borders make obstacle-free gaps for running. Indeed, many maps have wide open lanes for running.

    It part of the reason why Billy can build map pressure.

    As a killer main, I believe this perk is fine as is.

  • Fascinates me how survivors can totally have a perk that brings them up from the ground in an instant if the doors are powered but if the killer gets a perk that can counter it that uses the same activation - it's somehow "cheap" or "unfair"

    This communities double standards never cease to amaze me.

  • I've never understood why a second chance perk that lets you come back from being downed downed is instantly okay in the end game, but NOED isn't

    Eh, Main double standards I guess. Nothing to see folks.

  • @Maj33y

    Wait, you don't realize that the gen repair speed reduction on 2 or more survivors are on a gen HAS EXISTED IN THIS GAME SINCE DAY ONE?!

    Hate to break it to you boy, all that got fixed is a visual bug that didn't show the penalty - the penalty has always been there. That's no nerf XD

  • @Peanits said:

    We're keeping an eye out for edge cases and feedback (gate spawning is a common one, for example), but we're not currently planning any massive changes to the End Game Collapse. We want to see how things play out before making any knee-jerk reactions.

    If I could offer a suggestion - if they are unable to stop these edge cases from happening, do they have a way to detect if the gates are a certain distance apart? Perhaps the gate open timer can be modified to be shorter when the gates are <x meters apart to compensate?

    Just spitballin' here, I'll admit. I've never been more than an amateur modder.

  • Furthermore, you need to stop and consider cases where you didn't even get 2 genators done, the hatch is still becoming available - you were probably already dead anyway. EGC is just making that last death faster for both you and the killer.

  • Actually, I've had a few survivors give themselves up to me after I've had a bad trial.

    Most of the time though, the ones who do give themselves up are the ones who's team DC'd and I let them farm and open the exit.

  • That video is irrelevant because

    • McCote is not a Hag main (at least last I heard, I might be behind on my info on that).
    • McCote is NOT in charge of balance
    • That video was from a time when the balance was CONSIDERABLY MORE in favor of survivors than it is now.

    Don't get me wrong, McCote is still a walking meme machine - but if you're going to make a poke at him, use something relevant.

  • To me, I ask if the killer fundamentally breaks one aspect of a survivor's toolset by just using their power. If they do, the killer is generally fine to me even if most people find them weak.

  • I've already escaped through the exit gates as last survivor once - and I haven't played in 3 months.

    I will grant you there are rare instances where the gates are too close together and that should be looked at for sure.

  • You understand that survivors get to talk and coordinate before the match right?

    The killer being able to see what's coming is there for this purpose.

    Instead of taking away something that's there to balance the advantage the survivors have, maybe we should be talking about punishing the Disconnect, yes?

  • SWF will never go away - people want to play with friends. They just have to deal with that, as do we killers.

    Best approach is to just do what they've been attempting to do - give solo survivors the same level of info as SWF gets and buff the killer's to compensate.

    That's really the only real way forward.

  • Thing that bothers me so much about posts like this is that it stems from this attitude that people should be allowed to go for a rescue if they feel like it.

    But that's not true - the rescue from day 1 was always designed to be something that puts yourself in danger. The hook itself has always been a metephor for the killer "fishing" for more victoms by baiting a hook. This is why the scoring for it has been so high - to pull people who are inherently selfish and out for their own good out of hiding and risk themselves so that there would actually be a game to play.

    However, with every risk - there is a chance you aren't gonna make it.

    The basement hook has ALWAYS been the one place where the killer holds all the cards, and thus holds the greatest advantage. This is why survivors get points for even being down there in the first place.

    What people need to realize is sometimes you just aren't gonna be able to rescue everyone - and you need push down your own greed for those altruism points and look out for yourself.

    That's what it always comes down to in the end if you think about it long and hard - survivors push their own greed for points and the killer capitalizes on it.

    So no - nothing needs to change. What needs to change is players need to recognize when they've screwed themselves over with their own greed.

  • Setting Deep Wounds to not decrease while in terror radius really was overdoing it IMO, but I suspect it was done as a bandaid to fix certain tricks that allow the killer to follow without keeping the survivor in a chase.

    It'll probably be 2 years before they figure out how to fix it properly

  • Given the gates get powered if the hatch gets closed by the killer, I fail to see how this is a problem. You get the option of 2 exits that the killer now has to cover and plenty of time to get out.

    Seems fair to me

  • I've given this some thought because I can see the argument

    Thing is, the gates are powered the moment the gate closes, so you got two possible exits. The only issue I can see is if you get an unlucky exit spawn where they are both in the same corner (assuming that still exists - haven't played since before legion dropped. If it does, it should be given a higher priority now that the endgame collapse is coming)

    At the moment, I lean more in favor of leaving NOED alone.

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