FriendlyKiller
FriendlyKiller
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@Satelit said:
Remember when Nurse got nerfed and people were crying that she's gonna be useless without 5 blinks? 🥴
That was me!
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@Rokku_Rorru said:
Hi all,
With more and more power given to killers (as it should be) I've been thinking are we at a point we don't need to show what the survivors have, I think it's time killers have to put up with the same mystery survivors have to deal with for the sake of the health of both sides.
Perks like Lightborn, Franklins, and sloppy shouldn't be brought just because you can see items. Yes survivors can last second switch but it's hardly fun for either side, and results in dodging. I feel it's a relic from a simpler time and I feel having mystery for both sides would be healthier for the game as a whole.
Imagine if the survivors could see what killer you were playing in the lobby, wouldn't be nice to have perks constantly brought to counter you would it? lol
Someone brought Lightborn after seeing your lobby, eh?
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@MomoOValley said:
in short i just had a game where two survivors called me multiple homophobic slurs in the lobby and endgame chat and also commented the f-slur on my steam profile. i reported them but i'm still kinda shocked and wanted to know how other people here deal with this kind of stuff?
Did you kill them in game? As others have said, for whatever reason this games playerbase(survivors mostly) can be incredibly toxic. Reports for this game are hit or miss but it couldn't hurt. Sending them a screenshot of their dead body and saying nothing else works wonders.
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I remember when if you burned a Jigsaw Piece as survivor people would question your sanity.
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I remember when you could insta-grab survivors going for an unhook as Doctor in treatment mode. Good times.
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@Malkhrim said:
Before saying anything else, I want to make clear that this is NOT a rant against the devs. On the contrary, I think they have made many right decisions and good changes lately. I liked the perk overhaul that shifted the meta, the increase in gen times, the base-kit BT, the grind reduction, the fact they were willing to listen to the community and revert an unnecessary nerf (Mettle of Man) after a single patch and even change the number of pallets in new maps (reworked RPD) when they came live, among other things. However, they can still make mistakes, so I decided to make this thread to say why I disliked this developer update so much and why I think it's a big mistake. To sum it up: I think it makes mori'ing less fun in general and creates unnecessary balance issues.
How moris currently work
To begin with, I don't think the way moris work is that "toxic" right now. It doesn't shorten the amount of downs needed to kill a survivor anymore. It has two possible advantages right now: bypassing DS on death hook (which the survivor will hardly have if he/she was really tunneled) or bypassing saves via pallet, flashlight or sabotage. There is also another niche advantage related to preserving hooks, but I will come back to that later.
DS is much weaker now and less used anyway, flashlight, pallet and sabo saves are really situational unless you're against an organized SWF. In other words, a mori rarely makes tunelling a particular survivor that much easier.
Only one mori per game
It was announced back then that mori offering would lose their effect. I was hopeful perks like Devour Hope would be spared but NO, BOTH DEVOUR HOPE AND RANCOR ARE ABOUT TO LOSE THEIR KILLING EFFECT. That means that, unless you play Myers, we will se only ONE Mori per game regardless of build, regardless of the fact that one of the perks only works in endgame and the other is a HEX PERK (they are quite underwhelming right now) that requires 5 stacks and incentives the killer not to camp.
That means that we won't be able to chose to kill every survivor with a Mori or see more than one per game. We'll also never find corpses of other survivors lying around unless they bleed out (which will hardly ever happen after this update), and killers that actually leave no corpse behind after a mori (Pinhead and Dredge) will make no difference whatsoever since the game will be over. Additionally, do you like seeing Wesker's special line to Chris during his Mori? Do you like seeing Nemesis yell at S.T.A.R.S. member during his? Well, if you go against survivors that allow those interactions to happen, you will only see them if you leave those survivors for last, but then they may get hatch and you might not see them anyway.
To make it worse, when you down the last survivor you will all be immediatly sent to a preset point on the map... so you cannot chose when nor where to Mori, and the mori will ever happen on the same preset places on each map. With less background variety, it will always be the same default thing and the only different things will be the skins wore by killer and survivor. It might look cool initially, but will eventually feel repetitive and boring.
Know those funny shenanigans that happen during mori animation sometimes, including on some famous streamer games? Sometimes a survivor crouches beside Ghostface to take a selfie with him, some rare times a Pinhead moris a survivor right above an open hatch or hole in the ground... well, it's gone, we won't be seeing those anymore. That's why I think making the Cypress Mori base-kit but keeping the mechanic the same would be a much better choice.
Devour Hope and Rancor are getting nerfs
Devour Hope and Rancor are far from being overpowered perks. Now Rancor won't have an instant kill effect anymore, which was the only reason it was an endgame perk worth using. Sure, it gets an aura reading effect, but that simply doesn't have the same weight.
The coolest thing about Devour Hope is stacking until you're able to Mori survivors. Since Hex Totems are hard to protect and rarely stay up for so long, you usually want to mori someone immediatly after you get each down with 5 stacks, since you never know when the totem is about to blow up. After this update, however, you can't Mori and you still have to take the survivor to a hook. So now the totem can be cleansed/blessed during the time you take to carry them, and the other survivors can possibly stop you by sabotaging the hook or making a flashlight save. In addition, there's a chance that it makes no difference anyway, if the survivor is already on death hook.
There is also one little advantage moris have over hook sacrifices: they preserve hooks, so you can avoid situations where there aren't enough hooks in an area and, by sacrificing a single survivor there, hooking in that area becomes impossible. That's ridiculously common on Midwich on its awful hook spawns, but can happen in multiple maps due to bad RNG and low numbers of hooks. By the way, hooks are distant from one another on many of the most recent maps. RPD and Thompson's House can have some awful hook distribution, and there's a HUGE distance between hooks on new Haddonfield. This hook spawn problem will be made worse by another bad change announced on this update: the base-kit unbreakable.
Base-kit unbreakable. Why?
I see no need to a base-kit unbreakable at all. Camping and tunneling can be problematic because they may allow killers to get some really cheap early kills against solo survivors who aren't very skilled. Slugging doesn't have that issue and is anything but cheap. If anything, it's risky but potentially rewarding. You let a survivor on the ground instead of hooking them, not spending time carrying them but also not giving them a hook stage, knowing someone might come and rescue them OR they might have unbreakable. In return, you get pressure as another survivor usually needs to stop whatever is doing to save the dying person. They are forced to group up, and you can punish them for it. 4 man slug wins are rare and only happen when the whole team makes a huge mistake.
But then, let's see the reason given for this survivor buff: "With this new system in place, leaving Survivors on the ground (A.K.A. ‘Slugging’) may seem more appealing, opening the possibility of ending the match early". This doesn't make that much of a difference. Most of the time, downing and slugging all survivors is ALREADY a win for the killer. The triggered Finishing Mori doesn't really change that unless you down everyone before a single unbreakable is used, which is quite unlikely unless, again, everyone makes a huge mistake.
Think about it, unbreakable is one of the best survivor perks already. One of the few among the old meta perks that didn't get nerfed, and it's balanced by the fact it can only be used once. Now all survivors can pick themselves up, and anyone with unbreakable will do it even faster than before and an UNLIMITED NUMBER OF TIMES. That simply murders slugging as a strategy, it's the whole "Boons ruined hit-and-run" problem again. Why would a survivor bother leaving a gen to group up and heal if the slugged Claudette will pick herself up anyway?
One of the biggest problems with this is that slugging is one of the best ways of countering many survivor tactics. A survivor falls right below a pallet with other survivors around? Slug them. A survivor probably has DS and is near a safe pallet or window (on this scenario DS can still be strong)? Slug them. The hook got sabotaged and there is none other around? Slug. A survivor got downed in a Midwich corridor with no hooks? Well, you HAVE to slug. Also, slugging multiple survivors is often the only way of turning the tables on a strong survivor team when they complete many gens before you can catch up on hooks, now many situations will be impossible to turn around even if they make a big mistake. Not to mention how ridiculous they can be with unbreakable+soulguard now. You down Dwight, they swarm you to save him, and if you leave him on the ground for more than 22 seconds he can just get up in your face and tank a hit.
My point is: in some situations you NEED to slug. Also, this is a huge nerf to endgame builds (you just can't down everyone in endgame before they get up by themselves, don't bother bringing a build that only works in endgame), to Knock Out (a niche perk that got a slight buff recently only to be made borderline useless now. What's the point of hiding the downed survivors' aura if they will pick themselves up anyway?), to TWINS (by the entity, playing them is miserable enough as it is. You often NEED to slug with them) and even to MYERS (one of his few strenghts is his snowball potential, that gets quite a nerf if he can't expose everyone and keep downing one by one before hooking).
Finally, making a strategy unviable is bad for the game in general. If there is a smaller variety of strategies a killer can use, the matches will end up looking more and more similar to one another. Not very fun.
TL;DR: The mori change makes the whole mori more boring and repetitive; Devour Hope and Rancor didn't need a nerf; and base-kit unbreakable will be unbalanced and create many issues.
You put it better than I ever could, I do appreciate the work the devs have been putting in recently but I don't think these changes are the way to go.
I actually think the community has a consensus on that, which is pretty rare. The only ones I see happy about these changes are survivor mains salivating over breaking the anti-slug mechanism.
I don't think they've considered if 4 slugs is a win and slugging for pressure is no longer a thing they'll be seeing Starstruck Sally a LOT.
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@legacycolt said:
I feel like some dev got flashlight clicked tbh
Remember the McCote Hag game?🤣
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@HoodedWildKard said:
People are divided on basekit unbreakable. But I haven't seen anyone at all who supports the mori changes. I would like to see mori tokens tweaked, the ebony mori token is a bit too strong. Maybe drop it to 2 moris in a game or even remove it and just make the ivory mori token ultra rare.
But the new system sounds really bad, as a killer i want to choose what survivor i kill. Not just auto mori the last survivor when i down them. Because i very often give last survivor hatch by carrying them to it and this proposed change stops killers from doing that, and it's one of my favourite wholesome interactions in my games.
Edit: I've also just realised that the proposed change will make one of the achievements/trophies impossible to complete as it involves crawling through a hatch while in the dying state.
I feel the same, I'd rather mori a toxic survivor or someone who wasn't helping the team opposed to someone who was very likely the strongest member of the squad. If they wanted to change moris they could have started selling alternate versions like the mobile game for 5 bucks a pop and I would have bought plenty.
As it is I'm scrambling to use up all mine before they get turned into a blood point offering. I have all perks unlocked for my killers I don't really need bps.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3208015#Comment_3208015
No Way Out timer activates when hatch is closed. The survivor does not have to tap a gate in a 1v1. Killer still gets the use of the ability, but not the alert.
Sorry for the misunderstanding, long day.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3208078#Comment_3208078
Lolwut? I was replying to your question on what I would change to make NWO more “fair” in 1v1 situations. That’s why I replied to you and your question.
Proposed changes are not what currently are in the game or are “correct.”
I thought you were misunderstanding the perk, my bad. You do realize that would make the perk worthless? All the survivor would have to do is go for the gate. And if you caught them at the gate they could run for the hatch. With no alert you'd have the same 50/50 you have without the perk. What would be the point of running it then?
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/3208015#Comment_3208015
No Way Out timer activates when hatch is closed. The survivor does not have to tap a gate in a 1v1. Killer still gets the use of the ability, but not the alert.
That is incorrect. The End game collapse starts when the hatch is closed, No Way Outs timer starts when the unfortunate survivor touches the exit gate switch, which means if they wait too long to start opening it(about half the EGC timer) they'd better have a backup key and Hope if they don't want to be a snack for the giant spider in the sky.
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@SilentShepherd said:
I cant see anything and I am runinng into walls. its so dumb. Fire up DBD with a looping build to have some fun, nope. Dredge makes my screen blacked out and I can barely see two feet in front of me.
There's no brightness settings either. How come I am watching YT videos of people with brighter screens during ultimate, but mine is so dark I am running into things?
Use the tertiary action button when you have a flashlight and it'll illuminate an area 15 meters around you. You can use the same button when going against Clown to hold your breath and negate the effects of his gas.
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@Steel_Eyed said:
Okay, okay. Devils Advocate 😈
No Way Out is unfair in 1v1 situations. Three gens left, last man standing. Killer closes the hatch, then it activates when a survivor taps a door. It’s an automatic game ender.
At that point the killer has sacrificed three survivors, found the hatch first, and closed it after playing with with at most 3 perks until endgame. Isn't that enough? If you feel it's unfair what would you propose to make it "fair"?
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@smartemarte said:
Does anyone else think that the chains shouldn't be able to be spawned right ontop of the survivors?
The killer literally doesn't have to aim it and it instantly hits the survivor, surely this isn't how its supposed to be designed? you can't dodge what spawns right onto of you. A lot of players I'm matched with just DC or die on first hook to him and it's not because they're good killers it's just because its an irritating mechanic without it almost being an auto hit if the killer isn't stupid.
No different than a Nurse blink really, except outside of an Iri add-on Cenobites chains don't hurt you and slow you down about as much as a Clown gas bottle, maybe less.
And saying his chains aim themselves is tantamount to saying you've never played him at all.
"Not good killers"
His primary power is actually one of the most difficult to effectively use in the game.
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@Eye66 said:
The Leatherface Mori is STILL my favorite thing to do to survivors in the entire game, it gets me going 😈 and wanting some chili. I do hate the new mori system with everything I've got though, they're going to be so much less satisfying I almost don't even want to see them anymore
No more exit gate moris😨
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@Duvie said:
All these hundreds of posts complaining and arguing when we haven't even been able to try it yet. It's not even 100% gonna happen its just something they wanna try out for a PTB. Relax 😪
If I had extensive knowledge of such things and I told you poop tasted bad would you take my word for it or be inclined to try it yourself, just for confirmation?
🤨
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@RoastedGarlic said:
https://forum.deadbydaylight.com/en/discussion/comment/3200804#Comment_3200804
Yeah okay twins is an outlier. Who coincidentally slugs less than other killers who have zero reason too.
Bro why are you so bitter?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202358#Comment_3202358
You got a problem with Steve gamer?
😐
........
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@Audiophile said:
Devs - please look into this. Something is fishy. And I don’t think pinhead was balanced around being able to initiate his chain hunt at the start of every game. They are going right to the box at the start of at least 75% of my games. It ain’t right.
Pinhead is my 3rd main behind Artist and Nurse. If you look on YouTube Otz made a very compelling video on how to predict Lament Configuration spawns. Not to mention if you play Cenobite enough you get a "feel" for where the box spawns.
Just a suggestion, try playing as Cenobite for like 50 games or so. You'll have box spawns on at least a couple maps memorized, guaranteed.
Can you show us the results?
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3202342#Comment_3202342
lmao. okay.
Thanks for implying I'm a Survivor main, lol.
It's the avatar hair😐
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@Ronaldo said:
When is nurse gonna get rework , not really rework just needs to delete both ranges and make blinking to be a m2 because with starstruck and range is really unfun and unhealthy. I don't have a problem with nurse but with those things you can't do anything even she is bad. Lol I don't want any hate :)
Do you have any vods of you attempting to evade a Nurse? As she is one of my mains, I may be able to offer you some pointers.
Best
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@Pulsar said:
Yeah, she will be.
Alternatively, I only have to play with a Starstruck slug Nurse for 45 seconds
Give up right away and then badger the devs until they hand you an automatic win! That's the Spirit!
Oh wait, you guys already got Spirit nerfed......
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If there's a werewolf I'd like it to be Reverend Lowe from Stephen Kings Silver Bullet.
One of the first movies to give me nightmares 😫
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3201749#Comment_3201749
Sure, I'm not saying it's easy in the new system to bleed people out, it's still there though.
Who's talking about intentionally bleeding out? Unlimited Unbreakable + Flip Flop/Power Struggle + a combination of Prove Thyself, Dead Hard, Any Means Necessary and Breakout is a SwF auto-win. Don't be disingenuous It took me less than 30 seconds to think of.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202127#Comment_3202127
We probably do disagree on the direction the game should take. That's not surprising. DBD has a pretty wide player base and I'm sure there are lots of different directions.
1: would be a data issue that I'd be curious to know that I doubt BHVR would reveal. I climbed out of low MMR, but I wonder how many casual players are just there forever.
2: Nothing to add, but I do hit Myers a bit. Probably middle of the pack in terms of frequency.
3: I approve of formal concession in games, like resigning in chess. If the game is almost done (chess equivalent of a couple moves away from checkmate), just play it, it's not that long. But if one player has an absolutely dominant position that it would take a miracle to overcome, then resign, especially if there is a lot of game left to go. It's the respectful thing to do with everyone's time/enjoyment.
Also, I think you are confusing which side of this I have a problem on. Being put into a situation where I have no chance of winning is annoying. Being put in a position where my opponents have no chance to win but it still has to be played out is awful. It's the reason I don't play killer much, that situation where you know you won, but its still going to be five minutes of tracking the survivors down and finishing them off. Anything to speed up that process I'll gladly take.
1. If I suck at War-zone, should the devs give me auto-aim? Can't hit the timing for a combo in MK 11, should it be patched in for me? This is the only game I've ever experienced where the player base feels entitled to a win without actually putting in the effort to earn it. I'd be really interested to see a pie chart of killer vs survivor mains who play Elden Ring, for example.
2.
Look to the top-right of this screenshot. Myers doesn't hang out here. You have interesting ideas about balancing the game, would you care to share with me which level you'd like to balance at?
3. This goes back to the tone set by my hag story. Ever been losing as survivor? Like really, REALLY losing? And then with maybe two survivors left someone takes the killer on a chase that let's you finish the rest of the gens?
An uncommon escape? You just go in the zone, tap into the matrix, whatever? Those are the most thrilling moments this game has to offer, and they're about to be erased. In favor of a bland experience where even the most mediocre survivors escape against neutered gimped excuses for killers. To claim what, victory? Certainly not over your fellow gamers. Just a hollow victory over the marshmallows who "balance" this game. It's happening somewhere out there in the Fog, right now you know?
With survivors who refuse to hit that concession button.
And I can only take your final point to mean if you're not winning a game you lose interest in it completely. Your prerogative of course. But as I said, we'll have to agree to disagree.
At least you have the devs on your side.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/3202062#Comment_3202062
Wonder if you will feel the same way when you are waiting 20+ mins to play Survivor.
When this change goes live I predict that bloodpoint bonus is going to switch to killer really quick.
Except most killers don't mind playing some survivor. The majority of the survivor player base is positively allergic to playing killer.
I'm just going to go back to Hunt:Showdown until this crap blows over.
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201996#Comment_3201996
1 SWF: The game should not be balanced around them or high MMR. There are constant posts about low MMR hell and how impossible it feels trying to survive. Those people have a right to enjoy the game.
2 I don't know why they are changing Rancor and Decour Hope. They (Peanits) has said that Myers add-ons for instant kills are still in.
3 Your Story: The conceptual problem here is the mercy issue. In this situation there is nothing the survivors could have done to win. I don't think having mechanics to extend the time of the game in the hopes of it impacting a Killer's behavior is a good design element. Another killer perhaps just knocks the survivor back down and puts them on the hook and it was all pointless.
I'm sure there will still be games where it comes down to a second or two deciding it. But, just hypothetically, if I had to lose the 1% of magic games where the survivors mount an amazing last second comeback for the other 99 to be more enjoyable, I'd gladly take that.
1. Balance the game for top MMR and survivors at the bottom have the opportunity to get better. I should know, if you check my post history you'll see I started playing almost 50/50 survivor killer a couple patches ago and also felt the game was impossible for survivors. I made an effort to get better and now I'm the survivor that killers(in my admittedly low survivor mmr) drop chase with and leave for last. Balance the game for bottom MMR and survivors at the top become indestructible.
2.They changed a lot of Perks to accommodate these ridiculous balance decisions and reading through them they were either rushed or got really lazy. And who the ######### plays Myers aside from the occasional meme game?
3. No, that kobe meant the Meg could have got hatch. I was all the way across the map. I guess it comes down to how much you want to persevere versus saying all hope is lost but honestly man, your mentality right now is why survivors sacrifice themselves in games that aren't a total curbstomp on the killer. We're losing, give up immediately is not a flattering look. And with all the odds stacked the other way and coming out of it victorious I bet that Meg still remembers that game, just like I do.(it really was a nail-biter).
I guess we just don't agree on the direction the game should take.
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@LittleBigSunset said:
https://forum.deadbydaylight.com/en/discussion/comment/3199992#Comment_3199992
I only said original as for the most part potential licenses that could be added to the game have already been covered and discussed by others. But I've never heard of these films. That theme would make for some banger chase music if given to the dev team and his aesthetic is creepy as all hell. I love it!
And the torture ball things could make for an interesting killer power.
Bro. I am the biggest horror movie dork ever and you should totally check out the Phantasm series, especially part one.
The Tall Man is an extra-dimensional eldrich abomination who feeds on fear and would make an outstanding addition to the killer roster in this game. I love introducing people to new horror franchises, and I even found you a chase scene!
https://youtu.be/-D7CVffwJOIThat theme goes hard, doesn't it? And can you imagine the voice lines?
"You play a good game boy/girl, but the game is finished, now you DIE!"
Anyway check it out if you get the chance.
Don't fear😜
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@crogers271 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201789#Comment_3201789
So, the following needs to happen
-The survivor gets knocked down under a pallet
-The survivors are coordinated enough that they have a person there to stun you
-They have a backup survivor coordinated in case you chase the first one off
-They are able to repeatedly do this so that you are not able to counter it in the 7.5 minutes it takes the remaining survivor to fix the gens.
-All of this presumes that the numbers stay the same after testing.
I mean at that point you say gg because it sounds like they did a pretty amazing job.
https://forum.deadbydaylight.com/en/discussion/comment/3201810#Comment_3201810
You can still let the last survivor go, just not if everyone is down. While I don't know why they are getting rid of earlier moris, this addition makes sense. It's a waste of time once all survivors are down/hooked. Game's almost certainly done, let's move on.
Sure, for solos to coordinate in that fashion would be an outstanding display. Lest you have forgotten, SWF's are a thing. And they are quite common once you get to mid-silver, and almost exclusive in Iri.
Second, not just moris, Rancor and Devour Hope as well. Devour is one of the most iconic perks in the game, and the very definition of high risk, high reward. Sometimes there is a particular survivor you want to mori. On rare occasions I've chosen not to use it at all.
Removing gamer choice is pretty much never a good game design decision. And they only work on death hook anyway!
All of this is going to result in matches that can really only play out a couple ways. One of the biggest things DBD had going for it was an almost sandbox feel, where last minute surprises could result in thrilling moments.
Can I give you an example? Sorry for the long post but please bear with me.
I was new to the game, playing Hag on old Haddonfield. I was still pretty bad, but something clicked and I had two survivors killed and one hooked in basement at one Gen left. Down the last survivor, carry them to the hook, and at the last second on the last try survivor in the basement kobes.
I was impressed. I let them out. It was a Meg. I got the Even Punishment achievement that game. I still have the screenshot. It was the first time I ever let a survivor go.
Afterwards we talked about how exciting it was and there were gg's all around. Almost half a decade ago and I remember that game like it was yesterday. No one is going to ever experience that playing this game again. The game would have instantly ended with a lame auto-mori and on to the next match for the same #########.
I can't get behind it man. The chaotic nature of this game is part of what makes it so fun. I look at these proposed changes and imagine what they'll do the the game, and it sounds about as fun as a corporate job at a paper mill.
Sorry for the long post.
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3201739#Comment_3201739
Love the look of your pig, makes me wish I was good at playing her.
Thanks. One of my biggest regrets is not getting her rift skin😢
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@Man_of_triangles said:
Literally all they had to do was just make the cypress moris basekit. That's all anyone wanted.
The mori change is lame af also. I picked this name because I usually always let the last survivor go. We can't choose who gets moried anymore, why not?
This entire patch should be scrapped.
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@Brimp said:
I misread it the first time too. You actually have to be downed for 45 seconds to use the base kit unbreakable. It doesn't actually reduce the base "recovery" speed from 0.5c/s (I think recovery takes around 30 seconds to max out?) to 0.35c/s.
Okay. That's still bad, but at least I can reset my jaw from the permanently dropped position.
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@crogers271 said:
Survivors have to make strategic decisions without communication within a matter of seconds. The logic of this post is that 22 seconds is not enough time for killers to come up with a plan on what to do.
Also: the game shouldn't be balanced around 3/4 SWF unless there is evidence that is the majority of the player base.
No, the logic behind the post is you are creating a lose/lose scenario. If you pick the survivor up you get pallet stunned and lose the time spent on that chase. Leave them and the other survivor doesn't have to run you for very long before they're back up. If you down the would-be rescuer that survivor makes sure it's under a pallet.
You could fake the chase until you push them away enough then go back, but this is assuming there's only 2 survivors there. If there are 3 committed to chase and going down under pallets with infinite unbreakable what options do you have?
Now imagine the fourth survivor is spending all of their time on gens. Switching off as needed to heal.
Add in Flip Flop/Power Struggle and now you have a proper ####show.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/347933/this-is-so-dumb
It can’t happen infinite times, the bleedout timer does progress and if they are on the ground a total of four minutes they die.
Assuming three survivors playing that little game and one doing gens the game would end before anyone's bleedout timer was up.
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@kisfenkin said:
https://forum.deadbydaylight.com/en/discussion/347933/this-is-so-dumb
Lightborn. Mad Grit. Iron Grasp. Agitation. Awakened Awareness. Starstruck. Stop slugging and hook them. Play Executioner if you are so afraid of carrying them around.
These changes will literally change the game in a positive way. It will not be the same thing anymore. If you are one of those bastards that leave one or more survivors slugged for four minutes every match just to bait others you are going to have to adapt.
That's rather presumptuous, and insulting. And honestly it's also dumb and not thought out, just like this patch. None of those perks would help if a survivor goes down under a pallet and one of their teammates drops it on the pickup. Play Pyramid Head? What if they're not condemned?
And no, I am not the sort of killer to slug every match to bait in other survivors. I don't need to be.
But I know a bad idea when I see one.
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@I_am_Negan said:
Today has been a funny day many laughs😂
Just putting this out there
The Finishing Mori system, anti-slugging mechanic, and other changes mentioned in this post will be available for testing during next week’s Public Test Build. As a reminder, these new features will not be a part of the 6.3.0 update: This is an early preview that is not yet ready for release. We would like to gather your feedback early as we continue developing these features to make their eventual release as smooth as possible.
"This is an early preview that is not yet ready for release"
https://us.v-cdn.net/6030815/uploads/VA7PICJLYALO/image.png
"We would like to gather your feedback early as we continue developing these features to make their eventual release as smooth as possible."
There are changes coming
And
Don't forget to breathe very important.
Whether or not this makes it to live someone somewhere actually proposed this as a change to the game. That transcends the concept of bad ideas, that's actually a crime against reason.
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@DoritoHead said:
Twins is now unplayable 😎
I'm pretty sure that would work against any killer out there.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3201352#Comment_3201352
i mean, i do agree with bhvrs sentiment its dumb they made all these mori animations for them never to be used in the base game. You need a perk or offering for it. So adding this actually makes the mori a base part of the game that you can get in any match. And i personally like that. But thats just my opinion.
You can no longer chose who you mori however. It's going to be the last survivor every game like it or not. That just sounds so boring.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3200253#Comment_3200253
Well now the killer gets a reward to because if everyone else is dying on the floor or hooked and he gets the last one. The match instantly ends. Everyone dies. So it goes to both sides. No last second kobes. No adrenaline on hatch closure as last survivor plays. No clutch unbreakable.
What if I, as a killer main, don't want that "reward"? Because honestly it sounds boring as #########. No more game clinching kobes into a narrow escape? No more Adrenaline-fueled mad dashes for the exit gate either? I honestly don't know what they were thinking. How many of us got into this game in the first place because we saw an awesome moment like that on YouTube or something?
That time you managed to hide your Devour:Hope until you got 5 stacks(surprise!)? Gone.
Soulguard, grab your dead teammates key and escape through the hatch while the killer patrols the gates with Noed? Never again buddy.
Get ready for the same match, every match. With ever so slight variations.
Isn't balance fun!?!? Let's give the entire game the Hillbilly treatment!
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@fernui1 said:
it kills a lot of possible actions from both sides + is going to be super repetitive + teleporting to a place on the map is super awkward.
Like really, if a slug happens to quickly (bubba) survivors may not even have a chance to react because the mori will trigger automatically. Plus, let the killer decide if he wants to do the mori or not.
Also the unbreakable base kit thing sounds too powerfull with 45 seconds, perhaps 1 minute could be ok.
What if I don't want you mori the last survivor? What if a feel another survivor deserves that attention? Do I have to take great care to catch them in a specific order? Why remove choice as a factor?
And you're right about repetition. Every match is now going to play out exactly the same.
Honestly this update is just full of bad ideas. I usually give the devs the benefit of the doubt but I'm not looking forward to this at all.
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@HugTheHag said:
The whole purpose of the update is to make Moris more common and appreciate the animations better ??
Why would the moris be removed from Rancor and Devour Hope ?
I get that the effect given in return for Devour is theoretically equivalent (though it's really not as good since if you down someone in a dead zone, you can't kill them as quickly anymore).
But a big part of using Devour Hope (or Ebony Moris) is to see the Mori several times in the game. Specifically Devour, to be rewarded for playing fairly with cool animations.
Devour Hope was already a fragile perk since it could be broken anytime once people realise you have 3 tokens, now at 5 someone can break it after you've downed the survivor, on the way to the hook, and now it's just a normal hook ?
And if that survivor is one that already had 2 hook stages from earlier in the game, Devour 5 gives you literally 0 value from it ?
I really, really detest this change and hope it will not come to live...
I can see myself playing this game a lot less when this goes live, sounds boring as hell.
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@get_barted said:
Actually, they are removing that from unbreakable.
Perk Updates
With both the Mori and the ability to pick yourself up now part of the base kit, a handful of Perks that grant these abilities will need adjustments. Therefore:
- The ability to pick yourself up has been removed from Unbreakable, Soul Guard, No Mither, and Boon: Exponential, as this is now part of the base kit.
- The ability to Mori Survivors has been removed from Rancor and Hex: Devour Hope, as this is now part of the base kit.
In addition, some of these perks will have changes made for the PTB. However, since this is an early preview, the in-game descriptions have not yet been updated. These are:
- Unbreakable: Now increases dying self-recovery speed by 80/90/100%.
- Rancor: Once all generators are powered, the Obsession’s aura is revealed for 5 seconds, and they are permanently inflicted with the Exposed Status Effect.
- Hex: Devour Hope: Once 5 tokens have been earned, any Survivor placed on a hook is instantly sacrificed.
These......are just terrible changes. All of the games personality is being removed in favor of "balance". No more surprises or edge of your seat moments, every match is going to play out exactly the same. No more saving your ivory mori specifically for that one toxic survivor. No more quick comebacks when you manage to down all 4 survivors. No more giving a survivor who was a worthy opponent hatch.
Practically every interesting killer add-on has been replaced by slight power tweaks that don't change how you play a killer(think Hags add-ons) and often have no real impact at all.
What use is all this balancing if the end result is a boring stale snoozefest of a game?
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@BaschFonRonsenburg said:
I fully agree with everything you said except regressing gates. This will make perks like blood warden almost mandatory, which in turn will incentivize selfish gameplay on the survivor side.
99'ing gates should not be a thing, they should totally regress.
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@LittleBigSunset said:
I think we can all agree that BHVR hits it out of the park when it comes to original killer designs. Now that the next chapter is very likely to be original, what kind of killer are you hoping to see?
I've always had this idea of a survivor turned killer that could be really cool if executed well. Some sort of parallel universe version of a pre-existing character where the events in their life lead them to enter the Fog as a killer instead of a survivor. Or someone who became so broken by the trials they resorted to killing. I don't check the Archive lore much but I'm sure they explored something like this in Yui's tome. Just imagine Yui mowing you down on a motorbike (lol), Dwight hurling lockers at you or Kate coaxing you into surrender with a sweet song. The possibilities are endless.
Or if that didn't work out, I'd like a pirate killer. Maybe the devs could give them a cannon.
Thoughts?
Not an original Killer, but I would love to see The Tall Man from the Phantasm movies. First off, a variation on the Phantasm theme would make phenomenal chase music.
https://m.youtube.com/watch?v=i3ieQxm_M2IHe has torture device orbs that would make a great mori.
He also has evil dwarves, is generally creepy as hell, and there hasn't been a Phantasm movie in ages so the license probably wouldn't even be that much.
He'd also compete with Plague for tallest killer. It's win-win!
But that's cheating I know, you said original. So I agree with the guy above that said werewolf.
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@ReviloDBD said:
Hello,
Just wanted to make a quick post about this topic because I have seen a lot of different threads right now about Killer's Kill Rate being "high" at 61% with the new stats released, and Survivors complaining a lot that the last patch has benefited Killers too much etc.
I would like to preface my message by stating that I do consider myself a Killer Main (it is what I am better at) but I play Survivor and Killer about 50/50, especially nowadays with the new BP incentives program.
I am also a Killer that does not enjoy Camping or Tunneling, and usually go out of my way to avoid doing these things in a match whenever possible, often to my own demise. Part of the reason is because I do play Survivor enough to know how annoying and unfair camping and tunneling can feel like, and also because I simply don't consider it to be a fun playstyle.
I have over 1k Hours on Killer, and I don't consider myself to be "PRO" but I know that I am well above average at least in my general skill level.
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The honest truth is that even now after all the changes that are supposed to benefit "Killers", facing higher MMR Survivors is still completely impossible for a Killer.
Perhaps the Solo Q deaths have increased (unfortunately) with the new updates, but the Survivors that actually know how to play well together, SWF or even Solo, still dominate the match every single game.
At my current (Fairly high MMR, but definitely not the top) I usually average only around 1K, sometimes 2K if I am lucky on most of my Killers.
I've gotten pretty good on Wesker, I normally get downs with him fairly quickly and he's become one of my favorite Killers to play... yet I just played a match earlier today where 1 Survivor managed to run me for 4 gens straight. I did everything that I possibly could to down them but they had really amazing map knowledge and enough pallets and good window vaults to keep me from succeeding for 4 Full Gens..
There are Killers that are MUCH worse than Wesker at getting a down for sure, and yet there are Survivors good enough to run even Wesker for 4 gens with a decent player behind the wheels.. so yeah, these sort of things, along with people bullying with bodybockling, hook bockling, head on, flashlights, and other mechanics seem to happen all the time..
So I guess the point of my post is just to inform you guys that Against GOOD Survivors, Killers are still very weak. This hasn't changed.
I don't mind, it's just an observation and clarification, I don't think a lot of the people who complain about Killers actually know what it feels like to face against High MMR Survivors as Killer... if they really knew, I bet they wouldn't be complaining nearly as much as they are doing now.
PS. (Yes, I will admit, that against other Survivors, Killer does feel a bit TOO easy to play sometime, this is true, but its all dependant on the Survivor's skill level, because the good ones will make you feel 100% useless every time)
Out of curiosity, why didn't you drop that chase?
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@My_Aespa said:
https://forum.deadbydaylight.com/en/discussion/comment/3199326#Comment_3199326
Who said I never take chases? You're assuming I'm hiding the whole entire game doing nothing. So you'd let the one who was just conveniently found, point me out, farm me, and then let them leave while I was still doing the objective? I'm not gonna just run into the killer's face and say "hit me! hook me!". Part of playing survivor isn't getting ratted out by your team and farmed to death.
No assumptions okay? And no offense meant. But what you are describing is outside of the normal DbD game flow. I generally get survivors pointing out other survivors if they are hiding for hatch from match start or some other scummy tactic. If that's not you maybe you just had a stretch of toxic teammates. It happens.
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@My_Aespa said:
There are two survivors left usually me and someone else, and the killer can't find me because I'm off doing a generator in the farthest regions of the map. If they come around, I'll go and hide because I don't wanna be caught, because I wanna keep playing. The killer always runs into the other survivor, and eventually lets the survivor go. What does the other survivor do? Run them right over to me and points me out, just so they can farm me right off the hook until I die and the killer lets the other survivor escape. This is the 3rd time this happened this week, why do you killers do this just because you can't find me?
If you never take chases and stick to ninja gaiden-ing gens I'd rather kill you then the survivor that put themselves at risk for their team. It's part of playing survivor that I myself had to adjust to. If I haven't been hooked once and one or two of my team are on deathhook I go find the killer and run the best I can.
Just how it be sometimes I guess.
And if other survivors are selling you out it's probably not without reason.
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@VoidOfMe said:
https://forum.deadbydaylight.com/en/discussion/comment/3199081#Comment_3199081
why are you so pressed about these topics?
how does it change your daily life? You seem mad about it, are you ok?
It is strange isn't it, to see some players get oddly defensive and aggressive when the issue of cheaters comes up.
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@Regulus47 said:
Hot take but I think many of these streamers just make it an ego battle. Like, nothing's stopping you from just disconnecting. It's a 5 minute penalty, isn't that better than sitting in the match for 2 hours coping and seething at a hacker who probably isn't even watching the stream?
Not supporting hackers of course but I don't think it's as bad as they're making it out to be.
It's a 5 minute penalty at first. When you play the game for a living and consider the fact that cheaters can instantly plop their worthless asses in your lobby at the touch of button the situation becomes more dire.
If a targeted streamer disconnected from every match with a cheater how long would it be until their matchmaking ban meant they basically couldn't stream the game, all for some basement dwelling Incels amusement?
No BHVR needs better anti-cheat, and soon. Before this problem turns into an actual crisis.
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@Toaster427 said:
We've all see a recent bandwagon of these streamers protesting DBD for a supposed cheater epidemic.
I'm sorry, but this isn't affecting the community as a whole. A recent poll on Reddit showed that a overwhelming majority have not seen an increase in cheaters and most people have only seen 1 or 2 cheaters in thousands of hours of gameplay.
You all have been making some great improvements in the last few years, please keep going and don't get distracted by the few who are abusing their influence for their own personal gain. Please do what benefits the entire community, not the 1%.
This post is sus as ####. "Supposed" cheater epidemic? Do you play this game? I had a Jonah teleport vanish mid chase just yesterday.
Content creators for this game being held hostage for 2 hours on a regular basis by mouth-breathing degenerates is neither cute nor funny.
They have a list! And a Discord!
Remember how stream snipers basically ruined hard-core survivor season 1?
How does more effective anti-cheat not benefit the entire community?
What an odd thing to take issue with.




