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Gandor

Gandor

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280471#Comment_3280471

    I think my edit and your reply crossed each other, so i sill repeat some of what i said.

    Wesker are prop one of the harder killers to predict the location of when trying to flashlight save, so i think hes a bad example to use for how "easy" it is to avoid for everyone, It would be as if a good nurse downed an entire party within 2 minutes and said that survivors needed a buff, because they are too easy to catch.

    Its really hard to face a wall if you down people in an open field, like on Coldwind Farm ect. and there are a lot of places where you cant put your face directly into the wall, and then the survivors will jump in your face with a flashlight, because they are safe when the pickup animation is running, so unless you are using Starstruck 1 hit dosnt matter at all.

    (i am a former killer main btw)

    I do the same on spirit, on twins, or dredge and any other killer I play (I meantioned these, because I play them the most). Considering flashlight saves, killers make almost no difference (ok knight has it much easier). It's still mostly about game sense and knowing where to turn your head. And I will repeat myself - a lot of survivors would have easier time against me if they did not take any item. Because usually it's free hit. And it's damn almost absolutely never, that I get flashlight saved.

    But maybe it's also thanks to the fact, that I do use sounds and know if someone is trailing me.

    Also. SWF are better at flashlights. Because they can communicate positions and stuff. But it still makes no difference. To say the truth, standing pallets make me ALWAYS more nervous then any flashlight

  • I don't believe my eyes. Did you not make a mistake? Did you mean to say NERF the perk? Were you not trying to say BUFF the perk? Whispers is one of the worst tracking perk in game. Darkness revealed is way bettter. Spies from shadows are way better. BBQ is way better.

    Also the game is no longer about hiding. Learn to chase

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280454#Comment_3280454

    Because it dosnt happen to you does not mean its not happening to anyone else, thats a strange analogy.

    it doesn't happen to me, because I do not mindlessly pick up. I used to be surv main, so I know. That's why there are 0 flash saves against me. Now I enjoy my easy wins

  • image.png

    My most recent game. Surprise surprise, even in this one there were exactly 0 flashlight saves. Those saves are tough. And not because of timing. Because of position and required distance.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280373#Comment_3280373

    Here you go, it cant be countered by anything but lightborn or a wall next to the downed survivor - https://youtu.be/SVME94nVjxo?t=274

    ??????????? That one shows that if survivor is in position, he can get the save. It does not show that if that trapper you pointer turned 180 degrees survivor would have 0 chance

  • @Veinslay said:

    They aren't making mistakes in their mind though. They want maps to be extremely survivor sided

    So extremely survivor sided, that I win 80% of all my killer games. Makes you wonder what they are doing wrong :D

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280145#Comment_3280145

    Survivor add ons are fantastic. They can add charges to medkits, silence sabotage efforts, and spot a killer aura while looping!

    Have you ever used silenced sabotages? I mean - outside of "I have to sabotage hook X times so I do it when nobody is even injured or chased"? The addon is 100% totally useless. When killer picks up he either targets different hook, or he will see the aura of hook disappear. That one example just screams you never play survivor, yet comment it.

  • DBD is the only game that I know of where having bad ping is an advantage. Every other game does it the other way around - the lower the ping you have, the better reactions you get. Because you can't artificially lower your ping, but it's not a problem to artificially raise your ping.

    LT's are absolutely unplayable against high ping killers, because he does not need to have reflexes or guess right - he will just brute force it and get that window even if you are 5m away from it already. 0 fun. Totally unfair

  • All the topic you write give some crazy unreasonable numbers. Make nurse blink recharge take 10s. Make gens 180s. Adjust gates to be always survivor sided instead of RNG based. Makes me wonder. Are you a troll?

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3280210#Comment_3280210

    You're joking right?

    You literally cant tell if a survivor is nearby,and especially how easy flashlight saves are now you just aim to aim the flashlight to the killer face,even from bigger distance now,and with addons is even easier.

    You just have to waste even more time as killer looking around for 30 seconds just to make sure no one is around,but wait,someone was and they we're just hiding,and not only you waste a lot of time,but you dont get the hook either.

    So spare me with killers have to be aware,you cant tell if an uninjured survivor is close if they hide.

    Again. I am already IRI 1 killer. 0 flashlight saves, 1 flashbang. For something "that has no counter", I do counter it pretty well. The idea behind it is pretty simple - be aware of your surrounding and don't look at the place where other survivors are. It's really not that hard. And of course I do pick up survivors also in places where there are 0 walls.

  • @Leidenschaft90 said:

    The Knight is the worst killer BHVR designed in 6 years of Dead by Daylight. His ability is absolut useless. Survivors just have to hold W Shift and you're a Trapper without traps. In 2022. In a game with killers like Onryo, Trapper, Twins etc. the devs were able to top them in weakness by releasing this dogshit of a killer. Apart from that his guards are buggy as hell and get stuck in everything. He reminds me of the PTB Ghost Face and the PTB Blight back in the days when their ability was broken but that was on PTB and The Knight is on the live servers the way he is right now ...

    I have 0 idea why you bundle twins with the other killers. Twins are clunky and don't feel good to play, but they are very strong. A-tier killer without any problems.

    Trapper, Sadako and knight on the other hand are weak. Knight being also very boring to play as/against.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279582#Comment_3279582

    So what, the the survivors should just stay in the open when chased, and they cant be hooked, Imagine going to Coldwind Farm vs a flashlight SWF.

    I have absolutely 0 problems with flashlights. This month I got 1x flashbang saved and 0x flashlight saved. However I got quite a lot of free hits from people trying to use flashlights + ton of wasted time.

    Best counter to flashlights is map awareness. If survivors come from 3 sides, all you need to do is make 1 run away. Or slug a little. When survivor is in front of you 8m away from you, you can safely pick up to his face (facing the other side). He will not make it in time. Flashbangs are more problematic, because he might make it with sprint.

    I can't fathom why other killers are so mad about this. To get the save survivor needs to get very close, not make a noise, guess where killer will face and waste time doing that. Killer needs to just turn in correct direction or slug. So easy. As most of killer's interactions. Btw that's also reason why I hardly play survivor now. Killer is so much easier and less stressful then survivors

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279490#Comment_3279490

    Agreed to some part but with that long of a cooldown you can basically just run around shack once on coaltower and around main building on the other side and just keep doing that forever, Nurse will never catch you... the 4.05 only works if you start the blink immediatly after the cooldown ends... With some floating in between you will probably loose distance...

    If we take Ormond for example... Nurse will usually blink to the spot where she last saw you so the corner of the main building for example... If you have a large enough line of sight blocker where you have different options on where to run next than you can force the nurse to either guess and loose a ton of distance or play it safe and not fully gain advantage of your power to blink through things...

    Also the 20 seconds applys on smaller maps but when we go to the bigger ones we get more like 30-40 seconds... Mothers Dwelling is probably around 40 seconds of just running straight. And most maps have at least a long side you can run along. Even coal tower has that, and it is one of the smallest maps in the game.

    you will not be forced to fully change direction, but even in 20s you will need to go around rocks or loops or something. But that's beside the point. I think we are in agreement. That big nerf would be too much if there was not some kind of compensation and adjusting range/recharge+special attack could be enough (without @barsw 's proposition)

  • The thing is, that usually people can't run straight. Even largest maps in the game will not allow you to just move forward for more then say 20s (and this is extreme case). This makes nurse effectively quicker then those 4.2 or 4.05 . The thing is, that it's hard to measure, but she in fact can be one of the quickest killers by effective distance traveled outside of teleports (when blinking between floors). But sure enough - making her CD's that much longer would require her to have a little bit higher base speed. It would have been way too much.

  • Depending on killer, the map is still playable. But sure - M1 killers struggle way too much here

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278743#Comment_3278743

    We definitely disagree over the idea that a universal FOV slider would ruin game balance. It wouldn't. If it were as strong as you imply, every killer would be running Shadowborn.

    You misunderstood. It's not ruining the game, because it would be too strong. It's ruining the game, because it removes options. Would it be too OP if all trash-pallet-filler loops got removed and some got swapped for good pallets? Probably not. Most killers can play around them. But the game would loose part of skill expression. There would not be something where survivor needs to outplay killer to remain safe. Just judge your distance correctly and that's it.

    This is same situation. Ability for survivor to hide mid-chase is another option that is part of skill expression. And you want it reduced, because some people get motion sickness AND are not willing to "pay" for game advantage that will also help them with their condition.

    Or to say it in different way - bamboozle as a perk is fine. But making it basekit is not. Because it provides too good advantage for killer to get it for free.

  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278743#Comment_3278743

    It's a flashlight buff which is needed imo, the addons should be updated as well. shadowborn is not a strong perk mainly because it's just the accessibility feature for this games killer FOV which is sad.

    awhile back I suggested already that this game should have a 5th slot for hexes and boons. but CoH being basekit is far more extreme then having shadowborn taking it's rightful place as a slide in the settings since one does nothing and the other gives unlimited heals until the killer finds it and there could be four.... if you'd suggested Bond or something similar to being basekit for survivor i'd agree 100%

    I wanted to illustrate my point. Of course I will pick something ridiculous, because it shows the point well. The point being - flash save downside does exist, but being able to see more then you do now more then makes up for it.

    @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278743#Comment_3278743

    I don't really see how spine chill as basekit only the part that tells you how close the terror radius is would be that much of an issue? I mean you could even argue about making it less specific... Let's just give it 4 states... full 3/4 2/4 1/4 ... I'll exclude 0 because then the killer is right on top of you so why even bother... I would actually like that idea to have a clue of how close the killer is... I don't see a need to keep that bound to a perk and I also don't think it would be that much of a buff... I mean you can already somewhat tell how close the killer is... And when you don't know the exact distance (so it could be used while looping tiles to know if he is doubling back or coming from a different direction) I don't really see a reason not to implement this... But hey feel free to further elaborate why it would not be a good idea... Because I think if basekit changes improve the game why not just make them.

    Yeah sure accessibility does not go above everything but then again the FOV really is not that much of a deal... Nobody wants to give you 360° or something odd like that... They could even test certain things lets say 100° 95° and so on... I don't really know how much is sufficient for most people so maybe just try it out... Also the audacity to claim one side that this whole FOV slider would be a major game change but keeping it as a perk is no issue at all... What is this double standard dude xD It's like saying I can tolerate game breaking stuff as long as it's bound to a perk... This is ridiculous guys xD

    So since you don't want this to be in the game since it removes some techs record some videos of showing how a window tech doesn't work or whatever or find something on youtube about that because otherwise I cannot take that serious anymore... We arguing about a simple option... That would be like saying Anti-Aliasing shouldn't be a thing because the game does not have it currently as an option to get rid of blurryness... It perplexes me that you guys think of this as such a big deal... I played Nurse with shadowborn when I first learned her and stopped it because I kept misjudging the distance and it was easier to estimate it properly without it... So I for sure would be one of the people that would not touch that FOV slider at all... Even if you think it gives an objective benefit, when it does not work for someone and they play better/more comfortable without it then why not...

    I don't know precise numbers. I don't know if your version of spine chill would be enough for it to be basekit. I know that window techs and similiar stuff work right now even among best 1% of players (and I would argue that it works better here then in low elo). I also know at minimum 1 person with 100% certainty that takes shadowborn on blight and another 2 that consider it very useful perk on some killers (but I don't know if they are using it) - all of those very strong players that don't suffer from motion sickness.

    The point is, that more FOV provides benefit that "healthy" people will use their perk slot on. Meaning the perk is clearly not just accessibility (and sure I heared M&A being mentioned too and not just for TR - which does not help with motion sickness as it changes FOV dynamically). And I will not argue with you that 15 degrees is enough for a perk slot, because I don't really use the perk. Maybe the perk needs buff - and allow you pick how much extra FOV to get.

    But current vision is 100% downside that has an effect on a game big enough for some killers to pick it even if motion sickness is not a factor. Meaning you change a chunk of a game and hope it makes no difference (just health one for small part of players), when there are subtle tells (but I will grant also no certainties) this will not be a case. So from my POW if we risk breaking part of the game for everyone just to give free boost to a few killers that need a perk - did we do a good deal?

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278706#Comment_3278706

    I'm not particularly biased toward either side, I play everything. If anything, I play way more survivor than killer. So, your assumption there is wrong. :P

    The idea of the game being balanced around FOV as a design element at the cost of accessibility is absurd -- and it really is that way, man, that's on them. The accessibility should still come first. That's like an obvious accommodation that games have been making ever since the advent of 3D graphics cards, and the consistency around this Shadowborn argument supports that.

    They should just add an FOV slider, maybe not to the degree that current Shadowborn affords if that's too much, but something that is more customizable than what we have now. The people who need Shadowborn to even play at all have to give up an entire perk slot to do so.

    (Also, the mods in these forums are very mercurial about enforcement, even when you take great care to follow the forum rules.)

    About the absurd argument. Why do killers use weapons and hooks? It should be a modified game of tag so we don't exclude young audience /s

    Full accessibility does not take precedense over everything. If fixing accessibility ruins the game, then maybe the game should not be friendly to fully blind or fully deaf people. If there is an easy fix - say perk that gives advantage together with fixing accessibility issue - say spine chill, then provide that perk as an option for everyone. But please don't make it basekit for every player.

    @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278220#Comment_3278220

    it's be a buff to survivor for flashlight blinds.... more FOV for the killer means more angles for survivor..it'd be win win, you won't window tech or 360 a killer that knows what's going on anyway and a killer that's lesser experienced is going to be spending days getting 360 with or without shadowborn.

    Sure and existance of boons is buff to a killer as survivors spend less time on gens. By this logic we should probably make basekit CoH for everyone and call it a win win.

    You know that extended FOV is much better benefit then hindrance. Why are you even trying to sell it as survivor buff?

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278282#Comment_3278282

    "Why do people take the FOV increase perk when the default in modern games is around 105 degrees" is not a complicated question. DBD has a default FOV of 87; that's effectively lower than Doom had. A thirty year old 2.5D game had 90 degrees. 102 degrees, the amount you get with Shadowborn, is the same as Minecraft's default. That's actually a much more normal value.

    Because the game looks and behaves really strangely if you play any other first-person title. Most things with low FOV don't expect you to spin around like a top.

    Those are completely different games that are not asymetrical pvp where one side is meant to (to some degree) hide or use lower FOV of the other side.

    But I don't think there's anything more reasonable to add to discussion. The end result is, that you want more visibility (by say medical reasons) and don't wish to pay for it. I say there should not be any more freebies for killer side as the game is already easier for that side (and I play much more killer then survivor in this reset). I presume there is nothing to be said that changes your or mine opinion, so I suggest let's agree to disagree :)

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278250#Comment_3278250

    "I want the specific advantage this has to me and think that the game should force people to restrict their builds and still have a weirdly low cap on FOV regardless" is not, in fact, a very generous attitude.

    increasing FOV wouldn't even fix the things that are 'the survivor is inside the Killer model and behind their camera' anyway. Nor does it change how 360's work (seriously, the attack cone hasn't changed). The loss is only to anything that relies on the Killer not being able to see directly to their side without turning, which is way more niche.

    If you see what is happening, you can counter those easily. When you see that somebody is doing scratch marks around you and then walking inside you, you can just move back and hit M1. When you see someone going one direction and then changing it back, you have time to react and not swing somewhere that survivor is no longer.

    I know that FOV slider would 100% make my games easier especially when playing wesker. But I am not playing it, because I get more value from other perks.

    If you want to talk about buffing shadowborn, then we are on a totally different topic and I think the perk could get a minor buff. But as I said - that is off topic to the discussion I think.

    @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278282#Comment_3278282

    I don't think so... But hey if you show me a video of the exact same thing with and without shadowborn and there is a clear hint that with shadowborn you can see the survivor hey why not... Also it's still not entirely a buff since you can also get blinded for different angles with higher fov...

    Overall just like clolourblind filters it's just such a minor thing and I don't think it's reasonable to make people run that thing because otherwise they'll just get a headache or something...

    Sorry I don't have a clip. I didn't use this perk for quite some time too. And you are also right that the perk makes it easier to get blinded (same as other perks that also have a few disadvantages). But if nothing changed, then I remember it did help me against 360-ties back then.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278250#Comment_3278250

    Why shouldn't they be allowed to play with max FOV? Almost every first person shooter game has an FOV slider and not everyone plays with max FOV, some don't like the feeling of it and only set it to 90 and not 120 or whatever the max is sometimes... Colourblind filters also allow people without colourblindness advantes in seeing on some maps so do you also consider that a Buff and not QOL? And even if both things are a buff those are really minor buffs and you limit the accessability of the game for those players, which I don't think is good idea... Especially since I don't think that it completely removes some techs... I don't even know if it makes the necessarily harder... The crouch FOV tech only takes into account your inability to look closer to the floor sometimes and not the FOV based one to the sides... Therefore I would need further carlification whichs techs exactly would get removed by this?

    Window tech 100%. 360 and inside techs would become way harder. Even crouch tech would become somewhat harder.

    But those are only chase "techs". It does not even consider you would be able to camp better and notice things around you better.

    The perk is being used to quite a degree (sure it's by far not a meta perk) even outside people suffering from medical issues. A lot of blights do take this and headaches are totally not the reason for it.

    Also colorblind filters are buffs. I have seen what they can do. And they do help a lot (but can make game look very ugly). It's 100% not just QOL. But there is nothing that can be done about them so sure. We can consider them yet another thing that makes the game not perfectly fair. That does not mean we need to add more of those

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278193#Comment_3278193

    TL:DR

    The outcome is not balanced, but fair... The whole match itself is not fair though most of the time...That does not necessarily have to do with Nurse as a character but more likely with bad matchmaking not putting together players of equal skill leading to unbalanced matches, that are mmr wise considered onesided, as the very skilled player is always expected to win against average players... I do think it is fair that someone like Alf who basically plays Nurse at comp level is able to beat the average DBD players he gets matched with (in general) in normal matchmaking...

    I do not agree that this should be the outcome if the match was fair... But since it was not fair (most of the times) from the beginning... The outcome that a player who is highly skilled wins against far worse players is fair... Because if we compare that to other games... Sc2 : If Serral is expected to have a reasonable chance to loose against a Platinum Player that would crazy... Same goes for Dota2: When the best team in the world has a reasonable chance to loose against an average of players, not even necessarily in comms... This is the main issue...

    After 530 matches you are bound to encounter best most sweaty SWF group at least a few times by a pure chance. If it wasn't for this high number, I could agree with you.

    The alternative solution would be that MM favors alf and does not allow him to play against best survivors, or that there are no best survivors out there (both of these things would point out we do have problem somewhere)

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278233#Comment_3278233

    I stand by the idea that FOV shouldn't be tied to a perk, because you shouldn't balance your game around visuals that render it literally unplayable for some people; it'd be like making the various colourblind modes require a perk to active and screwing with the saturation for everyone else. If it would be too big of a balance change on its own, then go counteract it somewhere else; fairly basic first-person video game settings (Minecraft has an FOV slider!) are not something that have any business being locked behind perks.

    Of course, if the devs don't want to change that, at least don't make people grind for the pleasure of adjusting it and locking one of their perk slots. That's just kind of cruel.

    Killers having low FOV allows survivors doing some plays they are otherwise not able to do. And you can't dumb-down game so, that everyone can play it if it severly limits the game.

    Would you be ok if the game added some kind of humming so that completely blind people can play it? Change weapons and hooks for teddy bears so that small children can play it? I think you see where I am going.

    And once again. I am absolutely not against artificially prohibiting killers with motion sickness to play this. All I am asking is to pay the price (perk slot) for the advantage they get out of this (removal of several techs based on visibility). Otherwise everyone would always have max FOV even if they don't suffer from motion sickness.

  • Yes same thing, only on different side. Thanks for providing another example 🙂

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278220#Comment_3278220

    Some people get motion sick from low FOV, especially with all the turning around and spinning that you're expected to do in this game. Personally, I just find it kind of dizzying, and all the random junk spawning right now drives it up. So no, it actually is a matter of accessibility, even if it might also have buffing (in which case, go find some way to compensate it)

    but again, you might notice, the suggestion advanced in this thread is just 'make shadowborn a universal perk so every killer has it' (preferably just make it T3), not 'free FOV increase for everyone'. It's not giving people things they can't get, it's just making the option to use the perk available without some 10 hours of grinding for it.

    First 2 posts (so it's your post too) ask for it to be basekit. I have 0 problems with it being a perk that takes up 1 slot. I would also support the idea for it to be unlocked at T3 for everyone (considering some people might indeed have problems with it health-wise)

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3278208#Comment_3278208

    Because this is literally an accessibility and usability issue where any amount of fixing it is locked behind a perk.

    Although, whilst I would rather the FOV was just increased and then the game changed, the actual point I was making here is that you shouldn't have to go and unlock increasing the FOV by prestiging a specific character. i.e. just give people the perk.

    Sure. It's qol. I want qol for survivors too. It's qol to make them basekit have 5% more speed. /s

    No my man. QOL is not a buff. QOL is something that is independent of strength, but makes playing it feel better. This would be buff.

  • One of the very few disadvantages killer has over survivor is how much vision he has. You want that removed for free robing survivors of some of the few things they can still do (e.g. 360, window tech, inside tech, ...).

    If you want that, use a perk. Don't ask for freebies. Killers already have 60% kill rate. Why another buff?

  • Nurse needs nerfs. Simple reason - one of best soloQ players can get to winstreak of 34 in a literal year. His win rate is somewhere around 50% (give or take - it's just a guess so don't be angry if it's in fact 57,23751%). One of best nurse has a winstreak of 530 games and still counting - so his win rate is 100%. Do you think this is balanced stuff?

    Just to repeat myself. Nurse needs nerfs to be more in line with other killers. I am not specifying, if it's basekit. I am not specifying if it is blink attack counting as M2. All I am saying is, that she in current state is unhealthy broken. I am not even comparing her to weak killers (that objectively need buffs). All I am saying is, that nurse is unhealthy OP right now.

  • @Meathammer said:

    I love to tunnel. Why should I care what anyone thinks? It's the killers job to kill(crazy right?), not to hold survivors' hands

    you shouldn't. Devs should. For same reason why permanent hook sabotages were removed - it's not healthy for the game

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275294#Comment_3275294

    Tombstone is unique on Myers and removing it poses the question: what happens to the achievement? How can they just remove it when it is already unlocked for people?

    It can be annoying sure but it's thematic and honestly one of the few unique things Myers has

    It does not need to be completely removed when there are other ways to adjust it being an annoyance for survivors like adding more disadvantages to using it, changing tuft of hair to give unlimited stalk points instead of unlimited T3 and reducing the rate stalk is gained, and/or removing depipping for survivors

    Can we not remove the few unique features of an otherwise mediocre killer?

    a, sure enough. There could be other solutions then just removing it. This was not the point of my answer. The point was, that overall killers outside nurse and arguably blight are fine, but their addons/specific build & power interactions are the only remaining problem.

    b, Meyers needs buff. But he can't get it, because those addons exist. He is mediocre because of these addons. Specifically tombstone piece is super annoying.

    in Nerf Comment by Gandor
  • I trully want nurse nerfed. But your "rework" would be waaaay too much. That would create new low killer - weaker then trapper or knight.

    There are a lot of threads discussing what should be done about her. At minimum make her blink attack M2

  • @RaSavage42 said:

    Nice disguise on the Title

    But if they change her to be "easy" then the next Killer to be complained about would be Blight... and so on and so forth

    They need to make her have more noticeable counters... and make her addons more useable (More then just a few BTW)

    But then again I don't have many ideas on how or what could change

    There's just nurse and blight power wise. There will be people that will comlain about next killers, but not overall killers. It will be artist gameplay is boring to play as/against. Nerf MDR on spirit. Remove tombstones on meyers. Wesker has too easy tunneling off hook. Etc. But all other killers are overall fine power wise (if we are talking only from too OP spectrum that is - we have quite a few killers that needs buffs). It's just that some addons would be problematic.

    And then there's also the question of camping and tunneling. But that is maybe off topic as it goes beyond specific killers (maybe disregarding bubba)

    in Nerf Comment by Gandor
  • @Gamna said:

    Simple thing, in 2016. We could see a loop with double palette, this map remind me this era of dbd, and it was rly rly bad, BHV vanished double palette loop, so BHV need to fix it. You can see some area has 4 palettes in less than 20 meters thats crazy (and not main building).

    You can run a killer in a whole trial by drop 1 palette every 20sec. Like said above, most maps have around 17 palettes, if i'm correct. (and not stacks)

    I don't want to disable it, but need some changes imo.

    Or if someone at BHV's team can explain to us that choice ?

    It was said that it's bug.

    --------

    So I played M1 killer on that map and if it's real regular M1 killer, then I have to agree the map is just pure awful. It's OK for killers that can play around pallets, but not regular old M1 killers

  • @MrKrabsArgArgArg said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274557#Comment_3274557

    If it's not a dull totem, it's a boon. This isn't a buff lol

    yes. If you boon dull totem, it will become blue. Blue color is very well visible on every map right now (best example all farm maps and dull or hex totem blend into corn, but boon does not). So if you change the color, you are buffing all the boons (because they would be harder to see/find)

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274567#Comment_3274567

    No, you can't. No killer can. You can't hold M1 for Survivors. Only Survivors can complete generators. What you mean is "I can camp a three gen I picked out". But THEY have to do the generators.

    Ok then. I can force keep having 3 gens close to each other with some other gens still maybe potentially being in game. What does this change?

  • Wow. Agreed on all points. I would make the list of maps larger, but sure. Agreed

  • @matteriess said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274567#Comment_3274567

    It's also not hard to prevent a 3-gen, once you know the generator spawns it's pretty easy to know which genorators to prioritize as a survivor.

    That does not matter. I will give them 0 time to work on my 3gen. I will just patrol it from the get go of the game. It works. And I don't even mean 3 closest generators. I don't need to patrol that best 3gen. I can patrol 2nd or 3rd best 3gen without any issue (it's usually done by keeping 1 specific gen in game that connects to multiple possible 3gens). I won myself quite a few games by this already

  • I can force 3gen with my wesker EVERY. SINGLE. GAME. that I don't get something as large as disturbed ward. It's not hard really

  • @Devilishly_Rowdy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273643#Comment_3273643

    Only Midwich and some variations of Autohaven Wreckers are the fair maps in the game. Rest are all connected jungle gyms into other pallets into shack etc. Also, we can't just assume that the new map is bugged, it's probably intended.

    midwitch is fair? xD . Ok. I see what's going on. Being locked in a room 16x16m with only hooks and gens would be slightly killer sided map but not really in your eyes xDDDD

  • @THEMOGAGAMER1 said:

    i was thinking the other day the boons are bright blue would anyone agree that boons could have diffrent colours as a cosmetic item so you could pick your favorite colours as boons killers could still find them even if they where colour blind as the make enought noise to be found and on another matter why do boons make noises but hexs don't if anyone could tell me why this is i would like to know thank you

    Making it any other color would be a major buff to boons (as there is no other color that is more visible in current game then the blue one selected for boons). They can be seen from very far away right now (making it useless to boon on some places - like grim pantry a rock left side (looking from middle of the map) of the shack that faces to the middle of the map - you can see that one from like 70% of the map even if you don't hear it). As killer mains are already fed up with CoH, I am pretty sure this will not feel good to them.

  • IDK. The only 2 problems I had on this map was scratch marks and some environment that looked like breakable wall but wasn't in 1 building. Some elements in the map resemble them too much which made me go on a fake chases. For the pallets - yes there are many pallets. But only a few usable. You don't need to even break most of them.

    I just had a single game on it, but 4K at 4 gens with wesker should indicate the strength of those pallets.

  • @matteriess said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273331#Comment_3273331

    3-gen situations can be countered pretty easily. When you spawn, just work on the furthest gen from your spawn, whilst your teammates work on the ones where you spawn. The whole 3-gen situation only really occurs if survivors don't think before they complete gens. I'm sure you can find a guide somewhere if you need help on where generators can spawn, etc.

    Once you break the 3 gen, the killer can only really patrol 2 generators with Eruption.

    I am already doing that. It does not really matter. You don't need to have 3 gens within 15m of each other to be in a 3gen. And if you play against wesker or any other high mobility killer (blight, billi, ...) then the distance can be even that much higher and it will still not make a difference.

    Anyway when I play the killer it's around when 6-5 gens are still incomplete (2-3 gens need to be done by survs) that I look for my 3gen for repeated kicking. The game starts to be quite easy from that point, because you no longer need to patrol whole map.

  • That's also the reason why the game does not have huge win rate - at least not in higher MMR with several slowdown perks. Some loops you need to just break the pallet (slowly creating dead zone as the map does not have anything but pallets), but some of them you can mindgame and get a hit. For some killers (and for some builds) the game is no problem at all

  • That will not solve anything. Problem with eruption is strong 3-gen (or any situation where you still have a few gens close to each other). Killer will just kick all of them - so you know that they are trapped. But there's nothing for you to do about that one - but eat those penalties.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273205#Comment_3273205

    At the moment (while I'm still trying Vittorio's adept) yes, but later? I will try around a bit with different other perks but after that? Nah.... Probably not unless they change it to 1 to 1 conversion and maybe change the penalties a bit.

    https://forum.deadbydaylight.com/en/discussion/comment/3273220#Comment_3273220

    True this perk is hardly decent in this iteration, but sometimes perks can give you a great benefit you don't see at first. Sure PE is not for aggressive playstyle but more for those players who are more careful but not the cliche Claudette. Vittorio is a pacifist, and it shows in his perks.

    How many people say Repressed Alliance is bad? I can counter PR or even Overcharge/COB if I want to. Killers don't expect nieche perks.

    well that's it. I think most people will not use the perk. I mean - there are worse perks in the game. This one can still provide real value. It's just that it's so conditional and the downsides are so big, that I don't get this perk. But maybe I just lack imagination.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3273173#Comment_3273173

    I use it right at the beginning of the match at a far away Gen. If someone helps you repairing it's better. After finishing that Gen I go to the middle of the map where there are often unsafe gens or I go to a side of a map where there are usually 3gens and start there normally. If the killer comes I use the perk so I don't lose tokens.

    You can also counter tinkerer and merciless storm with this. Even Pop or Pain Res can be countered with it.

    would you ever take it to the trial considering how many downsides the perk currently has? Would it make a spot in your build outside of perk rulet?

  • @Renfear said:

    Cool idea? What the hell are you guys talking about? "Hey, camping is a serious problem that needs addressing. Let's make a killer that can camp from long distance!" Because his power is so slow to activate, camping hooks is mainly what it's good for, so that's how it gets used. I couldn't imagine a worse design.

    He could have been herding killer. If they totally nerfed "turn off this loop" strategy (by e.g. making you define pathing for at minimum 5s) and removed 1000000 tells of how I am using the power (like only use sound cue of where I am creating path) + all guards would be way quicker (say 110% for those 2 and 120% for assasin), you could have had something like a "tactical spirit" that herds survivor to you (with risk of them getting completely away). That could have been so much fun - and it looks like this might have been something devs wanted to achieve.

  • TBH Wesker is almost perfect the way he is. If they did something about off-hook tunneling and infections, I would call him perfection. Makes you wonder how can 1 team design both Wesker and Knight one right after the other.

    As for suvivor playground - if we don't count knight that is really a joke right now. I would say it's the other way around. Killers have no problem competing even against strong SWF if they are strong themselves. Actually it's soloQ that is totally miserable and have 0 agency in game right now. I refuse to touch soloQ until they fix it (so I only play killer and 3-4-man SWF now. Anything else is just too much to handle).

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3271893#Comment_3271893

    How exactly do you know that you are in high MMR?

    There is no doubt that camping and tunneling need to be nerfed. And that at the very least eruption also needs to be nerfed. But I find it hard to agree that DBD is killer sided at the moment. If you do factor camping and tunneling in, then maybe it is slightly killer sided. On average. But in general, both roles generally have a fair chance of winning. Killer can still be very challening if you go against an actual good survivor team. Maps in particular are still a sore spot for killers.

    Solo survivors are the ones that are in need of help the most at the moment. But arguably one of the biggest problems in DBD at the moment isn't even the game's balance, but the matchmaking. Besides camping and tunneling of course, but those are problems beyond balance, it's less about those tactics being too strong (though they are), and more about just being so unfun and cheap to go against.

    When data miners mined and published information, somebody calculated, that you need 20-40 wins to reach top MMR. I already did more and did not start from new account. So if something did not change in the meantime, or if the cap did not go way up, then I should be high MMR at this point (because there is no higher MMR). It does not mean I can win against everyone, or that I am exceptionally good. It obly means that any more wins will not change how MM chooses my opponents any more. But sure, it's only guess on my side (by me trusting unofficial information given).

    I will also agree, that killer CAN be challenging. Even if I do things correctly and don't make mistakes, I still loose sometimes. But it's rare. There are not that many Ayruns and Hences and so on to actually be able to break 3-gen against M2 wesker with 3 regression perks (maybe I should reduce this to actually have a challenge). Most of survivors will just not be good enough.

    But it might be, that I played survivor too much and know what to expect. Anyway, I had so many wins recently, that it does not feel fair. But maybe it was luck or something. Maybe I will change my mind. Right now I am totally fed up with taking all the losses as survivor and winning all the time on killer feels good for a change.

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