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Gandor

Gandor

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Gandor
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  • I recently got fed up with the state of the game for survivors. Every killer just camps and tunnels and it's not fun at all. The game is becoming really stressful. So to enjoy myself I swapped to killer. For last about half a week I played about 100 matches. Out of which I would say 80% were 3-4K (that one missing is usually hatch as I don't slug for 4K or if survivors tried really hard, I will leave the last one escape) and it's not even rare to win on 5-3 generators left.

    The point is - after winning so many games in a row I am already high MMR. The games are not very difficult if you take good killer (say twins or wesker, but sure enough I would struggle on pig or ghostface) with a few slowdowns and 1 info or chase perk. Even if I am positive, that I am better survivor then killer, my escape rate on survivor would be 40% in SWF during better days. When I play killer (it was exclusive for last 2 days), it's rare that I really need to sweat really hard. I take good perks, but brown or yellow addons and I make it my rule to not camp or tunnel (tunnel means going after freshly unhooked. Once he heals or starts doing gens, I don't care any more. As for camp - if I see someone coming to hook, I will not turn around. If I hook someone into my 3gen, then tough luck for survivors because I will patrol my gens).


    What I am trying to say - stop buffing killers please. Right now every killer that has 300+ hours is already high MMR. It's starting to become boring at this point. I purposefully need to take me to garden of joy or some other strong map so that I can still have a challenge. On the other hand you need to play super effective/sweaty on survivor to at least have some chance to see gates powered.

  • @Nicholas said:

    It would be great, but it would be filled with empty promises and likely abandoned. They announce things like Realm Beyond and then nothing. Did we ever get the promised PS4 Pro and Xbox One X Enhancements? Nope! The last update was in 2017 that it was coming. What about the current-gen (PS5/XSX) enhancements like Ray Tracing and Haptics? The last update was two years ago! They never follow through; the only thing reliable is the sometimes lackluster Chapters featuring, more often than not, mediocre perks.

    Trello is development tool. It shows you what is being worked on and maybe also priority. There are other tools that basically do the same thing (like jira). But I still think that it's not a good idea. People would probably criticize too much. Maybe devs should have some basic breathing room and privacy.

    That being said - making the code opensource might help in some people creating pull requests for bugs. But this also needs quite some time investment and might be detrimental in some areas (like cheating)

  • AFAIK best survivors split on 4 gens and chase far away from anyone - making PTS valuable only on last gen - and saving 6s progress. The perk is massively overrated in my eyes.

    I share Scott's view on this:

    https://www.youtube.com/watch?v=a5ZDB3v5h8U


  • Does not matter if it's deli or not. Facecamping at endgame is valid regular thing. It changes nothing.

    And if you are unable to hook them anywhere else, then take that loose. The enemy team clearly outplayed you. You had your chance before.

    I just finished the game with pig where I successfully camped out last survivor (on groaning storehouse). The trick was to hook far away from gate. Pig is regular M1 killer.

  • I think you are wrong. Robing survivors of BT even end game means all killers every time (baring flash or sabo save - which are not possible without specific perk/item) will get free kill and there would be nothing survivors can do about that one. Just stay under the hook, let them unhook and once survivor is on a ground hit M1 before he can move. BT can't be disabled. That would be free kill without any counterplay. Reason why DS & OTR were disabled endgame is, that it provided free escape without any counterplay.

    For killer there is a counterplay - don't hook survivor next to a gate.

  • @MizukiAyu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270794#Comment_3270794

    1. It's literally already like that for hook distance offerings.
    2. You don't need to coordinate if you're removing realms from being chosen. everyone can try and steer away from whatever they like
    3. I am not bringing symmetry into this, it already exists. The hook distance offerings work the way they do for a reason and it makes sense to use that reason here too.

    You're literally complaining about me wanting some semblance of symmetry of power in offerings based on an existing system while complaining that lobbies are asymmetrical. You're a hypocrite. You've already stated your argument which has been refuted, so please stop repeating yourself.

    1, Hooks have very good reason to be that way (game breaking potential) AND EVEN THEN they are not fully symmetric. If everyone uses best hook offerings, overall survivors have a little bit easier time overall.

    2, so you would be ok to use offering against some map and getting it if nobody else used any offering? I think not.

    3, no it does not. Right now killer choosing his map is the same as survivor choosing his map. You want to change this. And your reasons are weird because survivor choosing 4 different maps does not mean they will get beneficial parts of each of those maps (that's how hook offerings work) - instead only 1 map will be played (that's how map offerings work).

    4, I pointed out lobbies ARE asymetrical (and my idea is that they should stay this way) -> and as they ALREADY ARE asymetrical, map offerings should ALSO STAY asymetrical. There's no hypocrisy about that one. I also stated that if lobbies should become symetrical (your idea about map offerings), then they should be symetrical consistently - because killers already get "unfair" value out of asymetry. So once again. Pick which one you want. Full symetry, or full asymetry. Not cherry picking for your side. Because that makes YOU hypocrite

  • I disagree. It's the same idea as disabling no way out endgame.

    The perk is designed to work exactly once AND you need to safely unhook for it to work. Overall if you were not able to hook someone at least once before end game AND at end game you hook him next to a gate, it's on you that he can unhook himself and have protection for 10s.

  • IDK I don't find that map very oppresive. Just today I played 2 games on the map (grim pantry - not pale rose) and 1x 4K 1x 2K. Both of the games I made quite a lot of mistakes. Shack and main are strong, but survivors can very easily misplay there (did you know you can hit people thru window?). Also whole mid and sides + edges (not counting pog log) are killer sided. LT in corner (between shack and 2-floor building) is also weak-ish. And pier even if it's a bit survivor sided can be easily mind gamed. Overall there are a lot of filler pallets that help survivors 1x and that's it. So loosing first chase will net you win next 3 chases next time.

    IDK I feel like the map is properly balanced.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270974#Comment_3270974

    Because a locker save is not the same as a pickup save.

    You are trying to act like they are the same thing.

    In the wild, killer downed survivors being picked up flashlight saves were buffed. PERIOD. No "adjustment". Buffed. The lockers have nothing to do with it.

    And when you save from locker. You do it with what? I thought usual case was beamer (but sure enough - I have seen flashbang or crackers before). Would you also say that saving when killer grabs someone is also no longer flashlight save? Because AFAIK you still need to use one of items that "can create light".

    Bah. But why am I even trying? You will find another reason how "you are right". I am out of this thread now.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270847#Comment_3270847

    Adjustments that are improvements... are called.... wait for it... BUFFS.

    Adjustments that are nerf AND buff. Are NOT called buffs. They are called adjustments. Maybe QOL (but this case does not really apply). You can call 1 part of it buff. IDK how you can call disabled locker saves survivor buff.

  • I am playing on pc so I can't speak for console. But as survivor I never bring the perk, because it brings almost 0 value against skilled killer. The perk has too many counters and literally every other sabo perk brings more value then this one.

    As killer, I face it now and again. I remember just one instance (and it was random shift to side 2x in a row which made me drop the survivor), when it gave survivors any value. Considering I faced it 100+ times, the perk is really trash tear. I would understand more if you called for nerfing flip-flop, power struggle, unbreakable, saboteur, breakout or even breakdown, leader, DH and MoM (all of them average perks at best not counting UB and DH), because all of them give much more value in sabo build then boil over.

    Maybe remember you can drop survivor from height into stagger if boil over could ever bring some value against you

  • if everyone DC's at the same time, it's server crash and no BP's are warranted to anyone

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270808#Comment_3270808

    I didn't say the locker removal didn't happen. I said that flashlight saves were buffed, after you claimed the devs favor killers by never doing anything for survivors - which they just did.

    so you ignored what I said. From the very start I said they ADJUSTED how flashlights work. I specifically mentioned nerf-buff. Yet you decided to ignore what I wrote just to disagree with me. I am done with you

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270281#Comment_3270281

    They buffed the window for flashlight saves. No longer requiring that pinpoint exact timing to blind the killer. Flashlights were buffed.

    Ah so removing locker saves did not happen. Got you. Or actually it did! What a shocker. You still did not notice that part. Go read those patch notes again

  • @Robotfangirl67 said:

    I know gens are the survivors only objective and I get that. But I feel that gens have been going way too fast. I also know that I made a similar post about gen speeds. If I kept repeating my self I apologize for that.

    So like I said these gen perks are overpowered. I mean to play against them is pain to deal with. Me and many others just don’t want to deal with gen squad’s anymore. I just feel that the survivors don’t need any more gen perks. They have enough and they don’t need ones like Fogwise and Potential Energy.

    I also know certain nerfs do need a lot a time to be work on. I understand that trying to balance those perks are hard. I also know the point of the perks are to help solo players. But I also feel it should be limited for survive with friends.

    Another issue I keep seeing is that everyone wants eruption to be nerf. I know it’s a pain to deal with. So I agree that it should be looked at. But if that were to be nerf then we should again nerf Prove Thy Self, Hyberfocus, Fogwise which is another object of obsession apparently and also potential energy.

    The reason I brought up Object of Obsession is because Fogwise is the old of version of it. I thought we were not going to add those type of overpowered perks? I don’t understand why bring something like that knowing it hurts a lot of Killers like Trapper, Michael, Hag, ect. Who all basically struggle enough as it.

    But anyway I feel that we should limit the gen percentages of survivor gen perks. I would say maybe 5 or 7 percent gen progress for prove thy self, and maybe get 4 tokens at the start of the match while using Hyberfocus and then once hitting a regular skill check and token is taken off. Also while using Fogwise, lets you and only you just see the killer’s aura like Kindred and Alert.

    Edit: Forgot to add I’ve seen penalty of suggestions about how Eruption should have a 10 second cooldown while having a buff gen regression. I agree that nerf and little buff to it is really good. But anyway I thought I share that.

    Thanks for reading and hope to see you all in fog. Also I want to wish everyone in the United States a Happy Thanksgiving too. :)

    This can only be paired with nerfing killer's version of the same thing - CoB, OC, (mentioned) Eruption, Deadlock, DMS, Jolt, etc. They are already way too oppressive as it is and many killers are able to hold their 3gen indefinitely (especially against players that can't coordinate perfectly) or at least prolong them long enough to exhaust all the resources on the map making it very easy game. I have seen killers win games they should have 0 agency to win - if you can't catch someone for more then a minute in chase multiple times, get multiple saves against you and are overall bad in chases - and yet you win the game because you brought 4 regression perks - then there's a question if being hard-carried by perks is healthy for the game.

  • @MizukiAyu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270183#Comment_3270183

    A 25% reduced chance to go somewhere is nothing to sneeze at. The current system is unfair and I'm suggesting a much fairer system. Having to play in someone else's map of choice because they brought 1 measly offering is unfair. We already have symmetrical offerings, so it's not out of no where that I suggest a symmetrical offering. Your objections to this have no grounds

    Your system is unfair.

    1, it costs 4x as much to get same result as killer

    2, it requires 100% cooperation which is unrealistic for soloQ (main mode how the game is played)

    3, you are bringing in symmetry in this, but keep asymetry everywhere else where it suits you.

    Would you be ok if killer's version also denied such realm only for 25%? Because 25% is nothing to sneeze at? Once again - killer's already have some specific advantages in lobby and are allowed to lobby shop survivors (you see someone you don't like to play against? As killer you can dodge. As survivor, tough luck. Are survivors high prestige and you don't like it? Again your pick. For survivors tough luck. Playing again items/addons you don't like? Add perk specifically against it or dodge - for survivors tough luck).

    On the contrary survivors have it more favorable with consideration to map offering and you want to "equalize it" right away by 2 different things - you are no longer allowed to pick your map and instead you can only deny a map + you make survivor's offering have 1/4th of strength - because that is fair. However that's not fair. You can make it fair only if you equalize all the aspects of lobby (which quite frankly is impossible, because the game is asymetrical - and soloQ have no way how to coordinate for their 1 offering + still they would need to have 1 mind into knowing which map/realm they don't want to play - which is of course also unrealistic).

    Overall you are cherry-picking things from symetry and asymetry to your liking and calling it fair. But the fact that you always take more favorable of the 2 is the reason why it's unfair. Hence I said you can't have a cake and eat it too

  • @Wampirita said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270073#Comment_3270073

    Fun Fact, Sac Ward doesn't "deny" any map, it just goes back to using the normal map pool.

    So there's still a good damn chance to get send to the offering map, even after sac ward.

    i stopped using Sac wards after i got sent to the offered map 3 times in a row xD

    useless offering

    This might be actually reasonable buff to sacrificial ward. After someone uses it, make random selection of a map, that is not one of selected maps.

    Sidenote - i would finally have a use for midwitch offering in SWF setup (I presume no killer main will be angry by denying map instead of selecting one of more favorable maps for survivors)

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270101#Comment_3270101

    Did you not read the patch notes that buffed actual, normal, flashlight saves?

    No. I did not. I saw 2 posts that made 2 adjustments. 1, locker save for safety window 2, larger safety window for server side validation (meaning the time-window is effectively same). So again. What buff?

  • @MizukiAyu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270073#Comment_3270073

    I literally covered that problem by saying weigh the offerings like hook offerings. When I say "deny 1" I mean deny 1 realm not offering, in my suggested system, not the current. Each survivor can bring a 25% chance to remove 1 realm from the pool and if they all bring 1 that's 100% and Sacrificial Ward, like it currently works, can't counter a 4x offering. Survivors have to be weighted to 1/4 or else they could coordinate to remove 4 realms while the killer can only remove 1.

    Totally unfair for anything but 4man SWF. Also the game is asymetrical. One one hand you want to make symetrical offering, on the other hand killer can see survivor's items, but survivors can't see even which killer they will face. Pick one - symmetry or asymetry. You can't have cake and eat it too

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270045#Comment_3270045

    It's a buff. It WAS harder to do. Now it is EASIER to do. That's a buff.

    You mean to say locker saves will still work? Because I read they will work no longer. So again. What buff? I see only adjustment

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269835#Comment_3269835

    They literally increased the window of opportunity to perform normal flashlight saves. They are super easy now, barely an inconvenience.

    Reread. Nerfbuff. Adjustment

  • Sounds neat. I would love to be able to loot chests for this one - so I can give multiple of these medkits. IDK about balance - they don't need to be strong (they should not be trash tier though - such a gift is not really a gift), but it would be nice to be able to give something meaningful.

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269287#Comment_3269287

    Yes, yes. The devs clearly hate Survivors. That is why flashlight saves were just buffed.

    Buff? I don't see any buff. All I see is adjustment. Remove locker saves (even legit ones not just 2 people with flashlight waiting in lockers next to each other) for adding time-window for less experienced players. That's adjustment. Or nerf-buff if you really want.

    Also did you notice silent removal of a lot (and I don't mean 1 or 2) of pallets in eerie of crows? So clearly devs do not prefer killers at this point. /s

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269704#Comment_3269704

    When Victor latches onto a healthy survivor, they will see a timer on the HUD. It let's them know how long they have to get rid of Victor before the skill checks begin and progressively get harder. They get 20 seconds before Victor starts to get aggressive and active skill checks, but the timer will pause when in the killer's terror radius (survivors nor the killer can see how much time they have remaining to avoid giving out free information).

    It only takes three failed skill checks to down a survivor. 33% lost each fail, so it's in the survivor's best interest to get rid of him before then — otherwise it's going to be hard to manage skill checks, especially if you get found and enter a chase.

    Charlotte can recall Victor once he is aggressive (20 seconds), or immediately when chasing a survivor who has Victor attacking them.

    this sounds reasonable. I like it

  • @Archael said:

    I havnt play twins, so perhaps i should not talk about their rework.

    But i saw some videos of them... And this looked weird.

    For me, the only thing they need is some basic AI to controll one of the siblings. Player giving Victor an order of patrol or guard location, and Charlotte doing chaces, damaging gens etc... Right now it looks just weird when she suddenly just freeze...

    Twins don't need buffs. They are plenty strong. What they need is have less downtime and more play time. The idea with AI is not bad for this - but instead of using it so that non-controlled sibling chases, it could be used in a way that you can swap from charlotte to victor immediately after unhook and charlotte will move away on her own. There are multiple things like this that if they got implemented, twins would be a little bit stronger (that is not the point, you could nerf them slightly to keep their power level constant), but the important thing is that they will feel much better to play

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/355141/0-4s-blind-save-buffer-for-what-reason

    I don't mind this change for two reasons

    1) Flashlights are the weakest items in the game and Medkits are undoubtedly the strongest, some medkit combos are straight up overpowered. By making improvements to close the gap at the bottom, it provides room for them to address the other items and their synergy next at the top

    2) Good players already have dozens/hundreds of flashlight plays under their belt, this changes nothing for those players or Killers that know how to play around it while buffing the less-skilled players. I don't mind this because if they still struggle to get value out of a beamer now it can be 10000% attributed to skill issue and they now have 0 room to complain

    https://forum.deadbydaylight.com/en/discussion/comment/3269205#Comment_3269205

    It pains my heart to see other Survivors have such a strong victim complex to the point where they lose touch with reality. Outside of SoloQ RNG and very specific Killer addons Survivor is fine and mostly the same as before. Good players have not had any trouble getting their highlights or win streaks after 6.1 especially not in SWFs (Objectively the easiest role in the game). Those changes you listed about shack window, BNPs, Syringes, Infinites, etc. were all necessary to prevent the game from dying, not random illogical buffs to Killer that BHVR tossed away for free to soothe an angry mob

    Complaining about any of those changes during 2016-2018 (Out of alllll the controversial changes that have ever been made for both sides) and using them for whataboutism is the equivalent of a trillionaire crying about people that make under a million getting free daily coffee, an extra 10,000 on tax returns and an extra yearly vacation. There's a lot of advantages both Survivors and Killers have in different aspects, and the fact that you specifically referenced an era of DBD where Survivor was the clear power role with 20 different advantages and that still wasn't enough to satisfy you says a lot. How many advantages do you need? The game was very clearly Survivor sided across all levels, apparently some of you prefer that version of the game because you're incredibly biased and lack top% Killer experience

    Seriously...you poor soul. You can no longer stand in front of double shack windows and spam vault back and forth with one finger on the the keyboard as the turtle-speed Trapper spends 15 minutes trying to catch you, you can no longer tap a button and delete a gen for simply bringing an addon and you now have 10 less seconds to eat your gummy worms while you're on a gen. It must be torture playing on Garden of Joy, Haddonfield, Eyrie of Crows, Springwood, Coldwind Farm, Red Forest, Ormond, half of Macmilan/Azarovs and having to hold M1 for a few extra seconds that you don't even notice because most of the maps are so big. You actually have to be decent at the game now, what a tragedy

    Survivor is fine and mostly the same as before.

    I just showed you that's not the case. Survivor was OP. Now survivor suffers.

    For the changes - I mostly agree. Those things were broken. They needed to go. So should have gone camping and tunneling and nurse in current state, bubba being able to "play" like he plays, wesker being able to tunnel as easily as he can, killers having 1000 different slowdowns and survivors needing to be very good to break 3gen if killer just camps it. Killers winning the game by having internet from mc donalds (the worse ping you have, the easier game you get and it does not matter that survivor is 5m away from that window - you will get that hit anyway).

    All I am saying is that survivor was OP. There was real need to remove all the unfair things that had to go. But both sides should have had their problems fixed. Instead of this all I see is addressing killer "problems" to the point that I am not willing to touch soloQ with a long pole. That is absolutely not OK. SWF is also not such a power role as you make it to be. If you pick A+ tier killer, you don't even need good addons to have easy games. Out of 10 games I played today as killer, I won (4K or 3K) 7 of them without strong addons or anything. Just last game was gas heaven (I was told survivor sided map - what a joke) where I ended the game at 4 gens left.

    And as for maps - maybe you did not notice 3gen in the open (part of map that has only filler pallets) on haddonfield that survivors can't ignore. It's your fault for chasing in houses if you have any problem with the map. Crows map recently lost like 5 pallets. In 3 days you can start the map with bots and go count it yourself. Front side lost almost all the "filler pallets" (they were actually very strong) between those large blocks. The map is no longer survivor sided. It's large sure, but it lacks resources for easy chaining like it used to have. Coldwind farm has rotten fields and ormond is one of the best map for killers like meyers and nurse (or anybody else that needs to see a lot). McMillans and azarovs all got nerfed heavily by those outright garbage new "tiles" - also McMillan contains one of the most killer sided maps in the game - shelter woods. So the trend is clear - nerf everything killer mains complain about.

    also you conveniently miss out on maps like midwitch, saloon, lery's, nerfed RPD with another nasty almost guaranteed 3gen (on both sides) and pale rose. But sure. Devs will also not touch those maps, because they see it the way you see it.

    Lets keep it easy for killers from now on till the game starts dying again. It does not matter that they are already winning in 61% in higher elo. That does not matter that Q times clearly indicate there's a problem somewhere out there. Let's nerf survivors even more. Because of posts like @Ssajbambusa are the only things devs will listen. And people like you are doubling down on it.


    But I changed the way to play it. From now on I will be part of the problem. So I will be playing only killer or in SWF. Solo has too many issues now

  • @Phantom_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269021#Comment_3269021

    This is what old BBQ was great for. Not only did it have killers walk away from the hooks it also rewarded them. I guess that's been replaced more by Awakened Awareness now though.

    There's also Monsterous Shrine, but I have yet to see a killer use that one.

    Use saboteur. The perk does not have that much visible effect. I see it every 30-50th game.

    Yes the perk is not very good, but it gets some use

  • @Levitika said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269390#Comment_3269390

    It sounds less like you want a fair game and more like you're whining about things being removed that were used to bully killers; if chain locker saves were such a minimal problem, why are you complaining about it being lost?

    I will absolutely and unhesitantly agree camping Bubba's a problem though. That ######### is just boring to play, as or against.

    You missed the point AGAIN. I am complaining about killer mains that say survivors are able to remove unfun stuff from the game, when clearly it's the other way around. And I gave you quite a number of examples, where killer's (understandanle) request is granted, yet facecamping is legitimate tactics that can very easily net you 2+ kills for literal years now.

    Also the game is no longer balanced, because killer's - contrary to what @Ssajbambusa said do have devs ears and survivors get their request granted only very occasionally (but thanks for basekit BT).

    If killers did not have devs ears all the time, then target killrate would be fair 50% instead of unfair 60% and rare killer's game breaking issues would not be such a priority over standard, widespread issues survivors have.

  • @Levitika said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269205#Comment_3269205

    If gen times were 60s, faster survivor vault speeds/slower killer vault speeds, perma sabos were still a thing, the absurdly strong loops like two-window shack, instaheals, and 100%-completion BNPs were still in the game, it'd be deader than Elvis. If you think that's just "killlers crying", you're delusional enough to be a US senator.

    We are going the opposite direction right now. Soon there will be only SWF and literal masochists that play survivor.

    When I play killer, it's at most 2 lost game in a row. I know that 3rd one will be 3-4k. If I play survivor and loose 5 games in a row, then that means nothing.

    Also killers cry about all the unfair stuff nonstop to the point that devs think 60% kill rate is actually fair AND the guy that I respond to has the audacity to say survivors are the players that make the inpact on devs decisions? We have still bubba hook camping for literal years now, but we got rid of all the things I mentioned above (most recent change coming up are locker save immunity - something that influenced 1% of players like 1x in a month. On the other hand I have facecamping bubba every week).

  • @Johnagon_Infinity said:

    DS is in a fine spot. Off the Record is way stronger, anyway. Put on OTR + Sprint Burst and you literally can't be tunneled.

    You can and you will against hard camper+tunneler. M1 when you touch the ground (so OTR does not exist and is wasted perk slot) and sprint burst during on-hit sprint. Depending on killer you can go down in 20-10s later with your build.

  • @Archael said:

    I agree with @Little_Kitten here

    Nurse is Nurse because of her unique usage of power - without blink she is nothing. She cannot catch survivor without her power, she is totally dependant of it. This is what makes her "her".

    Turning her into m1 killer with ocasional usage of her power would make her something very different... I would say, that if you woud make a NEW killer called "Nerce" with power called "Sparkle's last breath" allowing her to blink 3 times, where first time is through objects without fatigue, and 2 another blinks are just fast travels but put her into fatigue. Make her 4.6 killer... and most people (who actually playes nurse) would find her entirely different character, because of movement and power changes.

    To make Nurse a Nurse while "balancing her"... there is very little to do really...

    IMO she is quite balanced, but maybe because i was playing her so mach, and rarely against her. Tho i would not mind to make her actually harder to learn and master, and more punishing in time of learning but not removing her potential when finally learned.

    I would not mind to reduced her lunge attack from blink attacks. I dont mind increasing fatigue after missed blink hits. I would also thought about making her stop at dropped palette, destroying it at the cost of her blink (tho people would just blink through walls).

    Making her harder to learn and use, but not nerfing her potential.

    Your nerfs would be almost enough - if she also got rid of starstruck the way she can abuse it now, I am pretty convinced your nerfs would be enough so she does not stand out to other killers so so much

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269163#Comment_3269163

    A person that plays PERFECTLY should get the win every time. That's the same reasoning we use for everything. That's what playing correctly means.

    So write that to devs so locker saves will remain in the game....

    No it's not about doing something dificult. It's about staying on single spot and ignoring everything until you don't. Why is 1 thing fair and anothet not? I will tell you why. Because one of the thing helps survivors and that is obviously forbidden. Only killers are allowed to have unfairly easy things going for them

  • @Marius1234456918 said:

    All the people saying that its hard to use just dont know how you have to use it. If you have a window or pallet near to you its allways a 3 hit chase. If you do it right.

    If I have lithe and window, it's always value. If I have BL and hill, it's always value. If I have 99% sprint, it's always value. Why should DH be any different?

  • It was suggested multiple times. I have no idea why devs decided to just plain nerf those numbers. I think the best idea was to make any subsequent injury less valuable then previous one (so lets say 6%, 11%, 15%, 18% - but specific numbers could be tweaked). Instead devs decided to double up on making it useless on everyone but those 2 killers.

    Overall I think this is OK, because thana is no longer so damn oppressive on those 2 killers AND other killers have a lot of other perks to slow generators (namely regression perks like CoB, OC, Eruption, Pain res and then slowdowns in deadlock and DMS - which is enough as you can only take at most 4 perks anyway). So yes, thana is now bad on everyone else, but killers still have options

  • @Levitika said:

    BHVR announced that the 0.25s blind save buffer was going to be buffed to 0.4s.

    BHVR also admitted that the 0.25s blind save buffer on the PTB was fully bugged, allowing Survivors to save by getting a blind during any part of the animation.

    This therefore means any of the data from the PTB is null and void, completely useless and we have no frame of reference for the blind buffer being too strong/too weak.

    Why on earth is it being nearly doubled when they've admitted they have no data to support it needing a buff?

    If you read it to the end, you would see they changed it from client to server validation - meaning it's not buff or nerf. It's neutral change moved to server for the sole reason to be more visually fair to both sides.

    @Ssajbambusa said:

    Because survibabies are crying about killer's being op :). Standard.

    In all honesty, I don't understand why there should be ANY buffer for it at all, but let's see. Survibabies will go for more flashlight saves and be even less on gens, so I see this as an absolute win.

    Oh so survivors removed 2/3 of pallets from all maps, made a lot of loops harder to use (like shack now has only 1 window), removed perma sabotages of hooks or trapper traps, increased gen times from 60s to 90s, nerfed BNP, nerfed instaheals, shortened on hit cd, shorter sprint after hit, shorter pallet breaking, nerfed hatch, ....

    All this because it's survivors who non-stop cry on this forum and it's never killers. Wake up already. Survivors were nerfed so many times, that Q waiting times swapped even if incentives are 99% of time on survivor's side - because killer's managed to somehow illogically convince devs 60% kill rate is in some dimension fair play

  • @foodie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269180#Comment_3269180

    If overcome gives endurance, it means that you can technically have endurance every 40 seconds + an additional sprint after you get hit, making it stronger than Dead Hard.

    You can get unhooked, then hit, then sprint away for additional seconds + the haste from getting unhooked. Then you can mend, get the 40 seconds off your shoulder and then boom again with endurance.

    You would be taking away the part of the perk that says the sprint triggers when you become injured and making it, that you get the additional sprint after getting hit and if the hit means a down that you get an additional health state. So you can be running around injured the whole game and still have 2 health states the whole time.

    You forgot about 2 things.

    A, exhaustion does not charge in sprint, so those 40s are totally unreal. And if you have 40s "free time" then you can already heal making 2nd overcome work already (but that is not usual case - killer will most likely stay on you)

    B, if you leave yourself wounded and somehow charge back exhaustion - how will you trigger deep wound? You can't use DH, because that's also exhaustion perk. OTR was already used, bt expired, MoM is bad perk so if you combo it to slightly less bad combo (and you somehow charged it), then good for you I guess. The only arguable benefit is from styptic, but this will be televised really well (meaning you know it's not syringe), so even if this is 1x very good combo, it's not broken good.

  • @foodie said:

    your balanced landing suggestion is not a rework but a straight up nerf. The perk is not OP in any way, and half the time doesn't work.

    Your suggestion is overcomplicating a non-complicated perk whilst also making it useless.

    Your suggestion for overcome is also too much. That kind of change would make the perk meta and even more toxic than dead hard

    Agreed with BL. I would be sad if my only way to trigger sprint would be wasted on stagger, because I didn't get time to charge it up.

    Disagree about overcome though. Making it a bit harder to tunnel (because that's the only thing this would change - remember it will not give you sprint again if you got hit mid chase once) is not reason for it to become meta and too OP. You shouldn't tunnel off hook in the first place

  • @Ssajbambusa said:

    Why there should be a way to counter it in a first place? Does every thing survivor could bring as a perk have counter?

    Revert gen times yo original 60s (yes it used to be 60 once) and you can keep your unbalanced uncounterable and super strong perk. DH got nerfed because there was no counter for using it for distance. Eruption does decent regress + insane timeout on survivors. If 1 perk (behind paywall - making it p2w btw) gives disproportionally more value without any counter (for main way how this game is played) to the point that it wins you the game you had no agency to win otherwise, then this sounds like the perk is very badly designed

  • Just yesterday I got into impossible to vault situation against legion. He sprinted at me in ability (and hit me) so to remove his option to use pallet I decided to jump it constantly. After first jump and 0m movement (just pushing spacebar) I went into locker. Then out of locker and back inside. It was impossible to go back and get to vault that pallet again.

    It's one thing when locker is kind of close to vault and you get punished for hitting it too soon. It's another to fully deny you the vault. Also it's super frustrating (even if I have to admit that it is also a bit funny from killer's pow). But it's one thing to hit space early and another to be fully denied vaults

  • Mindgame is about deception also in DBD. I have no idea why random chance should be mindgame. Random chance is luck. Mindgame is not about luck. In fact best mindgames are 100% about reactions and 0% about luck. And by reactions I don't mean just 1 side. I mean both sides reacting to something the other side did. This is mind game. Not guessing on which side of a pallet by 0 input I will stay. That is pure guessing and 0% mindgame

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268397#Comment_3268397

    Do you understand what you just said? You are annoyed that you can't stop Bubba *regardless of how he plays* ?

    That's not counterplay. You just want to be able to stop him so there's nothing he can do about it.

    No. Bubba that knows what to do gives precisely absolutely and literally 0 possibilities for survivor.

    For newer bubbas, you can try to make him go overheat. You can distract him. You can make him chase you and hit something. But there is precisely nothing you can do to bubba, that is not new and wants to camp that survivor. 0% chance for success.

    And if your next argument is that so it's not easy - then so is getting good timing on locker save.

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268487#Comment_3268487

    Sure. Idk if this happens either.

    as for messed up uses of DH it should ONLY count if it actually absorbs the hit. Not a miss not late. The player Must be able to continue running

    now wait for all the other killer mains about how unfair that would be and how gens would fly again and how another +10s on gens would be reasonable, when in fact it's all about skill. The guy in the video was good, but also made a lot of mistakes. The other team was lucky to get good map and was generally better on it. There's 0 reason to nerf survivors, because some killer can't 4k every single game.

  • Also slowdown has everything to do with 3 hitting survivors. Slowdowns are a means for killer to get second chance in fixing their bad chases and making them even easier, because there will be less resources in game. So slowdown is 2nd chance + buff and not ONLY second chance. They should get even harsher treatment

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268473#Comment_3268473

    Slow down perks have nothing to do w/ 3 hit down survivors all game. This should be 1 use like Unbreakable and DS. NO more.

    Ok. Same treatment. Slowdown perks should get 1 usage and then be disabled. Eruption + CoB + OC - after kicking single gen, those perks disable forever. Sounds about just as fair

  • @VaporLion said:

    Title says it all. You always want to activate Reassurance asap so there is no reason for it to be button related. The button would be better used for other perks like selfcare.

    Btw the same could be said for gens or wiggle. I can see reasons why wiggle should not be automatic but gens could very well be automatic so that you only have to press m1 once to start repairing and by pressing any movement button it will cancel the repair.

    Also i want to say that the healing animation needs an upgrade. The gen repair animation got changed like a year ago and it looks pretty clean right now so im happy with that but healing other survivors is mostly just touching air and i would only expect to see something like this in an alpha version of an unfinished game.

    The way i would imagine this is that survivors could automatically align/turn in a default state so that the animation would always be placed correctly and this way you could have a more advanced / detailed healing animation.

    There is already possibility to not hold M1 to repair and heal (if devs did not remove it, but I doubt they did). Look at options in game.

  • @BabyCameron10 said:

    I feel like smash hit should activate when you drop a pallet by default.

    It would give 3 seconds of running speed when you drop a pallet + a bonus 2 seconds if you actually manage to stun the killer.

    The perk would be still bad. It would basically promote wasting pallets. It would be like sole survivor or left behind kind of perk - helps you, but makes it harder for your team. I think a different buff would be better

  • @PB_TORCHer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268460#Comment_3268460

    Watch the video proof I shared/edited into the first post of this thread. OP

    I can give you collection of videos where hitting E does nothing. Because killer has lags and the perk does not activate. The perk is so broken, that it makes 0 sense to bring it. Like sure - you can use it in USA if your killer does not VPN's to that location. But generally the perk is so unfair - the game will wait out your E until you are already on the ground.

    Also 80% killers I meat take 3-4 slowdown perks - eruption included + all the nerfs done in all the years that devs decided survivors are here for killer's enjoyment only and getting out of the gate should be an exception to the rule. Result? 61% kill rate and no killer below fair 50%. You already have unfair advantage. Why are you pushing it even further? Do you enjoy your waiting time that much? Do you think that any more survivor (you can rename then to survivor's incentives as the game works right now) incentives will create any more masochists that want to be perma killed even more?

    Or let's go at it another way - return to survivors all the resources the game has taken away from them from the start - 2 windows at shack included and in exchange you can take DH+CoH. Oh but that would mean you would not have easy mode any more. Suck up your bias and leave at least something for survivors. Killers have taken enough with their crying like this whole post already.

  • Personally even if knight did not come out yet, I can't wait for his remake already. It's such a shame and wasted potential that this killer has now :-(

    If optimal playstyle of this killer is let guards patrol your very nose just to disable this loop, the gameplay will be boring very quickly. All the pathing and all the fancy things that guards have with 3 different types that have their own strengths... And it will all be wasted, because optimal play is to waste 0s by defining their pathing. Real shame. Huge missed opportunity.

    Buffing guards patrol/interactions was good move, but it's like doing a correct step when all you have is 1 leg. Adding minimal pathing time would make the killer so much more interesting (even if it meant decreasing guards timers even more).

    Overall huge disappointment :-(

  • @Cyber_Atlas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268242#Comment_3268242

    Draw to who ? If the gates are opened and someone escape it is an happy ending for survivors :') what else do you want ? A 4 man escape ? Well you got to deserve that. Same as a 4k. Tunneling or camping can't give you 4k. Mindlessly doing 5 gens doesn't give a 4 man escape as well. You get caught = gitgud

    1 out means survivors won? Then all I say 1K is killer's win and devs have to adjust balance so that average kill rate is 12,5% to reflect this. Then GIT GUT for you!

    And in fact 1K being killer's win is only logical. You would not call it you won the trial if you or any of your friends died in a process. So new kill rate for balance 0.5 per game on average

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268372#Comment_3268372

    The difference is that with the locker example, there's only play on ONE SIDE: the dude with the flashlight.

    Mindgaming a hook save with a camping Bubba involves both sides actively making moves and decisions.

    THAT is the difference.

    No it does not. Survivors can do things, but if bubba does not do bad (watching outside of his hook, survivor missing timing), then there is exactly nothing you can do.

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