Gandor
Gandor
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@Adjatha said:
Hexes are dead. Just stop running them. Maybe when the usage rate reaches 0 they'll bother to take a look at spawns.
They are very far from dead. It's not rare thing that hexes cost me (as a survivor) the game. Namely undying + dhope, pentimento+plaything, Blood favor on some killers, even NOED can still change the game (especially if you down/hook survivor very close to it).
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@Hendo said:
https://forum.deadbydaylight.com/en/discussion/comment/3190670#Comment_3190670
TLDR? What's that?
Literally it means "Too long, Didn't read". In fact it's shorter version (punch line) of what you wrote.
So this time it would be at the start or at the end of your threat something like:
TL;DR: buff reassurance distance to 10-12m, Make wiretap 50% gen but 20m radius and add action icons to survivors for soloQ
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@Araphex said:
Hatch doesn't spawn until there is 1 survivor left. 2 really good snitching, hiding blendetts that did nothing the match can still be found. If someone isn't doing anything the entire match, killers have perks to be able to find them. There's also the crows. Plus the killer still won because they took down 3 survivors. That's +15 MMR points out of a total 20 you can earn in a match. Killer's earn MMR much more easily than survivors do. Survivors have to complete all 5 gens and escape out the gate to earn 20 points. If someone could confirm that hatch allows the survivor to gain any points whatsoever, then I'll retract my question. Until then, it still stands. A survivor who hid the entire game played skillfully according to the devs because that's how the game is programmed.
if you get just 1 that has a key and "left behind" perk, it is very probable, that she will actually be able to hide. Because everyone else is on generators trying to win. She would be hoping into different lockers and hiding herself for so long until crows would actually point at her.
If the killer does not get killer instinct (basically only legion), she would be able to hide and probably live-out everyone else (and everyone else would die, because it's 3v1v1). I don't find that healthy for a game. Especially from survivor's perspective, but even from killer's perspective (try to find that person is so much NOT fun). And the better she gets, the worse for everyone else.
Basically you are rewarding players, that never intended to touch generator even before loading screen. That is bad design
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Nah. This is ok. He can't tunnel any better then say blight, nurse, oni with charged ability and I would argue that even bubba (you can't really bodyblock against bubba).
The only change I would support is to stop infection rate when in chase (similar way as deep wounds stop once survivor is running) otherwise his tunnel capability is actually better then the rest of killers (after quite a long chase when infection kicks in)
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@Jmok said:
there has to be something that can be done about hook campers.... make it bannable record the games. or make it something like they have to be so far from the hook like 36meeters before you even start going down on hook timer. i dont know. i just know campers not getting in trouble makes a lot of games trash to play when the killer is just staring at you on the hook. very unpleasant. and I would also like to know why nothing has been done about this yet.
Use perk reinsurance. Also use this time when such a person is on hook to do gens as quickly as possible.
Doing this will result in camper getting 1-0 kills (or actually stopping cheap facecamps). Sure enough, you also need to play efficiently and actually hook trade once all reassurences from all survivors run up.
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@Araphex said:
https://forum.deadbydaylight.com/en/discussion/comment/3189928#Comment_3189928
I'm talking about in terms with MMR. MMR is awarded up to a total of 20 pts per match. I think a hatch should count towards earning MMR points so a player isn't stuck playing with the same players who aren't as good as that player is. However, hatch rewards no MMR points leaving the player in the same spot they have been in. It also takes time and skill to find the hatch before the killer does. So no, it's not just a consolation prize, unless the killer gives said player the hatch. Plus, it'd bring back some use to the key which is basically dead in water right now.
I understood and my point stands. I don't want to be rewarded with 2 really good snitching, hiding blendetts that literally did NOTHING in match for learning how to loop killers longer and be efficient on gens.
Hatch are a draw and it's fine that way. Especially from MMR's point of view
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Agreed on basement bubba camping stairs.
Disagree on artist in main of garden of joy (you take hit, use sprint burst to run close by hooked person, use reassurence and run away to heal again - artist either chases - so unhook can happen, or camps and people do gens).
For harassment across the map - dms is 30s (and you can easily dodge crows on such a distance). That's 1 reassurence worth of time. 60 more seconds to do gens and then trade. I mean - it's not ideal, but you CAN play around it - especially if 2+ people take the perk.
But sure - getting 2-6m longer activation range would be reaaly nice
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No. Hatch is consolation price. That's good enough.
Making it win would hurt the game especially in soloQ. Because playing better would mean getting meaner Blendetts that sabotage your chances to win as a team (ruining the game for everyone else).
You should play to win. Not play in a way to help killer
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SoloQ usually does not know how to play around the perk. You use it and you run away. You don't unhook. You do gens.
Once reassurence is about to expire, another survivor uses it (if there is one) OR you trade if there isn't. 2 reassurences in a game will change killers mind, or he looses all the gens for 0-1k. The perk is awesome. But lack of knowledge/coordination around the perk make it much weaker in soloQ (which is reason why it probably needs buff).
Still. I take the perk to my soloQ games every time - and it helped me A LOT. Killers usually drop facecamping because of it
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@HagAdamMain said:
I was playing a match as a Survivor and I was dying on hook while a Ada was wasting so much time using Self-Care.
I myself only bring Circle of Healing now, because even after the nerf to 50% Healing speed it's still better than Self-Care being at 35%
I know it's not easy to balance the perks and make them all viable but I think it's important to at least let new players know which perks are better, like release perk guides on the official site or in the game, because new players will not look up the best perks that can help them win matches.
I think it's also important to share my own ideas for a perk rework instead of just complaining. So I would suggest that Self-Care speeds increases depending on how much you've healed other teammates, By default it would be 30% and each full health state healed on another teammate gives Self-Care a token of 25% for up to 2 tokens, 1 token is consumed each time Self-Care heals one health state.
I was thinking of Self-Care steadily increasing healing speed while in the killer's terror radius but that would be countered by Nurse Calling or Coulrophobia, also I think it would be best if the perk encourages Altruism and team play.
I just think Self-Care is in a really bad state right now and it kinda irritates me when I see my teammates use Self-Care in a corner of the map (I use Bond so I see everything my teammates are doing) while I'm in second stage and struggling on a Hook, so please BEhaviour, rework Self-Care or disable it.
SC is still kinda ok if you bring botany with it. But that's 2 perk slots so... Medkits boon or inner are very viable alternatives
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also after activation
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I have a solution for this one. Stop nerfing survivors patch after patch and finally help some soloQ. That way killer mains can actually find out, that there are incentives in this game.
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@Basement_Bubba420 said:
No human on planet Earth can sprint forever. So why can survivors?
The lack of a stamina system encourages mindless shift w playstyle that's more akin to Call of Duty than in depth and strategic game like this. How many times have survivors been chased by a killer only just to sprint away with no regard for strategy or sense of urgency. Its just find the next vault/pallet and repeat.
This is just unfun gameplay. Instead, a stamina bar should be added so survivors can only sprint for a limited time (like 30 seconds) before having to slowly regain their stamina. BHVR can counteract this by making the sprint faster and introducing more places to hide and changing the lightning on the maps. At least then this will be a horror game.
I just finished my 48 minute run IRL - without stopping or being chased by a killer. I have never seen DBD match taking this long. Also usually you are not chased during whole match (48 minute tunneling one survivor? That stinks of a bad setup).
Also - it's not a sprint. There is sprint in a game and it is a perk - but you can use it for waaaay shorter then in real life (trust me - I can sprint for at minimum a whole minute if I really need to) - so should we make this aspect of the game more realistic?
Also you want to force walking survivor after 30s chase? Why? Because you are not a good killer? Should survivors just drop dead if they somehow open exit gates too?
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3189083#Comment_3189083
for me it depends when i play killer. afternoon and evening are a lot more stressfull, but past 11pm? chill matches.
Yes I noticed that times affect MM too. It works for survivors as well. The easiest matches are at 11am. Hardest on friday 8pm
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188994#Comment_3188994
https://www.youtube.com/watch?v=vm2rzuOUKaA
Extra information is a huge advantage. That's why SWF groups have a 15% escape advantage. For sake of comparison Freddy got reworked from his former "OP" state because he had a win rate that was apparently 4% too high.
Sure, but you need to be good at the game to utilize the advantage. just because your in swf doesn't mean you will escape 15% of the time extra, it just gives you opportunity to do better. I don't understand why this gameplay right here can't just be base-kit to the survivor.
Instead needing number system to locate the survivor locations on the map, rookie spirit(to know gen progression) and bunch of other aspects such as window of opportuntiy(to know what pallets have been used by your teammates)
just give ability for every solo survivor to have global bond and you can use your game-sense to emulate most of information perks that swf use through communication.
For example, instead of aura reading on pallets, you will see the animation of your teammate dropping a pallet so you will know that pallet got used. (Window of opportunity)
If a teammate is working on generator, you can estimate that after 40 seconds, that gen is 40% complete etc. (Better together /Rookie spirit)
finding people to heal quicker instead of wasting time looking for teammate to heal you post unhook will be faster. (Empathy/Emphatic connection)
Unhooking teammates will be easier, no more having 3 people going for a save. just 1-2 survivors depending on camping-level of the killer. (Kindred)
when your looping, you'll loop away from your teammates and not bring killer to the gen to not give the killer free gen pressure and heal pressure. (Better together)
the survivor gameplay will be so much more mainstream and killer powers can be a lot stronger now because you no longer need balance the power for solo and SWF where you get this crazy-level of imbalance of 51 escape streaks...
But this is exactly it. There is a huge difference between knowing that killer is chasing someone and knowing when, where and what direction is he going to loop them (note - away from all survivors until taking hit/flash saving/sabo is beneficial).
Both teams can be SWF, but the way they can utilize that information is on completly different level.
That's exactly why I said most SWF are "baby nurse". They could have been OP, but they can't "use" their power effectively.
If you give everone game-wide bond and other stuff (same as giving extra aura perks to killer) - you are buffing everyone to sweatiest SWF out there.
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@TheLegendOfLame said:
This might not be easy to detect, but if the killer is straight up face camping right at the first hook of the entire match (not proxy camping or anything like that), I think the survivor should get a third hook stage (or at least double the length on the second hook stage). This being the case specifically for this specific instance. This would give the other survivors more time to finish more gens then, and it would practically guarantee that if the killer wants to play this way, they get heavily punished for it and potentially that will be the only hook they get the entire match. They shouldn't be allowed to do this to two survivors in a match.
It already exists in form of a perk. It's called reassurence and it works wonders.
It's true that they could buff it some so that it's better especially in soloQ, but it already counters facecamping to a huge degree
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@scoser said:
Neither of them work, revert back to the original version of the map, which, while terrible, wasn't as bad as either of the two new maps.
This! I fully agree
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@LapisInfernalis said:
https://forum.deadbydaylight.com/en/discussion/comment/3188929#Comment_3188929
I also have hardly killer incentives except for maybe 1hr in the middle of the night. Dispite that, the queue is short. Why? Because killer q incentives are the same across all killers. If they change that it will be different.
"Nerf survivors again". Yes, because survivors were the role that was ridiculously op in the first place. And they are still strong in a way that you lose 3 gens on a large map and a normal chase. Items just make this worse. Medkits save at least 16s of another survivor's time. And that's without addons.
You think soloq is bad? True. I already posted some ideas for that.
https://forum.deadbydaylight.com/en/discussion/346486/qol-changes-i-would-like-to-see
I'm someone who aims for balance in all directions. This also includes a nerf to the 2 most broken killers in this game. Nothing huge, often it's just some addons.
Before 6.1 i saw 2-3 gens pop during 1st chase. After 6.1 it's anything between 0-3 but those 3 are quite rare. On the other hand i saw quite a number of games with 4k at 4-5 gens still standing (and very rarely MM just purely sucks and killer will not get a single hook because he can't get anyone even once).
Anyway even before 6.1 - loosing 3 gens in 1st chase could still end up in 4k as the game progresses from survivor-sided (all the resources on the map, huge area to patrol for killer, all survivors on gen but maybe 1 in chase) to killer sided (no good pallets left, limited patrol are - possible 3gen, survivors healing or countering killer slowdown or trying to unhook, possible less then 4 survivors in game). Meaning survivors should be stronger at survivor-strong time. The balance in game comes from defence of last 2 gens and created/abused deadzones. You can't say game is imbalanced just by single aspect of the game.
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I was actually one of a few people that liked old RPD from both killers and survivors perspective (killers side might be because I played nurse, oni and pallet wraith - some killers indeed struggled on the map).
For new version. I hate it with passion. There is no real loopable spot on the map - just pallets. Means if you don't win quickly (aka genrush) you lost. Works for both versions of map.
I haven't played killers on new version that much so maybe killers just purely benefit.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3186912#Comment_3186912
"SoloQ is now miserable"; "Also SWF means more information. Not a bully squad"
Playing solo as the killer against an organized SWF is terrible. It's even worse when you don't know it is coming so you have the wrong perk build. Many of the perks simply don't work against a SWF.
Also playing solo as survivor largely depends on how good you are personally. People who have been playing for thousands of hours who can generally carry do well enough to safety or pip playing solo. Getting to that point can be an unfun experience.
Once upon a time there was an oversight where people figured out a way to equip extra perks as killer. This was quickly patched out as it was seen as an exploit. If we can communicate well as a SWF we might be getting 12 perks worth of information - or more. Don't you think that's a bit excessive? I have played with minimalist SWF groups that only get 4 perks worth of information and that still gives a huge advantage.
SWF is the biggest advantage you can get as a survivor because it makes you instantly better at the game with no cost.
It's not as huge as you make it sound. It can go so far with best survivors. But most of us people can't communicate that effectively.
Sure if you find that SWF (and especially if they are bullies) you get steamrolled. It's the same as getting nurse. But I am pretty sure majority of SWF are "baby nurse". They could have been OP, but they miss every opportunity to be that...
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So nerf survivors again. 100% incentives 95% of time on survivors (at least in my region) is aparently not enough.
I have yet to see killer incentives after reenabling bp incentives. Focus at making the game fair - not nerfing survivors (especially soloQ) to total collapse
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@MrCalac123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3188569#Comment_3188569
Frankly they should remove Hex sounds. They are way to easy to find atm, Hex's are a joke and the only ones worth running are Undying and Devour Hope.
Try to find that totem on lerys. Or sometimes on swamps (swamps have some easy spots and then some very random spots). And it doesn't even matter if you know spawns of lerys...
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3186308#Comment_3186308
"what's the second perk you need to make Pain Res work now?"
BBQ or dead mans switch so you know where to go. Otherwise they just finish the last 15-20% of the generator. The old version gave a small amount of information and a small amount of regression.
"the game's improving in leaps and bounds and both sides are benefiting from it immensely"
DBD is more balanced when playing killer vs solo queue but the patch made killer Far weaker vs SWF teams. On average pre patch I was using pop 6+ times a game. Quite often this was to prevent the loss of a 3 gen setup.
If they really wanted to make the game fair then killers should have the option to DELETE dull totems if they are booned. That would mean at most a boon perk can be activated 5 times.
Also if we are wanting to make the game fair then SWF should have been restricted. A simple change of : no repeating characters/perks/items would have gone a long way to make it impossible to bully the killer with a SWF squad. Change the SWF menu so that you can see which perks are repeated (make them be red like pentimento debuff) Have all other perks appear in blue over the survivors head if not repeated (like the vigil buff).
SoloQ is now miserable. It's not balanced at all.
Also SWF means more information. Not a bully squad (but I can understand the frustration with those). I am pretty sure you can win a lot against SWF - you just might not know they are SWF.
Also patch 6.1 on it's own was horrible. 2 guaranteed kills by just facecamping? 3rd by getting someone with NOED. I stopped playing during 6.1. Fortunatelly we got 6.2 with reassurence that countered hard camping.
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@TheSubstitute said:
I'd like it better if it activated after hook states, had a one time Mori effect and told the survivor they were cursed or something like that.
That way the survivors have an incentive to cleanse dull totems. That would give the Killer some slowdown.
Currently, there's no reason to actually cleanse dulls other than Boldness BP. Other than that and Tome challenges, it's a waste of time to cleanse dull totems instead of gens.
NOED was always a mediocre perk really only useful for new Killers to jump their MMR to where they only get 2 or 3 hooks, if that, a game and watch NOED get cleansed in less than a minute. A rework similar to what I mentioned would help reduce Killers getting thrown into a higher MMR than they should have and give an actual reason to cleanse dulls.
You don't risk cleansing dulls until endgame. Forget NOED. You never know when pentimento is in play. I rather risk NOED AND active plaything then pentimento.
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@DBDVulture said:
Let's consider for a moment that Nemesis is a build up killer while Blight and Nurse have no build up required. Which is the worst platform of the three? The obvious answer is Nemesis.
If we're considering buffing Nemesis then pick two or maybe three of these options.
1) Make tier one whip break pallets
2) Make Nemesis move at full survivor speed while using the teir 1 whip and gradually move up to full killer speed while using the whip at t3.
3) Make tier 3 whip injure survivors and infect them with a single whip attack.
4) change the tentacle attack so that it hits over obstacles if it hits the survivor hitbox (no more ducking to avoid the whip)
5) rework many of his personal addons so they have a permanent but minor effect while a survivor is infected ( examples : make the green Licker Tongue be a permanent 2% movement speed reduction while infected and make the purple addon NE-a Parasite make you oblivious forever while infected.
Change Plant 43 Vines (green) to injure a survivor when using a vaccine or cause deep wound status if already injured.
Change Broken Recovery Coin (purple) so that there is only one chest in the trial. Maybe this chest should always spawn in the basement when using this addon.
Change Adrenaline Injector to have it show killer instinct when someone uses a vaccine for 30 seconds. Literally nobody has ever used this addon in its current state. This would make it have synergy with the Iridescent Umbrella Badge which is one of the decent addons on Nemesis in theory but you don't any use out of this addon because no one will ever use it close to you so the expose effect is pointless.
Change Jill's Sandwich to give Nemesis a permanent 0.5% movement speed buff whenever he infects a survivor. Yes that means Nemesis could reach 119% base move speed.
Change Damaged Syringe to increase injection time to take +15 seconds instead of +2 seconds.
Change Serotonin Injector to increase undetectable status for +30 seconds instead of +15 seconds
Rework his Zombie addons:
Change the pink Shattered S.T.A.R.S. Badge addon to permanently increase zombie speed by 20% whenever a generator is completed. Yes that would make zombies +100% speed when all the gens are completed. Yes that would make zombies +100% speed when all the gens are completed.
Completely Rework the Visitor Wristband to incorporate those effects into the Brian's Intestine so that it does all three effects and the wristband now does something completely different - maybe you cough twice as often while infected.
Completely Rework the Admin Wristband just like we did before into the Mikhail's Eye addon which will now do all three effects. This leaves room for the admin wristband to have a new effect.
Change Zombie Heart to add new effect: when a survivor is attacked by a zombie they do not receive a speed boost.
Regardles of which options you pick above zombies also need to be reowrked so that :
1) Zombies never get stuck (epecially on generators or trees).
2) Zombies are not worthless on large maps. This would require the zombies to likely have a percentage based perception increase relative to map sizes. In other words they would detect survivors from about twice as far away on large maps.
3) Zombies that infect a survivor give nemesis Infection Progress as if he whipped them.
4) If nemesis is using Lightborn then his zombies cannot be blinded anymore.
But compared to other killers he is OP so nerf him. He is much stronger then sadako or ghostface...
And if you are unhappy I am comparing him to those 2, then let's say I am also unhappy you are comparing him to blight and nurse. The 2 killers that should have been nerfed long time ago (instead nurse got buff just recently).
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@xaplox144 said:
Oni is the only killer I don't have p3(9) or even played as. i rarely go against the oni while playing survivor, but when i do i get stomped half the time. seems like he can turn on a dime while "demon dashing". what's the key to looping an oni while in power?
I don't know if this is correct section for this - I presume this should have gone into General discussions. But so be it.
1st off. You want to postpone his abilities for as long, as humanly possible. Like there are VERY few killers I would throw shack pallet against while not hit and in a first chase - but Oni is the actual exception (Bubba might be the only other one in whole game), because his ability IS that strong (this does not apply in very low MMR bracket, as buying a few more seconds would not result in generator popping - it is possible nobody would be on generator yet - and that pallet might still give you higher value later in a trial if left standing).
But if it comes to it, there are a few things you can do. Like Oni is quite bad against long wall loops - his turning is slow and he can't make hard turnes for more then 90 degrees in ability (except when actually hitting attack - but he can't turn 180 and move) - so you can try to do the same thing you do against blight (Note - Oni is much more forgiving then blight in such a loops). Short walls/rocks do not work, because he does not need to use demon dash + he can get rid of pallets quite quickly. But if you are in a map, that has a lot of bad pallets (think ormond), then you can actually postpone him like this and get to the next one after next one after next (still you need to be quite lucky to get it).
Another thing is, that Oni is quite tall + has flames making him even higher in ability. So even if it is very hard, he can be actually looped in case of multiple connected windows (think about standard TL gym). You need to predict/see his next move.
Another thing you should realize - he can only go left, right or forward when dashing and at quite some speed - so if you see where his head is turning, you can sometimes go for his blind spot and actually loop him well. At other times you can hide behind some stupid obstacle - if he does not instantly sees you, he will get past you and you actually get enough time to get to next loop (use the time when he is canceling his demon dash). There is a very similar thing to this idea - sometimes all you need to do is not hug the loop, but after going behind the corner - going away from the walls - mind you this is quite risky as his attack covers quite a huge area, but it can work.
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It's a tiny map with quite a big visibility. Shack always in the middle = there is almost no way killer can't get you to shack. Meaning if the killer is balanced around being territorial (e.g. trapper, hag, etc) or around being slow on map (trickster, clown) or has some strong area effects (sadako, pig, most used nurse builds), or if it's camping killer (as mentioned shack position - so bubba, trapper, hag, huntress, trickster) - the killer is definitely VERY strong on that map.
I mean. You could get fair match - if you are lucky on something like plague. But the map is hardly fair against majority of them. So no. The map is not balanced at all. Maybe if you play sweaty comp SWF, then you are able to MAKE IT fair. But generally the map IS killer favored.
If I had to name balanced map, it would be something like Thomson house - not too big (killer can still traverse it), but not too small so area abilities hit "every" survivor even if used randomly. Has quite a few tiles and some dead zones (middle of corn field has nothing in it). Contains strong structures (main building, cow tree, shack), but all of them can be mindgamed to some degree.
Another instance with very similar reasoning would be coal tower (smaller dead zone, but only 2 strong structures - everything else is basically the same).
Now compare those 2 to wrecker's yard and e.g. randomly selected bubba.
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It has it's VERY specific uses. Like take scratchmirror mayers - and find yourself on mother's dwelling instead of Lery's. Or take mori sadako in springfield instead of the game or midwitch. Or take full sabo squad going for midwitch and finding themselves in saloon.
None of these things are inherently too OP (at least compared to playing nurse or going genrush build), but are not viable if played in the alternative map.
Also I like to throw out the map offering after my 6th random-selected game in azarov's resting place (like seriously there is something wrong with random selection).
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@Adjatha said:
Right hand doesn't know what the left is doing.
Like how they removed a bunch of pallets from the old maps to make them more fair, then re-did the maps with higher graphics while also RE-ADDING the exact same pallets they'd just removed.
every 2 weaks a pallet goes missing from some map. Last time it was yamaoka and pallet gym without any pallet. 2 weaks before that temple of purgation small stonehange without ANY pallet (and this happaned to me repeatedly). The list goes on and on.
And no - it wasn't already used. If it's used already, you can still see remains of (destroyed) pallet. I absolutely understand people that bring WOO every game. It won't be long before a shack will spawn without any pallet at this pace
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@BubbaIsJustVibin said:
https://forum.deadbydaylight.com/en/discussion/comment/3183233#Comment_3183233
It already takes a very long time to reach Tier 3, and Tier 2 isn't an issue, so I disagree.
TBH i disagree with whole post. It is quite hard to loop nemesis as is, because there is nothing on the map that gives survivor advantage over nemesis.
Windows are like biggest counter for him, because it only locks survivor to predefined known location for easy M2, but otherwise don't help him catch up to survivor.
Pallets are basically useless because he can get rid of them almost as quickly as you put them down. Everywhere else he is quicker.
The only saving grace is, that it takes him some time at the beginning to start rolling.
Which means having him even more oppressive in later stages must be compensated - by longer T2 and T3...
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Sure.
But to compensate, make his infection 1/2 speed (3-4 unique survivors to get to tier 2)
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@xni6_ said:
in dbd right now theres like 40 maps or something, some of them are well balanced (wreckers yard, coal tower, midwich are examples imo) and some of them are so horrific that its a wonder to think theyve even been play tested (cowshed, eyrie, garden), and the balance of maps greatly affects how "scummy" killers play, and how easily one side can dominate.
the point is, theres no real consistency in balance between maps. i have a few potential solutions to this:
having some form of map banning, something that doesnt affect queues but does affect fun (each player having a list of 3 maps that they cannot go to. a map to me is azarovs, not the parent map thingie which would be autohaven so theres no confusion). this would allow 12 maps to be removed from the playable pool. and the devs could look at what the most commonly banned maps are (likely to be cowshed, garden, eyrie, rpd, rpd, maybe midwich). this solution would require the deletion of map offerings but i doubt anyone would be upset with that
having map rotations, so every month or something they choose some maps that are removed from the playable pool. for example, they could choose 8 maps that can be played on for the month, and all other maps are only available in customs. this would also require the deletion of map offerings
having a restricted map list, but this map changes for different mmr brackets (lower mmr having bigger maps due to survivors not being effective in chase or on gens due to being scared, and higher mmr having smaller maps since theres 0 fear, and those top survivors are really not scared, and are almost unmindgamable at some tiles). this also would require the deletion of map offerings
choosing 1 map to base balance around (this solution will assume they chose wreckers yard, but the devs would likely choose a map that has the kill/escape rate to be what theyre most comfortable with). so they look at the size of the map, and the real "playable area" of the map (the area that survivors and killers really play in, not including the edge of maps where theres nothing but z walls), and then go and shave down all other maps to have a similar size playable area, same amount of generic tiles (wreckers yard has 6 off memory), 1 centralised structure (a main building or a shack depending on the map, and the main building being adjusted to 1 safe vault thats mindgame-able with a god pallet) and a relatively consistent amount of filler pallets, with relatively consistent safety. this solution unfortunately requires a lot of effort, so its likely not going to happen, regardless of it maybe being the best solution. and also it would work weirdly with the existence of indoor maps, but also may help with the making of future maps, since theyll have a sort of "template" for the making of more or less balanced maps.
Killer main detected.
Midwitch and wreckers yard are about as balanced as old headonfield was to killers. Next time write, that shelter woods and rotten fields are survivor sided. Absolute nonsense the whole post
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I presume it's east-side RPD. If that's the case and that 1-way room (it has broken ledge on the other side of doors) is the only entrance, then it's very bad design, that hook can spawn in that room.
Yes - killer can go for a coffee and still has guaranteed 1 kill (I am not counting self-unhooks)
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@Percival_nxs said:
Like Thanato, it should give a +2.5% speed bonus to gens for each survivor, not 15%
Delete the perk - obviously killers see 15% and see it as huge problem. But delete multi-person gen speed punishment (that is slightly better then actually using proof thyself). 15% per additional person debuff is quite harsh anyway. Win win /s
Just keep the perk the way it is. Killers have easy games now anyway (or they need survivors with much more experience)
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Yes.
But it's been like that for quite some time. As a survivor you first need to figure out killers ping to know what to vault and how to drop pallets.
If killer has unstable ping, you can predrop (and you don't have enough resources for this in most maps) or you are screwed.
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@Youko said:
Wondering if I am the only person who preferred the release hitbox of Wesker over the updated one. I feel like I am bumping into stuff constantly now, whereas before I felt like my grabs were going exactly where they should have been.
Thoughts?
As a survivor it was fun to just spin around wesker and getting free escape, but it wasn't fair.
Also AFAIK they only increased 1 hitbox and that one is exclusively used to detect hits on survivors.
So I will repeat myself also in this threat. Leave Wesker be. Don't adjust him in any way any more. He is good now.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3180035#Comment_3180035
I was going to play super easy on them after the first DC’d. I play survivor a lot too so I understand the pain when somebody rage quits off rip. Hell, I may have even let them all out after getting some bp for myself. I hit iri 1 already so I had no need to try hard.
I always see it through to the end as survivor. You never know. I’ve had some amazing 3v1 comebacks.
But the truth is, that a lot of killers are happy about it.
Just today I had a game with my duo. 1st chase, one of randoms goes down and insta-DC. The 3 of us left in a game continued to try (the other random was OK). We managed to even do 4 gens. Against camping, hook-trading killer with ebony mask trying to mori each of us...
Like - makes you wonder if going under hook after 1st DC isn't the right call after all.
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Once again same message I write to all buff/nerf wesker threads. Please leave him be. He is OK the way he is now with 30cm hitboxes
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179840#Comment_3179840
What does “rushing gens” have to do with what I posted?
That was response to me. I said that there is no genrushing when CoH is in game as it is huge time sink IMO. But it seems I am in different MMR bracket, because I don't experience that one.
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@Xord said:
https://forum.deadbydaylight.com/en/discussion/comment/3179763#Comment_3179763
Your whole comment is basically "I am absolutely terrible at the game so I want to abuse a game mechanics to make up for it and get easy kills instead of learning to play killer".
Why do you quote me? And why on that reply? Now I am confused
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3179519#Comment_3179519
Healing speed of the perk is everything. Say you could heal yourself with Boon but it took a full minute, it would obviously be so slow as to not even be worth using. But at its original speed it was too fast. So there must be a range of numbers where the perk is reasonable to use but not too fast between those extremes. The ability to hide and heal is strong, weak, or in between all depending on how long it takes.
I say current CoH boon is already OK. I mean - it's good perk, but definitely not as OP as a lot of killers are trying to make it sound. Like have you EVER had a game where boons were used AND gens were flying? I seriously doubt so. It takes so long to move around the map to find the totem, walk into it, boon it and then heal... And hoping to not get interrupted by killer, because otherwise you lost your progress and spot (meaning killer will whack it all the time = VERY slow heal). The alternative is, that it's already standing - so you have to move thru whole map to get to it and hope killer won't see you injured and vulnerable. Hope he doesn't hear boon or if he does, that he will actually stomp it - instead of using as a bait to get to that wounded survivor every single time.
Now compare this to a good medkit. you get on average 1m less for each heal - provided you can solo heal only 2 or 3 times.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179707#Comment_3179707
Your first sentence explains it all
As i said I'm done arguing so good luck
Been there and done that.
Yes it does explain everything. I am happy you finally agree to my points.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179718#Comment_3179718
but now it's too much so it should be removed
As stated before. I am all for removing OtR + BT. But remove it in whole package. Revert all 6.1 buffs. I don't think it would be good for the game, but it will definitelly make the game 50% wr again instead of this killer fiesta.
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@Clockwork_Enigma said:
Basekit Shadowborn, increasing their field of view by 15 degrees.
This would be completely fair considering the fact that it's a benign change that wouldn't make too terrible a difference from gameplay.
Unlike the other two perks I mentioned in the title, which both became basekit.
Ok give survivors basekit 5% haste. Killers just got 10% removed cd and survivor sprint after hit and they will still be stronger as they will still have more speed even after this buff /s
No. You can clearly see it at incentives. If anything, it's time to buff survivors (namely soloQ by providing some information, that SWF already has)
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179685#Comment_3179685
Giving Me Percents and advanced words don't cut it Dbd will never be a competitive game so the tournament is something delusional Go watch The failure tournament that all the famous streamers literally said that this game don't worth it and walked away
Play a Killer game with premades Lets see if you can enjoy it or not
I have been there and done that many times. Mind you I am survivor main so I mostly play that. But I play killer too.
I used to play nurse and was able to win some even against 4-man swf with more hours then me (and that was also before killer buffs). But I had also quite a success with oni. Before that I mained clown (but he used to hit hard limit - I don't really know how he is now) and at the beginning I learned the game as Wraith. But I played most of killers and it's ok.
What I presume is the problem, that some games are more memorable then others. You tend to forget those 2 stomp games where you had 4k at 5 and 4 gens, then having another one where you had just 1 kill is not that important as the last game where you got 4 clearly better survivors that stomped you. Now comes the feeling like all survivors have everything going for them. But you just had 56% winrate out of those 4 games. Means you are winning and are actually OP.
You also leave behind 8 survivors that feel they couldn't do anthing and Killer is OP. So what now? Do we just buff one side (no matter which one) to make the other side stop playing? Is that the best solution you have?
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As stated in many other nerf/buff wesker treads.
Leave him be. He is OK now that he has his ability hitbox increased.
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179654#Comment_3179654
and none of them work Let's say you go full Anti genrush build
What about chase? What about healing?
Survivors don't need ANYTHING their overall objective is to hold m1 this is the way to win Simply hold m1
Killers= kick a gen-Gets repaired-Kick it again-Gets repaired and boom end of game and you're losing for what? Because Survivors can use Something called Toolbox
2 survivors on a generator with normal toolbox takes 30 to 20 seconds to finish a Generator
And then so on While you're chasing A survivor who uses every dirty and broken perk to keep you on chase While others work on gens and then endgame you get insulted for everything you've done and haven't done
This is the fact
You could say whatever you like But we all know This is the fact The game is survivor sided End of the line
You just don't want to believe it buddy but it doesn't make it a false Opinion cuz it's a fact and not an opinion
As for opinion/fact. I have quite convincing proof that says otherwise. Check killer/survivor incentives. Or check the only stats we have (last we got every killer but nurse had higher killrate then 50%) - mind you those were before killer buffs (and from full MMR range). Or check Scott Jund's tournament where killers and survivors were allowed everything (yet again this was before killer buffs).
Now you give me any such proof that the game is survivor sided. Or better yet - try to play 30 games of soloQ (you need first 20 to settle in some MMR range and last 10 to actually see how many times you get away)
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179654#Comment_3179654
and none of them work Let's say you go full Anti genrush build
What about chase? What about healing?
Survivors don't need ANYTHING their overall objective is to hold m1 this is the way to win Simply hold m1
Killers= kick a gen-Gets repaired-Kick it again-Gets repaired and boom end of game and you're losing for what? Because Survivors can use Something called Toolbox
2 survivors on a generator with normal toolbox takes 30 to 20 seconds to finish a Generator
And then so on While you're chasing A survivor who uses every dirty and broken perk to keep you on chase While others work on gens and then endgame you get insulted for everything you've done and haven't done
This is the fact
You could say whatever you like But we all know This is the fact The game is survivor sided End of the line
You just don't want to believe it buddy but it doesn't make it a false Opinion cuz it's a fact and not an opinion
You are just wrong. You can't make gen in 20-30s with 2 people and normal toolbox. Go to custom game with someone, take stopwatch and see for yourself.
I see you got frustrated from game, but that is more likely because of MMR. You won a lot of games after 6.1 patch and now you only get effective survivors. But they will be effective also without any toolbox or perk. It's even more likely they will rather take flashlight or medkit and just 1 perk for genspeed.
This means you need to get effective at whole game. Not just find survivor and down them. You need to pressure whole map. Sometimes slug strategically, but only to a degree so that they don't get picked up for free.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3179626#Comment_3179626
Yes, I consider myself a killer main, BUT I also play 30-50%, depending on the mood, survivor. Its fun and its half of the game, so you shouldn't skip on it. It also broadens your horizon, and slipping into the other roles shoes helps a lot with empathising with their problems, because they are suddenly your problems.
When you play killer good enough to blast through the lower ranks, you will invariable encounter survivors who are hellbend on making your game as miserable as possible, thats just their "fun" and goal. But these players aren't the majority, so the real object is not only to not give them what they want, but especially not to project their mean tactics onto the next group of survivors, who might just be ready to play casually and maybe even meme around.
I once felt the same as you and let a Nancy bleed out for 4 mins that was the last player in the game to punish her for being such a bully ... but that game, she wasn't the bully. She was good at looping, yes, but she never t-bagged me and clicked her flashlight at me or mocked me. We had a discussion in the post game chat and this encounter sobered me up for the rest of my killer career. YES, there are some really dispicable persons in the game, but they aren't the survivors, they sit on both side of the fence. My honestly best advice is not to give in into the bitterness and anger, but try to enjoy the cool and fun parts of the game. Contrary to what picture some peeps might wanna paint here, I still enjoy the game immensely, more so since the big patch.
Killer is finally viable again and even soloQ ain't half as bad (IMHO) as many people make it sound, but you also can't expect to get out half of the time, when all you do is running with strangers and no means of communicating. Still, I had some stellar soloQ games were everyone was bringing their a-game and we totally stuck it to that killer. So give survivors a try and see for yourself how godaweful tunneling off the hook feels when there are still 4 gens remaining. Oh, but one thing: just because you are playing survivor and you just got into the exit gates area: please, don´t be one of THEM and just leave quietly without any stupid victory dance. Be the change you want.
Very nice outlook. Yet again - I want more of you in my lobbies :)
Just one thing though. You should not consider staying at the gate always wanting "victory dance". I do that to get those last free points (protection hits and late heals are quite nice - also and this is more important for emblems to pip up) - but I will never tbag. If I enjoyed the game, it is very possible I will give you my item to show respect :)
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@Takeda_Nobutada said:
https://forum.deadbydaylight.com/en/discussion/comment/3179591#Comment_3179591
Where's the 2 perks that remove genrushing and slow the game's speed? i wonder
You got that for free already. +10s per generator without any perk at patch 6.1. that is 1s off of 2 people working on gens before patch with 4 chase perks and now 1 of them having proofethydelf (1 of 2 most complained-about perk in this section).
As for antigenrush perks. Call of brine, overcharge, eruption, discordance, plaything and thana if you play plague. There you have it. I gave you 6 instead of 2