GeordieKiller
GeordieKiller
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I would make the exhaustion add ons only for very rare add ons (purple) and replace them with the purple add on that applies hemorrhage like lets be honest hemorrhage isnt even worthy as a purple add on but i guess because of the lack of choice they kinda went yeah hemorrhage for purple :/ so lets bring exhaustion add ons back but make it for purple add ons only :D
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@Mr_K said:
Its not really how fast you can do 1 gen. Its that multiple gens can be done in parallel. In 80s you could lose 3 gens while chasing 1 survivor.
That's 3/5 of the survivor objective before you get 1/12 of yours.
fair point i was looking more into the idea that even if a survivor brings bnp, gen speed perks, working with other survivors etc that they wont be able to do gens faster than 45 sec
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@QwQw said:
Really like the change to the snares. The main problem a lot of people have with Freddy is that he doesn't take a lot of skill to play. By making dream snares smaller but more potent it keeps him viable but makes him need more skillful.
Yeah i personally hate the spam snare as i find it so weak against good survivors so with that change it would make snare placements more imporant and raise the skill cap for freddy abit more
Out of cursioity what do you think of the dreamworld idea?
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@Huge_Bush said:
I would-
- Increase the time for him to teleport to gens the further away they are (longer than what it takes now) and decrease his teleporting time the closer the gen is.
- Require him to hit a survivor in order to put them into the dream world.
- Add more active clocks onto the map so survivors don't have to run across the world to wake up.
That's really all I want. I don't think he needs more than this.
Like the idea for number 1 but i would change it to if he teleport to a gen thats on the other side of the map big cooldown if he teleport to a gen not to far small cooldown but keep the same channeling time as it still gives survivors time to get the hell out
i dont agree with two and three as there already 4 ways to wake up: Wake up action, failed skill checks, Clocks and being hooked (yeah 4th is not ideal but it does wake you up lol) and the way i see it if you make it harder to get survivors in the dream world then it got to be harder to get out otherwise whats the point if it is to easy to get out of dream world.
but that 1st one would be interesting for teleport :)
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Intersting idea i was going with this idea
Ironhead hatchets:
Hatchets now can break pallets and breakable walls
Slightly increase wind up time
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Freddy main here and was having this kind of discussuion with a few friends. While i do personally feel base kit is fine and its the add ons that should more or less change i see the devs messing with base kits so we included changes to base kit.
Snares:
- Reduce size of snares
- increase hinderence from 15% to 20%
so basically requires more percise placement of snares but in return the hinderence effect is stronger
Pallets:
- At start of match 4 dream pallets are already place at random in spaces where pallets have not spawned in the map
Thats it really just a buff to pallets make them a bit more viable of a choice
Lunge:
- jk it stays the same
lunge is the same for all killers if they change freddy then all killers will need their lunge changes to suit their weapons and theres a killer with a real big knife that would love that kind of change lol
Teleport:
This one we werent sure it is a strong mobility but the fact that it can only work on uncompleted gens and has a decent cooldwon even with 4 survivors in dream world and it allows for cool mindgames we cant see any justify changes to teleport.
Dream world:
- Passive sleep time to dream world increased from 60 sec to 75 sec
- when in freddy TR it speeds up your timer modertatly if not in chase
- In chase Considerablly increase timer speeds (cant remeber the numbers so taking a page from the dbd devs here lol)
- if you are hit then you go into dream world we arent having a repeat of old freddy waiting for the dream world
- Remove Oblivious
- Lullaby is map wide and replaces TR but still keep TR properties
- When survivors are in the dream world they are incapcitated from doing gens if they werent repairing a gen at the time they entered the dream world. If they let go of the gen then they cant get back on the gen till they wake up.
Passive sleep stays as it fits in the lore of freddy as in the films the survivors tire themselves out by trying to stay awake as long as possible so it makes sense in game that the survivors will eventually tire themselves out and passively fall asleep. The hit is purely for balance reason as we arent having old freddy coming back as that version of freddy was poor and unfun for vast majority of freddy players.
The removal of oblivious solves a thorn on each side BT for survivors and OoO for freddy but to still keep the fear of him coming from anywhere in the dream world Lullaby is map wide which replaces the TR heart beat but still keep the properties of TR (this one is a work in progress idea but thought i would share it)
Finally this one is a idea i have been thinking not sure how it will go if it was put into live but to add some real visible threat of dream world i thought why not do a incacpitated lite and have survivors unable to do gens when in dream world but add the condition that if they were working on a gen when they enter they can still do the gen but if they let go then they cant. This one is a working idea would love to hear your thoughts on that one.
So this covers base kits add ons will be changed not sure what though but if i was told to change freddy this is what i would do :)
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1845153#Comment_1845153
https://forum.deadbydaylight.com/en/discussion/comment/1845196#Comment_1845196
Average killers should never be able to beat a good swf though, that makes no sense. You can already beat sweaty deathsquads by running the killer equivalent sweat builds/killers. You nerf deathsquads and what's stopping the killer counterparts at that level? I'd be fine if they made small changes to broken things on both sides but drastically nerfing swf is not the way to go, especially when these days it's more than feasable to beat swfs
Why you bringing average/good players into this debate we are talking about the high end of the game and how they are showcasing the balancing issues. I wasnt arguing that swf needs to be nerfed i was saying you balance the game around the swf/deathsquad as they showcase the balancing issues of perks, maps, items etc of course it will be the same thing with high skill "deathsquad" killers that they showcase balancing issues of killers which is a different topic as this topic is focusing on survivors and not killers.
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The game should be balanced around the top end/deathsquads players as they can showcase any balance issues that the game has and all competitve pvp games do balance around the top end not mid level play
Take overwatch for example ( my most popular example lol) and the introduction to Brigg she literially changed the meta in the overwatch league to the the infamous GOAT meta ( 3 tanks and 3 support) before they had to nerf her and introduced the 222 system to try and balance the game so DPS can be used. Also at the current moment they are in the process of balancing Moria as she is heading to the same way as brig was. If it wasnt for the top players players who know how to fully utlise their powers we would never see any balance changes as mid or lower level players wouldnt showcase the balancing issue that those characters cause. Also i have seen posts of people who are lower level in OW saying brigg didnt need nerfs, shes weak, she needs buffs etc but its a matter of fact that the top end/deathsquads of OW showcased how powerful brigg was in the right hands and the devs at blizzard spent several months nerfing brigg down despite what mid lower level people said about brigg.
I do strongly believe all competitve PVP games which dbd is when it comes to balancing should be based off the top level players and cause a trickle effect to the mid and low level players.
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@Nuiveoxr said:
https://forum.deadbydaylight.com/en/discussion/comment/1832598#Comment_1832598
If you’re good as killer, you really don’t need regression perks to 4K. Most killers run it since it puts ease on them. It’s overkill af when it’s Blight with Ruin/Undying/Tinkerer ...
If your a good killer then you do need to run regression perks not just to potentially get a 4k but to actually have some time to get 12 hooks. Also to throw a counter to the expected counter "i ran without regression and still get 4k"
How often was it due to survivors mistakes that you took advantage on?
How consistent is you getting 4k with that build?
Did you slug majority of the time during the game?
Also most imporantly how many hooks did you get with that build?
as the number of hooks means more than the kills as there have been plenty of times i drew (black pip) when i had 3 or even 4k just cause i didnt have alot of hooks.
it is sadly a matter of fact that even if you are a good killer you need regression perks as the game can go way to fast for killer to keep up even with blight.
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Sadly until the devs look at the base game design, ruin and undying is here to stay for awhile.
The issue we are having is survivors are getting faster especially with new perks to make healing so much quicker which means they get back onto gens quicker. Its getting to the point where killers who want to 12 hook and alot of chases cant keep up our only saving grace is ruin and undying as it gives us time to get 12 hooks and have lots of chases. I would argue that ruin and undying has made the game more fun for those types of killers myself included.
But sadly i think the devs will cave and nerf undying and we get back to the point of slugging and getting less hooks cause we cant keep up with the pace of survivors.
So i will leave with a question to ask yourself do you want games that have a lot of chases lots of mindgames or games where your going to be lying on the floor alot of the times?
(Please note im talking about what would happen in red ranks as im a red rank player other ranks i would have no idea what will happen)
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no i havent experience that as a killer but i wish i could so annoying when a survivor dead hard into you for the I frames doesnt make sense at all :/ that would be the one thing i want removed from dead hard the I frames
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yeah tinkerer is soild for freddy (freddy main myself) great information also if the survivor is awake then hello undeteactable freddy hehe gen grabbed survivors cause of it
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she does a scream when she enters the spirit world (phasing) thats it nothing else that all she would need so she still strong but get rid of some of the dumb mindgame of just standing still
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My top three changes to CD perks
Thrilling Tremors
60 to 30 seconds
Surge
40 to 25
Dragons Grip (This is going to be lenghty haha)
increase trap from 30 seconds to 60 seconds
Keep the expose duration
decrease cooldown from 80 seconds to 60 seconds
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1819072#Comment_1819072
I could be wrong but I think these are the actual numbers.
Survivors repair generators at 1 c/s
Base Regression is 0.25 c/s
Ruin 1 regression is 0.50 c/s
Ruin 2 regression is 0.625 c/s
Ruin 3 regression is 0.75 c/s
200% is a lot.
that is wrong 200% is half of a survivor speed so it would 0.50 c/s was looking just to make sure and they said ruin regress gens 2 time at the normal regression rate so 2 x 0.25 is 0.50 i linked a video that goes more into it but its defineltyl not 0.75 c/s
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1804124#Comment_1804124
Or, you know, people could just not baselessly accuse the devs of pro-survivor bias :P
There is no particular reason to release both changes together since the balance of one has nothing to do with the balance of the other. They should just release the changes once they're ready.
You know when they do these kind of things it's actually giving the people who accuse devs of survivor bias the ammo to push the narrative of bias further and its making it harder for people to deny they are bias, when they do stuff like this.
There is a reason to have waited for both as they are both game shorterners, both are frustrations of either side and both are broken in the right hands. Also these two items have been debated together for many years and the general conceness is that if you want to chage one the other one has to change at the same time.
This could of been a easy win for them if they went "hey we heard you about keys and moris and here are the changes for both we hope you enjoy the changes and hope it ease the frustration that these items have caused for either sides." instead we got angry posts and damaged trusts of the devs which sucks :/
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Just want to point something out when people say omg 200% is alot. That isnt actually true when we are talking about 200% in terms of gen regression its actually half the speed that survivor repairing so its better to think it as this way:
Survivor repair gens at 1c/s (Base)
Ruin regress gens at 0.50 c/s (Thats the 200%)
Base regression is 0.25 c/s
So when you think about it 200% isnt alot compare to how quickly survivors can repair gens. I think instead of gen perks getting buffed in the way that op suggested its the base regression that need buffing although unsure what though but thought i would clear up the misconception of the 200% regression
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Yeah thought so no harm in asking though
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1805839#Comment_1805839
I understand the implications of keys taking longer than moris to get right, since if they introduce some redesigned keys and they screw it up, it's going to be bad in a whole different way.
Also, I think keys are a shade less pernicious than pre-patch moris (though the new hatch offerings make them really strong). And aside from that, one major improvement should not impede another major improvement. I'm just exasperated that it took/is taking this long.
Oh i agree with the keys taking longer have no issues with that totally understand my issue is the devs knowing how heated the key and mori debate is and how big of a change it will be to the game for either side plus how the community normally respond to a single change that just affect one side e.g. ruin it would be better if they done both at the same time to avoid this heated forum.
Oh love your key rework idea btw
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Anyway to get the devs to respond? even if it just a brief post or message this is getting really heated and it can help smooth things abit
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/1805729#Comment_1805729
It didn't take them four years to change the parameter. It just took them four years to eventually review moris in depth, look at the various options they had, and decide that changing the number of hooks was the way they wanted to proceed. Once they decided that was what they wanted it probably only took them a month to get it through the testing pipeline.
Whatever they're planning for keys probably involves something more intricate, and thus more testing and development than the mori change. (And no, they don't need to release both simultaneously, these are separate features, there's no particular reason they should hold off on releasing mori changes that are ready now.)
But hey, you want to waste time throwing out ideas without knowing even what the new keys are going to do go ahead.
just want to comment on the bit where you say they didnt need to release both at the same time as i disagree with that strongly
Mori and Keys in basic concept are the same they are designed to cut the games shorter than normal, regardless on how they cut games short they both do that. They are argubaly one of the most complained issues in the forums (both keys and moris) and it gets very heated at times.
so as you can see the responses to just the mori nerf and no key nerf has been very heated and made the devs look like they are survivor sided. This single sided changed would also have damage the killer community trust of the devs and that was already a fragile at the moment.
So you said theres no reason why they have to be together when actually if they released both mori and keys changes at the same time it would be recived more postivaility, build trusts, Make devs look less survivor sided and also less post on how devs always favour survivors etc
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1805392#Comment_1805392
A survivor version of a mori is a key that show the hatch aura and let you escape when you finish 1 gen
granted no add on to reveal hatch aura but one to show the killer aura btw and that means 3 survivors are dead where the hatch spawns automatically with also killer closing that said hatch but you can still escape with key in that instant. the reason i called it a survivor mori is that keys do the same thing as mori which is cut the games shorter then it should be
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I think the frustration isnt the nerf it self i think there are more people agreeing the change if anything. Its the fact that it wasnt done at the same time as keys changing. Regardless of what your thoughts on keys and moris there is no denying when someone post a nerf about mori theres a comment "what about keys then" and vice versa.
Now we are in a situation where Mori have been nerfed but the survivors version of mori (keys) hasnt changed at the same time with no fixed date on when keys are getting changed. which makes the devs looked like they are survivor sided and has damage the fragile trust that the killer community has with the devs.
So i dont think it was the nerf that getting the backlash its the way they released the nerf without dealing with the other side mori (keys) thats getting backlash
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@InsatiableMop said:
Just a very serious question for killer mains, as a 80/20 surv/killer player. Why are some killers so deathly afraid of keys? you still have to do all 5 gens? and if you use an offering to place the hatch somewhere then the killer sees that too. They usually end up getting like 1 Survivor out which is a killer win anyway. You got your pip and 3 survs probably lost theirs.
The issues with Keys in my view is that they are very similiar to moris it cuts games shorter then it should be and when killers see a key in the lobby thats a huge red flag as could be a potential SWF there and considering how unbalance swf can be at times mori was a way to stablise the balance of the game. Also keys can have add ons like reveal killer aura etc while mori doesnt want to point that out think alot of people miss the fact you can make keys even stronger with add ons.
Also the get 5 gen done aspect is not true it now depending how many are you alive and how many gens are done to put it simply if you have 4 gens done and one of you are dead then you can use the key to escape with your friends.
Also you dont always get your pip in some cases the survivor escaping by hatch hurts you to black pip or worse and if survivors do some stuff like chases healing etc then they will most likely pip.
But what it comes down to is both Mori and Keys in the right hands are broken features of the game that needed changes. What people are up in arms about is that the mori changes should of been with the key changes i dont think the majority of people disagree with the nerf they disagree that the key and mori changes should be seperate.
Plus all this has done is cause more friction and anger from the killer community towards the devs and fueling the posts that say devs are survivor sided. this change should of been done at the same time as keys to avoid the friction and anger to have some peace in the dbd world for once this year.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/1804751#Comment_1804751
The new killer perk for example, lowers the rarity of items
Thats been removed it no longers does the decrease rairity its in the same patch notes as the mori nerf
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@Zaytex said:
Mori's are stronger, so its fair they were weakened first.
The developers have already said the change won't be necessarily in the same patch, give it a little bit of time before complaining about it.
This is a healthy change for the game.
From what im seeing no one are disagreeing with the nerf to mori the issue is that it should of been done at the same time as keys as both mori and keys are issues for the respective sides and a very well noted issues for the sides i might add. Both cut games short both are broken asf in the right hands both needed changes.
What this patch has done is cause more frustartions, potential increase in toxic behaviour from the survivors and gain more posts on why devs are survivor sided which in turn has done more damage to the already fragile trust that the killer community have over the devs.
While yes i do agree healthy change and yes mori needed the changes this should of been done with changes to keys to keep the peace.
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@Rizzo said:
The mori change was easier to make, since it's basically just a change of a condition. I believe nerfing the keys requires animation changes and/or addon changes, that require much more time.
Then why change mori's now instead of waiting till keys were ready as both are issues for the respective sides as both cuts games short and not fun for either sides to deal with.
Also it would of saved you the hassle of all the posts saying devs are survivor sided if both were changed at the same time.
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@Mandy said:
Keys are much more complicated to be changed, a change will come but not for some time in the future.
Mori's were much easier as this is just a "tweak" really to the conditions of the mori.
They really should of hold off then till keys were ready aswell as both keys and moris were issues for the respective sides but they countered each other but now mori are weakened and now there's no real effective counters to keys.
This is just going to cause posts where people are going to say devs are survivor sided because you changed mori and not keys at the same time.
do you know any reason why they didnt hold off the mori change till keys were ready to be changed at the same time.
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@Freddy96 said:
Hopefully fix his lunge lenght, idc what everyone says, knowing this game's spaghetti code i am 100% sure it's longer than all other killers.
"Freddy is short so his lunge seems longer etc etc" He's not the only short killer, legion is shorter and his lunge is not as long as him.
Bt interaction while in dream world is lame. Snares spam with no downside whatsoever is lame.
Freddy lunge is the same as every other killer so that isnt getting changed cause if they do that they would have to change the lunges on every single killer due to different lengths of their weapon and to balance the game as you know if they change freddy lunge people like trapper and PH will pull them up on that Just imagine PH weapon if the lunge was to match his weapon size scary thought there.
Also legion and freddy are average in height size so same size legion isnt shorter.
The snare spam only works if the survivors stay at the loop where it gets spammed out so that one is on the survivors im afraid. Also a spam snare freddy isnt a good freddy aswell a good freddy will place snares in spots where it can get maxium effect
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take away all slowdown add ons but make it where survivors who entered the dream world are afflicted with the incapacitated status effect so cant do gens or heal or even leave ;P
but yeah he shouldnt be nerfed at all i have more fun playing as freddy and going against freddy as he offers a different challenge that alot of killers dont give and has made me a better player for it.
But since it happening i would expect
snares size reduced
slowdown add on removed or tweaked
increase teleport recharge
and maybe a few add on tweaks best case its just add on changes as again base kit freddy is fine
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@Decarcassor said:
I'll tell you what I enjoy about Freddy. Its the smoothness. He does not have arbitrary slowdowns when using any of his abilities, no weird camera locks, movement restrictions or fatigue downtime.
That being said its true that Freddy has a bit too much in passive benefits. The sleep cycle is completly free, it highlight asleep survivors making them easier to see, make them waste time if they want to wake up, confuse them with the lullaby and apply free Oblivious. This is the part of Freddy that need to be looked at.
Freddy main here just want to point something out in the 2nd pargraph there.
The passive sleep is actually part of his lore and film style freddy doesnt really attack them to drag them into dream world he lets them do it to themselves as they try to stay awake as long as possible. So it makes sense game wise that survivors will fall asleep passively and they have to do everything they can to stay awake.
Also you entered his domain he should naturally have benefits over the survivors that are in the dream world it makes sense he should be able to spot them easier or survivors find it hard to pinpoint him (bar object users) his world his rules basically.
I do realise this might of been a pointless post depending on what the devs changed but i thought i would give something for people to think about regarding the stuff you mentioned in the 2nd pargraph and give a different perspective on the matter.
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You do realise Undying and ruin wont be effective if you cant apply pressure across the map it also does nothing if the killer is camping or tunneling so it requires killers to be geniually good at chasing, applying pressure, Tracking and also good understanding of the tiles and maps so it means the killer is actually good at being a effective killer and undying plus ruin rewards that, so in a way if you are getting vaule of ruin and undying you are in fact a good killer.
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Remove it as hex increase range to 24 Meters increase duration to 25 seconds but keep the 40 second cooldown
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1st chapter i have no interest in buying incomplete killer that has no fixed date on when being completed with poor perks which they nerfed one aswell even though killer has no control of when they can use and it can be only used 5 times and i dont play enough survivor to justify getting the new survivor. normally whenever a new chapter comes out i normally purchase it either for the killer power or perks im disappointed in this chapter where i cant see any reason to purchase it even with cells or shards
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Its going to be a SWF bully perk especially if it can be used more than once will it be meta dont know i just know if i run into a bully squad they are going to have that perk and all they need to do is be downed by a pallet where all their mates are and the killer has very little ways of dealing with it.
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@Mandy said:
As well as the excellent comments on this thread, please also remember that there are plenty of free weekends with this game which is the perfect opportunity for new players to try out the game to see if they like it - plus the regular amount of sales that the game has on the base game alone as well as the DLC.
I really don't think the game needs to be f2p at this present time especially as someone suggested that most of the characters are available for in game currency (shards) so it's pretty easy to save those and get a range of different characters - it's really not hard to get shards. I have something like 60k shards right now because I rarely use them and I've not had time to play much recently due to work.
The issue with the shards is that it takes so many games to even get them, so when you are a new player you have to play the game with poor perks and even then this game is so grindy where you have to grind the killers or survivors up to lvl 40 to make their perks teachables then grind again so you can give your fav killer/ survivor the perks that are unlocked and even then you have to go through perk tiers and the rng of bloodweb so for a new player they would have to do this:
Play a huge number of games to get enough shards for the killer/survivor wanted
Grind other killers/survivors to get their perks teachable (which can mean grind the shards to get the killer that has a certain perk or wait till the shrine gives it out which you have to pay with shards aswell)
Grind with your fav killer/survivor through the RNG bloodweb to get the perks plus getting it to max tier oh plus add ons and offerings etc
This game is increadibly grinding and i dont blame anyone new to be put off from this game due to the sheer amount you need to do just to get a semi decent build or a build you want to try out. There need to be less grind its is perhaps one of the biggest turn off for new players.
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would think reducing the range bellow the killer TR like 24 meters would be fine find it weird that its range is above the killer TR
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1772428#Comment_1772428
I would add Spirit Fury if the killer has enduring
i was thinking more of perks where you just assumed straight off the bat not based around if killer has enduring etc but yeah i guess you can class spirit fury as one of them
@TicTac said:
https://forum.deadbydaylight.com/en/discussion/comment/1772436#Comment_1772436
https://forum.deadbydaylight.com/en/discussion/comment/1772428#Comment_1772428
https://forum.deadbydaylight.com/en/discussion/comment/1772507#Comment_1772507
Would you want more or less of this perks? Do you think they are unfair or not?
Not sure honestly i dont mind assuming they have it just some of them power wise i have issues with (looking at DS and UB lol) but guess it shows how strong they are even if they are not in play to get into players head like for example theres a obession even if im running obession perks i have to assume DS and i guess now survivors have to assume Undying is in play even if its not especially if ruin is in effect
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The most common one is DS,UB,BT,SG and the new one that is coming Power struggle
Killer atm is NOED and Undying
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yeah even with it "buff" where the cooldown been reduced 2.75 to 2.25 i think the dev missed the point of why we are using the the potd on fixed points like animation lock instead of open areas is that potd is to easy to predict for survivors and easy to dodge if you arent in a animation lock they really should of done this for a buff
POTD:
increase speed of the damage wave of POTD
decrease the spawn of the trial of POTD
increase cooldown of POTD back to orginal vaule
so its harder for survivors to predict it and dodge it which in turns will allow PH killers to take more chances to do open shots instead of doing it in animation locks
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Billy is better in terms of chase power and mobilty but harder to play as
Bubba is easier to play as but lacks mobility
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I have noticed especially in the older maps like farm i could run a tile correctly but survivor still escaped due to the lack of BL and that last moment of a speed burst i really noticed it on the TL i ran that perfectly and i still missed due to not having BL at that last moment
but i found this BL test timing so weird as maps like the farm are getting updated eventually so it may not be a issue once they are updated so the data they have now is going to be outdated when the maps are updated why not wait till more of the maps are updated to really test BL as atm we have 12 out of 35 maps updated with another 6 coming in the chapter 18 update
this feel like a waste of time and un needed frustration for killers
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@Ihatelife said:
Shouldn't this experiment be gone now?
it will be at 11am ET
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Honestly why are we even arguing about a dc penalty this should of been installed ages ago like right at the start. All games have a dc penalty or a deserter penalty of some kind. Also what the mod has said is true you are ruining the fun for 4 other people regardless if you are a killer or survivor you have ruined the fun for 4 people.
@Mandy said:
When you DC you ruin the game for the other 4 players who are playing the game. Just because something happens in the game happens that you personally don't like - such as being camped or your totem gets destroyed, it's part of the game and you commit to playing that game when you ready up in the lobby.
Bottom line is the DC penalty is fine as is and we dont need a voting system or anything like that. Its normal for games to have a penalty just dbd took ages to add it for some reason, But if you really dont want to be in a game for whatever reason but you dont want to take the dc penalty then one hook yourself problem solved.
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I would change it instead of a noise notfication but reveal the aura of the survivor that disturb the crow for 5 seconds
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1761106#Comment_1761106
I did? I mean if you don't like my answer that's ok...
https://forum.deadbydaylight.com/en/discussion/comment/1761107#Comment_1761107
The point is this is not a random test. Something is going on in their "headquarters" that needs data that they don't have and can collect only from a live environment. I'm pretty sure they have people testing stuff without needing to bother the whole community.
im pretty sure gen speeds are something that are also discussed at headquaters so again doing a temp test on increase gen times sounds fair and it gives them data in the live enivorment. also side note if they had people inhouse then why is this being put to live instead of keeping it inhouse.
but getting sidetracked here what im saying that the devs should do more of these random test or experiments to fully test any ideas they may have while i do question the timing for testing bloodlust since the maps are being redone/rebalanced. Im not against them doing that but i do believe that they should do these more often on things like gen speed, early game etc also i think this kind of thing is becoming more popular and will bet in future pvp games we will see more of these kind of test for example Overwatch has a expermental card where they can test out ideas and get feedback i would love it if the dbd team actually create a expermental realm so ideas can be tested.
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@VSchmitt said:
Disables bloodlust with higher chances of going to Ormond. That'll sure be fun.
why do you want to give me nightmares haha
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1761071#Comment_1761071
Maybe they are going to disable maps that also haven't been reworked? Or make them much less likely to occur. I know in the past they have tweaked the RNG map selection to lean in favor of recently reworked maps for example to make them happen more often.
If they are going to do that then they really should of mentioned it in the post about BL but i would imangine they wont as it is only yamoka badham and macmillian thats been reworked so thats 12 maps out of 35 to play with.
@White_Owl said:
Tests shouldn't be done just for the sake of it. If they need to test Bloodlust it means they need some data that they couldn't get otherwise, testing random stuff like gen times would just flood them with useless information, it would just be a waste of time and resources (because I doubt they have a switch they can press to change stuff).
I mean i can easily argue that testing BL is a waste of time and resource this is a random test aswell but what im saying is if the devs are going to do these random testing then they should be open to doing more random testing like increasing gen times it wont be useless information it can help them deal with some of the most complained issues about games like BL for survivors and gen times for killers.
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depending on how this bloodlust test goes then i will be down to see these kinda of test like temp increase gen times or even having a automatic corrupt at the start of every game for 2 minutes.
This way we can get alot more data to devs to see if these changes help or hurt the game. Can i also point out to the people who are saying no to a temp increase gen times why doing a temp removal of BL is okay but not a temp increase of gen times?
Also side note regarding this im just curious why they are doing it now as the maps are being updated wouldnt it make sense to wait till vast majority of maps are updated so far we have yamoka badham and macmillian that are updated with ormond and autohaven coming up wouldnt it be better results to wait till we get more updated maps where they have been balanced aswell and see if bloodlust is needed in them. As what the point of doing the test on the current farm map when we know it going to be updated?
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@CustomerService said:
https://forum.deadbydaylight.com/en/discussion/comment/1752249#Comment_1752249
You need two things to play effectively either Spirit or Freddy:
1. Ears. Don’t make me laugh with the estimate distance and try to overcomplicate things that are simple, I can get into how my body works with every muscle inside of me to keep my breathing going... and honestly it’s an automatic process, I don’t need to be skilled to breathe.
“There’s this whole art of estimating the precise location of a moaning Claudette to your right next to a pallet...” yeah no.
2. Map knowledge. But that’s for everyone and everything. You need map knowledge to pay any killer and any survivor. That’s not something specific to Freddy or Spirit.
So no. You really need nothing special to play those two killers, and that’s why they’re the most lethal: They require no skill to play, the margin for error is minimal, they’re extremely easy to understand and get used to, and they get every reward for no investment.
Sorry cant see your side of the argument as i do believe you have to invest in all killers including freddy and spirit for them to be effective killers and i do believe spirit is the 3rd hardest killer to learn ( nurse, blight and then spirit). Also theres a lot more to freddy then he 1st appear
but hey i have said my piece regarding the matter and i will contiune to always post my defence for killers like freddy and spirit so guess it just difference of opinon.