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Gibberish
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@Boss said:
https://forum.deadbydaylight.com/en/discussion/comment/767355#Comment_767355
19 Survivors, 17 Killers. 😜
That really bothers me too. Chapter with 2 Killers and no Survivor when.
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I dont really "like it", but I understand why it exists and I dont think it should be changed or anything.
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Add 2 more basic Killer perks and thats good enough.
The un-evenness has always bothered me. (14 Surv perks vs 12 Kill perks)
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@PolarBear said:
You answered yourself. One window that I still can't understand though is on The Game at one of the exit gates...
You use that to stall the Killer while another Survivor goes for the exit.
START: Survivor A is opening gate, Survivor B is at the vault, Killer is at the room entrance.
In this situation the Killer has 2 options.
KILLER'S OPTION 1 : Killer goes to stop Survivor A, Survivor A runs out of the room
If Killer continues to chase Survivor A, then Survivor B can go for the Exit gate.
If Killer stops chasing Survivor A and goes for Survivor B, then Survivor A is free to come back to the exit gate, putting the situation back to the start.
KILLER's OPTION 2: Killer ignores Survivor A and goes for Survivor B. Survivor B intentionally takes the hit, then vaults.
The Killer's time is wasted due to needing to navigate to Survivor B, go through the weapon clean animation, and then either vault or navigate back down.
During all this time Survivor A continued opening the gate. If it opened during the time stalled, then both Survivor A and Survivor B get to escape.
It only saves a few little seconds, but sometimes a few little seconds is all you need.
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Adidas.
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@NuclearBurrito said:
This is much too weak.
He
- Is slow
- Has a normal terror radius in spite of being slow
- Has a long setup time
- Can only use his power to reach predefined locations
- Has a long cooldown on his power
- Takes several seconds to use his power
- Has an audio cue when you finally do use your power
- Has a short range on his power
TLDR: Far too many limitations for a weak effect.
Pretty much this. He is absurdly weak.
110 Movement with a very weak power.
Think about locker placements for a minute. What happens when he gets a map like Rotten Fields or Pale Rose, or any map that features large open areas. Those maps are just completley barren of lockers, which turns Reaper into essentially a 110% movement speed Killer with basically no power.
Even if he could teleport to ANY Locker and not just once he marked ahead of time he would still be really weak. The time required to set up, long cooldowns, everything is telegraph, ect. ect.
Just everything about this Killer is bad.
As for the Perks:
Kiss the Ring: Probably way too good for high mobility Killers.
Do Not Resist: Interesting idea, though 18 meters is probably too short of a range to be useful.
Fearful Realm: Basically just a worse Infectious Fright.
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@UlvenDagoth said:
https://forum.deadbydaylight.com/en/discussion/comment/765428#Comment_765428
Real quick. Killers DON'T get to see hatch early in end game. I find it with sound. I'd rather yall have a chance to get away. No need to lump all killers in with OP.
Now, for the thread as a whole: This is only going to go poorly with the start being as upset as it was.
https://forum.deadbydaylight.com/en/discussion/comment/765435#Comment_765435
Sadly Moris will not be removed most likely as they have to make the animations for each one. I do think that Ebony needs work though.
Keys and Moris are the Two most (Arguably) talked about things in the game. Devs will get to them, but for now, let's stay civil and have fun in the Fog.
Keep Cypress Mori (Uncommon) or just make it part of the base mechanics then, as it only affects the last Survivor anyways.
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I am all for getting rid of keys if Moris also get removed.
Remove both of these lame "end the game early" mechanics, thanks.
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-Boring to play as
-Boring to play against
-Underpowered as hell
-Power doesnt utilize their lore (4 killers) effectively, or at all even
There is not a single redeeming feature related to how Legion is now.
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@Ryuhi said:
splinters were a neat idea in concept, but they're absolutely awful as offerings.
They should at least let you play as the killer with a decent build. Going into a game at high ranks with a naked killer isn't a very effective way to get you to want to buy them tbqh.
Yeah, I dunno why it didnt even let you use either the 4 perks from the loadout you had set up or have the Killer's 3 teachables.
They stopped with Splinters after Pig though, so its kinda a moot point now though.
Suprised there's not like a "rent" feature or something replacing the Splinters though in the store. Pay a massive load of bunch BP and get to use the Killer for a few matches.
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Hey now, those perks are pretty bad, but at least they aint Mindbreaker.
Mindbreaker does barely anything to Exhaust perk users and does literally nothing to Survivors who dont use Exhaust perks. Its easily the worst Killer perk in the game.
Its not even like its an old, out-dated perk made back when the devs were just starting out and barely had any idea what DBD was shaping up to be either, its brand new. Yet its so unbelievably useless. Why.
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There isnt going to be a fix, because its not a bug. It is really stupid though.
Poor Plaguey rarely ever gets to use her full power and when she does she can be knocked out of it like a chump.
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I dont play Killer very much any more, but when I do I only go easy on Survivors if they are new. Like brand spanking new.
Like "fail 50% of skillchecks, runs directly into walls and dead ends, drop pallets for no reason, gets grabbed off gens as a non-stealth killer" levels of new.
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Yes, absolutley.
I would love to play other Survivors than just Claudette, but no way am I ever going to bother grinding out all the perks to tier 3 for them.
Survivors are just skins, why do they even have seperate progression and grinding, seriously. Dumber than dumb.
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Terrifier was alright.
How would you implement Art as a Killer though, what would his mechanics be?
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Yeah, all the Slightly/Moderately/Considerably/Tremendously stuff needs to go. Ive hated that garbage since beta, and still hate it now.
Hard numbers only please, this is just annoying and pointless.
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Generator Parts.
You know those 4 pairs of piston things on the Generators?
Make it so Generators dont alway start with those.
There are 28 total pistons (4 pistons x 7 generators). 14 of the them will start pre-installed into random Generators, while the other 14 will be scattered randomly around the map. Generators cannot be repaired unless they have all 4 pistons installed in them, requiring Survivors to find, pick them up, and install them into a Generator.
This both reduces early game Genrush and gives a reason for Survivors to explore more of the map instead of just sticking nearby Generators and loops.
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Playing as Trapper: Survivor escapes on first attempt.
Playing against Trapper: Takes 30 attempts to escape.
Yeah, nah. Luck based mechanics are garbage.
Trapper's traps should be reworked to be more like Doctor's Snap Out Of It.
A fixed-duration channeled action that requires passing multiple Skillchecks, failing them makes you start over again. Should take way longer than Snap Out Of It though.
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==As Survivor==
-Major Victory : 25K or more BP
-Moderate Victory: 20K or more BP
-Minor Victory : 15K or more BP
-Loss : Under 15K BP
-Major Loss : Under 10K BP
==As Killer==
-Major Victory : 4 Kills with 4-5 Gens remaining.
-Moderate Victory: 4 Kills with 1-3 Gens remaining. OR 3 Kills with 4-5 Gens remaining.
-Minor Victory : 4 Kills with 0 Gens remaining. OR 3 Kills with 1-3 Gens remaining.
-Loss : 1 Survivor escapes with 0 Gens remaining.
-Major Loss : 2 or more Survivors escape.
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Balancing maps, reworking the underpowered killers.
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I think Escaping should give no baseline BP at all, instead make it a BP multiplier. That way Survivors who did a lot get rewarded more for escaping, but Survivors who did barely anything and just escaped on the backs of the other Survivors get squat. 0x2 still equals 0 after all.
But yeah, more BP in general is always good. I think the BP caps should be raised too, raise them from 8K to 10K per category maybe.
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Most maps in the game are Survivor-sided, honestly.
There are some that are roughly evenly balanced, but there arent any really purely "killer-sided" maps.
Even The Game, which is probably the map that most people consider to be killer-sided, has a lot of advantages for Survivors. That pig room drop-down, LOS blockers everywhere, and an absolutley insane amount of pallets, many of which are un-mindgameable.
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I agree, but unfortunatley its likely never going to be a focus, because like ProfDunwitch said:
@ProfessorDunwich said:
No way dude, need to keep making $$$ with the new chapters.
Cant squeeze more cash out of the playerbase by fixing old stuff, even if they desperatley need fixing.
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There needs to be something you can do to get a refund on addons/offerings, yeah.
I have several splinter-type offerings leftover that I will never use because there is no point in doing so, and I have a massive bunch of moonlight offerings that I literally cannot use because they got retired. Then there are all the addons that are just straight useless and only exist to waste space on the bloodweb and your BP like Padded Jaws and Speed Limiter.
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@BBQnDemogorgon said:
https://forum.deadbydaylight.com/en/discussion/95756/if-its-gonna-be-licenced
Resident Evil is getting its own 4v1 multiplayer game Project Resistance.
1 is the mastermind that can place traps and control mr x and zombies. 4 survivors with different abilities that progress through Left 4 Dead like levels as fast as possible.
The reason i bring this up is i don't think a RE dlc is likely if Capcom is wanting their own place in the genre.
Thats true. Though Project Resistance honestly closer to Zombie Master than a L4D or DBD-style game.
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When you go to rescue somebody in the basement but then hear the Killer's breathing/idle noises as you walk down the stairs:
https://www.youtube.com/watch?v=_JOsUhrrxeg -
The only real lisenced characters I am still hoping for are Pinhead and Chucky. Jason too, but he's not going to happen any time soon due to legal shenanigans.
Nemesis would probably be my pick as well if they ever did another videogame character though. Kinda suprised there was never another videogame licensed character after Bill.
I guess maybe there is some issue with having competition since they are the same medium?
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/761148#Comment_761148
... That % was reduced because people were farming as crazy (even before the safe-hook requirement)
Still, no reason not to revert it now that the safe hook mechanic is there.
Gimme dat BP.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/761145#Comment_761145
I have never had a problem finding the Survivor who stunned me. Like I said it's just my opinion, I think that it is far more devastating for Survivor to go into the dying state.
You dont have to go into the dying state though. If you are dropping the pallet late for a stun, you accept the risk of getting hit. Drop the pallet earlier and you are safe.
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He does have an aura reading addon though, the security camera.
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@Milo said:
WGLF was nerfed so you don't just farm. (even though you still can with BT >.>)
Objectives Edition: I would like to see you max it out.
Survival Edition: This would be basically the "meta" one. And promote not letting other survivors heal you faster
Boldness: Again, i would like to see you max this one out.
Im not talking about the Anti-farm nerf, Im talking about the stacking % nerf.
Originally WGLF gave you a 50% bonus per stack, allowing you to get up to a 200% total multiplier. But it got nerfed to only a 25% bonus per stack, making it only up to a 100% multiplier.
I dont care about the anti-farm nerf, that can stay.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/761071#Comment_761071
Trades can be devastating to survivors. A killer? Not so much. A killer can survive a stun and continue to Tunnel or chase you but a Survivor is either now injured or in the dying State. That's a huge difference.
I would say the exact opposite.
Going from healthy to injured isnt that big of a deal. If you are already injured, its not like a trade is forced upon you. You have the choice to either drop early or accept the risk of a trade. As a Survivor you have so many chances to come back, and thats not even including perks.
Meanwhile for Killers a stun at the wrong time can cost them the game.
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No. Its only holding the game hostage if the only way to get out of the match is by disconnecting, eg trapping a Survivor in a corner and not moving.
BenZ0 is correct here:
@BenZ0 said:
Honestly this kate is dumb. She could easily disarm the trap force the trapper to hit her she then she could easy run out. It is totally her fault.
There is literally no reason Kate couldnt have gotten out.
Either she could have disarmed the trap and walked out, or the Trapper hits her and she uses the recovery time to run through the Trapper.
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The Totem system in general is bad and should be totally reworked.
Even if they were to "make totem spawns better" there is literally nothing to stop experienced Survivors from learning all the possible spawn locations. Changing totem spawn locations literally only affects newbies.
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Total rework. Legion is boring to play and boring to play against.
The worst part is that their power doesnt even utilize their lore effectively.
You made their lore and even their name (LEGION) based around the idea of a group of Killers, but you only play as one of them.
What garbage. There should be some mechanic for switching between the 4 members.
I would say have the 3 members you arent playing as be NPCs that do something, but I dont trust BHVR to be able to program some competent AI for them that wont bug out or get stuck somehow.
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The game is very heavily balanced in the Survivor's favour. Sure the Killer can stomp newbies and bad players easily, but against genuinely good Survivors that are playing to win? Killers have little to no chance.
A 10/10 Killer player can easily get stomped by a good Survivor team. Its just the way the game is, even if the Killer plays as as close to perfect as possible, the core mechanics of the game are stacked against them.
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Spine Chill, its not even a contest.
Its just one of the strongest perks in the game in general, nevermind just among non-teachables.
Its good against literally every Killer, its very strong against Nurse, it cripples Spirit, and its even better against stealth Killers.
Its easily one of the most broken perks in the game, but it doesnt get complained about as much because its not as "visible/in your face" as something like Dead Hard or D.Strike. Killers are given no indication that you are running it so they cant even attempt to work against it unlike something like Dead Hard where once its gets used the Killer will know you have it and can try to work around it.
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Trades arent a problem.
Going for stuns should be risky, pallets are already way too much of a easy safe zone for Survivors as they are.
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@Vampirox said:
how does getting a Battle Pass exploit your addiction its either you want it or not its up to you if you want the cosmetics.
You don't know if the Battle Pass is complete-able or not yet. Its there first one they've had. if its not at the end its a lesson learned by BHVR and I'm sure they will tune it down for there next Battle Pass
Battlepasses are made made to exploit people with issues. Its not exclusive to DBD.
"its either you want it or not its up to you"
Not for people with addiction/compulsion issues. They literally cannot help themselves.
Having exclusive/time limited content is exploitation of people with mental issues to make money. There is no defending it.
Its a trick that long, long predates videogames, battlepasses are just yet another form of it.
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Absolutley. As long as the game has SWF as part of the queue, it will never be balanced unless they redesign the whole game from the ground up.
SWF should be removed from the main ranked queue, and KYF should be massively expanded and improved.
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@Vampirox said:
I rather just not have BHVR release the cosmetics 6 months later =/ Battle Pass stuff shouldnt be obtainable after it ends
So you want the Battlepass to exploit people with addiction/compulsion issues even more.
Wow.
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@sorrowen said:
I don't think DBD is worthy of a battle pass at all its far too imbalanced and continues to be and can or won't innovate on its premise. A battle pass is a common form of monetization in the area of F2P games like Destiny and Fortnite. Black Ops has it as well but COD has always been a game that is put together well unlike DBD which has continues issues because it is badly and fatally imbalanced. Like Destiny's battle pass gives you a lot of additional content like new weapons,gear,color schemes,ships among other things. A battle pass on its own would be less unethical if the cosmetics weren't as overpriced as they are and don't get me wrong the art department is the best department as far as putting out cool things even if the game itself is lackluster and linear. DBD is lucky in that it has monopoly on the genre that it is in hence the idea of any battle pass seems fair because it is the only big player in its genre really at the moment. However the battle pass recently is a F2P model form of making $$$ for the developer but the game is free in that case making it not seem so bad. Like I don't mind paying $30 for Destiny's battle pass because it has great content and runs well and is fun but if a battle pass is for to be blunt a buggy,very often broken game like DBD I don't see it as worth it even for "lore". However you compound this will overpriced cosmetics and someone could well end up paying much more then $10 so it adds up quickly.
Battlepasses are inherently trash no matter the game. Also please for the love of god use linebreaks, dont just post one big block of text.
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Time limited/exclusive things literally only exist to exploit people with compulsion issues.
Its a trick that long, long, long predates videogames, and will continue basically forever because it works.
Its just scummy garbage, taking advantage of people with serious problems.
There is zero justification for it.
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Im not really interested personally, but I am suprised they haven't already done this.
Seems like a logical thing to have if they want to makes some money of Killer players.
When they first announced the cash shop, I though alternate mori animations would have been one of the first things they did sold in it, but here we are over a year later, and there isnt any.
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@Stevo said:
I’m gonna add another “No” here. Just to clear something up, I’m a survivor main. Currently Rank 3 Survivor and Rank 6 Killer (<- Queue times are trash on PS4 at Rank 3 Survivor).
NOED rewards Killers who aren’t confident about their ability and can also act as a really good late game option paired with the likes of Blood Warden. It should absolutely not be changed because if dealt with correctly, it won’t activate. Ever. If you seriously doubt your teams ability to destroy up to 5 dull totems (less if more hexes are in play), then run small game, Detective’s hunch or a map as others have said.
It’s annoying when you put the work in for four totems and the fifth happens to be NOED, sure, but that’s not your fault, nor the killer’s. Your team have not done you any favours. Yeah, it’ll suck if you have to leave someone behind or get left behind yourself, but if the totems were destroyed you wouldn’t be in that situation in the first place.
Also it’s not as if survivors have more than plenty second chances too. Guess what, they mostly have work arounds too. You don’t see killers moan about X perk being OP nearly as often ever since the reworks of DS and MoM, both of which were very necessary. NOED used to be much worse for survivors, back before hexes even came into play. It used to be a flat 2 minute time period of instadowns similar to how Hope works. It also got nerfed as a hex either once or twice. It now has a counterplay, which some people willingly ignore because... reasons.
In short, if you come to expect NOED in every game, you get into the mindset of removing all dulls as a priority. This will obviously mean less deaths to NOED while gens take a little longer than normal. Only one survivor needs to look for totems, though Inner Strength is a good incentive to remove all the totems too so you get a health state on demand while lessening the chances of NOED causing problems later.
"It used to be a flat 2 minute time period of instadowns similar to how Hope works."
Even before that, very early in the game NOED was just infinite.
No way to prevent it, no way to wait it out.
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Probably to lisencing restrictions. I wouldnt expect to get too many Myers cosmetics, I am suprised we even got this one.
I want Bobsheet Myers though.
I think it would be cool to get some Halloween remakes cosmetics too. Even if the remakes arent very good, theres some cool costume design in them, like the dirty hobohood and the pumpkin mask.
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Only 0.1 seconds longer, not 0.2.
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There shouldnt be any exclusive/time limited content at all.
Things like exclusive/time limited content basically only exist to exploit people with addiction/compulsion issues.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/752370#Comment_752370
Its not an anti gen rush. Lol noed doesn't stop rushing. It encourages slugging for the end game. X'D
It literally punishes you for genrushing mate, what are you talking about.
Do the secondary objective (ie Totems) and you wont get punished.
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The scariest thing in the game is when your playing against Pig, and then another Survivor wearing dark red clothing sneaks up right beside you while you are trying to work on a gen.
Ive had several moments where I was like "WAIT NO, I THOUGHT SHE WAS ON THE OTHER SIDE OF THE MAP, oh wait its just a Survivor"



