GrimoireWeiss
GrimoireWeiss
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- GrimoireWeiss
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Comments
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They are using 4 No Mithers, without even a single exhaustion perk. You could literally facecamp the first survivor you down and walk out with a 2k or more. Seems like you misplayed a lot.
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@Kosturko92 said:
Avrg kill rate is not the measuerment they should be using. Because people at low ranks die a lot, solo quee dies a lot. A SWF team at high mmr that wants to win cannot lose.
Make a tournament:
Random map, best of 5.
Killer 3 kills + hatch or 1 escape = Win
Survivors 3 escapes = Win
2 kills 2 escape = Tie
Make this and you will see how unbalanced this game is. DBD should balance the game around top mmr, then everyone will eventually have fun, right now no one is having fun.
There were already tournaments like this with absolute no restrictions for both sides. The kill rate was still slightly above 2. https://youtu.be/NpbkGmt-C9o
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That's a problem with camping in general, not STBFL.
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Legion is a pure snooze fest. Feral Frenzy is basically a free hit+slowdown and then when you're already injured it's just a basic M1 chase. I honestly don't even know how people like this character so much. I never DC because of things that annoy me, but seeing one of my teammates getting a yellow bar under their name is one of the few things that makes me want to pull the plug.
Pinhead. Yay, more free slowdown. So. Much. Fun.
Hag. Another boring snooze fest, she feels like a character made to a single player game, because there's nothing interactive about going against it.
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Pale Rose is okay, Grim Pantry can burn in hell.
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@HectorBrando said:
We already have more than enough Killers, it has been like that for several patches, the game is so bloated they have to rehash powers to make "new and exciting" Killers, lets post some examples of this.
- Wesker: Discount Nurse but cant teleport through solid objects, Clown slow and moves 115%
- Sadako: Jigsaw RTBs (stalling objective), Freddy teleports and Wraith invisibility (and all worse than their original counterparts).
- Artist: Traps+Hatchets.
- Pinhead: RTBs (stalling objective) and a Deathslinger chain+Clown slow.
- Nemesis: Discount Pyramid Head with 2 NPCs.
- Trickster: Discount Huntress, more lenient if you miss and 1000% tackier clothes.
- Pyramid Head: Discount Huntress with 115%.
- Deathslinger: Discount Huntress with a hat.
- Oni: Hillbilly but has to gain his power and is easier to land.
Whats next? Leatherface but with stealth? Plague with a bycicle? You can only add so much with the game mechanics the game has.
You must be 8'0 because that's some reaching right there. Play a game of Artist and then a game of Trapper and tell me how does Artist feels "rehashed". If we go by this logic every killer after Trapper is just a "rehash" of him.
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Imagine getting outplayed by something that's literally braindead lmao
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Have you ever played a shooter gamer and heard those 13 year olds going crazy whenever a girl would enter the lobby? These guys are the Feng mains now.
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About point 2, the green addon that reduces fatigue does it by only 0.3 seconds, only 10% of a 2 blink chain with no hit. No combination of addons can reduce fatigue by 50%.
About point 4, that's because Nurse is the only killer in the game that moves slower than survivors. Blight, Spirit, Wesker, Legion, etc can all chase survivors normally while waiting for their powers to recharge. Nurse can't.
About point 5, she does get a longer fatigue if she misses a blink attack.
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@Shroompy said:
CoH really aint a problem and wastes A LOT more time than people realize
what does need to be addressed, are medkits.
Agree 100%
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He's easy to play, that's it. He also has very good synergy with the gen regression meta and is one of the killers that benefitted the most from the basekit buffs.
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lame, touch grass
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Just don't play solo queue
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Just shows how meaningless tier lists are overall.
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Okay? Thanks for your bait post that adds nothing to discuss?
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Bubba still being able to deny any survivor he catches from playing the match.
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@Grandpa_Crack_Pipe said:
https://forum.deadbydaylight.com/en/discussion/comment/3230585#Comment_3230585
It means i'm cursed by an eldritch horror to have literally every bad thing possible happen during a Huntress game.
She always comes near my area 5 seconds after I spawn. I always try to stealth, but it literally doesn't matter because as soon as I turn any corner she's right there. I always go down instantly because every pallet in the area despawns and she never misses. I'm always unhooked right as she starts coming back and, shocker, she goes after me. With no DS. And often I hit stage 2 on the hook.
This is every single time lately.
You're playing the loudiest survivor in the game with a light color t shirt. There's no way you can stealth unless the killer has no headphones.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3230373#Comment_3230373
If every of the 4 survs do their part, yes it would be pretty well actually. So you think coordinated swf with voice comms is balanced?
problem is, you will never get that in soloq - that’s why action indicators are way more important than voice comms.
Yes, the game is balanced around coordination. Playing as and against SWF is the only way DBD actually feels balanced. Solo queue is basically a game mode to compete for hatch and playing killer against solos just means an easy 4k recently.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3230165#Comment_3230165
Well. I meant they won’t solve any of the actual problems. Of course mechanically voice chat may work. But a ping system like you are suggesting is way better suited for this kind of game and such a game should not be balanced with voice comm as base kit in mind. That does not work
DBD is already being balanced with voice comms in mind, or do you really think solo queue is balanced?
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@Mooks said:
Not gonna work. Language barrier, people without mics or not wanting to use it shouldn’t be punished for it. Annoying background noises, annoying players. This will make soloq even worse than it is now.
first we need action indicators and a basic ping system and see how that improves soloq experience.
Plenty of games have in game voice chat and... they work.
For people without mics you can always use the text box, and for controller players they could add a wheel with pre-set texts like "the killer is chasing me" or "I'm doing a gen".
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The Incapacitated should be removed entirely. It makes the perk absolutely braindead on 3 gen situations. Maybe buff the regression to 15% to compensate, although it would still be a decent perk even without this (this just shows how broken the perk is currently, when it can be nerfed and still be one of the strongest perks)
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I play Nurse almost daily and don't really have a problem with people giving up in my matches. It's just a loud minority.
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Wiki is fan-made, don't take their words as truth.
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@Jungles23 said:
https://forum.deadbydaylight.com/en/discussion/comment/3226072#Comment_3226072
You're acting like a killer with 3 perks is severely underpowered. First off they do have 4 perks, and their 4th perk is prevented you from using items which is a huge deal. Second off 3 perks is still powerful as #########. I mean I've gotten 4ks and 3ks with one perk on a killer I've never played before, it's not hard.
The only thing Franklins does is trying to prevent you from using items, which is not even guaranteed. If I know a killer has Franklins I'll just drop my item whenever I hear the terror radius and I can come back to my toolbox/medkit right after. Not even mentioning items are not mandatory to win games so it's not a huge deal to lose yours.
A killer with 3 perks is significantly weaker than a killer with 4 perks, that is just a fact. If you don't know how to capitalize on a killer bringing Franklins instead of a slowdown/information/chase perk that is a you problem.
Your last statement means nothing. I've won dozens of games perkless both as killer and survivor.
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Graves' Disease
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I like playing him, he has personality and spamming a ranged projectile just feels fun. I don't mind going against him as well tbh, never really had a problem with him.
I just think the ricochet blades should be basekit.
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The killer is sacrificing a whole perk slot just to try countering items. Yeah it might suck losing your item with good addons but you have the advantage of only playing against a killer with 3 perks then.
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You're winning this game with a suboptimal build
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/3224468#Comment_3224468
There is a huge difference between Saw and terrifier/art the clown. Forced satanic sacrifice/genitial mutlation/cutting off and wearing a woman's breasts and nudity is a very different beast from 'omg reverse bear trap head explosion!'. A good litmus test is would you feel the exact same showing brand new horror fans saw vs terrifier? For me personally at least, the terrifier movies are in entirely different leagues. Not saying they are bad or some super horrible thing, they are just over the top for the sake of being over the top and I doubt BHVR would involve itself with it.
Reverse Head Traps are one of the least gory Saw traps. I watched both movies and some Saw traps are as hard to watch as Art killing people. If anything at least Art kills people really quick.
Also some of the Texas Chainsaw Movies are really gory.
The killer doesn't need to everything he does in the movies, otherwise we'd see Bubba scalping people around, the model is what matters.
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@Carth said:
No way BHVR would want to be linked to straight up gore flicks. A younger audience/people who are just interested in common horror would not like art the clown and its over the top gore and concepts.
Saw chapter is a thing tho
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/3223048#Comment_3223048
I agree with what you said except one thing. You're forgetting you can't play as a team and work together if you have let's say 3 SWFs and a solo person.
That's why I think BHVR should add something for the survivors to communicate. But if they do this then you will have the killers complain that survivors work too much together. I have seen many videos on YouTube where killers have gotten mad because of SWFs because they work good together. Now the question is how to balance where a solo person can communicate with the others. A solo person will always be weaker than their mates because of lack of communication.
Yeah I agree some sort of communication is a necessity at this point, imo they should add a dialogue wheel with premade text like "I'm doing a gen", "the killer is chasing me" etc.
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60% kill rate makes sense because survivor is a team role. Everyone needs to be working decently and accordingly to get good results. Everyone here knows already how a single weak link can give the killer a 4k even if the other 3 survivors are looping gods. 50/50 results are fit more into the symmetrical game, just look how Among Us, probably the most succesful assymetrical game ever, also gave impostors a 60% win rate.
The only thing that needs adjustment is how this 60% kill rate is achieved. Right now the problem is that camping and tunneling are way too powerful while going for hooks and skillful plays isn't rewarding at all.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3221955#Comment_3221955
You can consider twins worst designed or w/e but you have to concede that what they are not is basic. There is nothing unique about trapper.
And yeah i want there to be variety but apart from a number of killers that can be counted on two hands, the 30 killer roster is unoriginal af. It doesnt have to be. If they can make wesker why the hell is the rest of the killers so absolutely mind numbingly basic.
I have a hard time discerning what do you consider as "unique". The only thing unique about Twins is Victor which is basically a mini-Demogorgon anyway and can be looped in the same way other killers can.
And what exactly would be "unique" about Wesker? He's a killer with a dash (which previously killers already had) and an infection status effect (which previously killers also already had).
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That's literally your own opinion. You consider Twins interesting and I consider it one of the worst designed killers in the game. You find Trapper boring and some people put hundreds of hours into him.
I personally find most killers unique and while I'm not a fan of most of them it's good that variety exists.
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Just reduce map size. Literally most maps in the game could use a 25% reduction in size, and some of them would still be too big.
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The only one I disagree with is Freddy. A killer with mobility and anti-loop (although mediocre) can't be the worst in the game. I'd push him to C tier at least.
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I wouldn't say it's overhyped but it's way too inconsistent to consider it a meta perk.
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Just move on, I'd bet money you got tons of 4ks before and after this match.
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@Marigoria said:
How do you know they were scripting dead hard?
If you suspect someone has auto DH, try swinging when they are at the other side of a pallet. They always do it.
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@Brhoom said:
%100 agree.
A perk shouldn't %100 guarantee your win during the endgame.
Just like DS and Off The Record are disabled because they shouldn't allow ''free escapes'' NWO should not activate if only one survivor is remaining.
It isn't 100%, the killer has to find and close the hatch before.
DS and OTR work the entire match except endgame. NWO only activates once per match, it doesn't make sense to have a perk that does nothing the entire match.
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Idk I see a lot of Dead Hard but I also see a ton of Lithe and Sprint Burst in my matches. If we're going by the 0 counterplay argument you can argue that for these two perks as well as they work by giving you free distance.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3213580#Comment_3213580
None of that subverts what I wrote. Pig has historically and up until the recent change made to box RNG, received nerfs. And Nurse has received recent add-on buffs. Your point is moot.
It's not, my point is that kill rates alone are not the reason killers get nerfed or buffed, which is still true.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3213557#Comment_3213557
Pig has been nerfed several times and Nurse was recently ‘buffed’ through add-on improvements.
Pig received a significant buff through addons and changes to her box logic, and the Nurse we have today is not even close to the one we had before 2019.
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If that was the case killers would have never received buffs, as killers have always been above the +50% kill rate. They do not look exclusively at kill rates when making balance changes or else we'd have bizarre things like nerfing Pig and buffing Nurse.
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Anyone who finds this a bad change needs to touch some grass IRL. Even if it makes the game healthier for a single person, it's still a good change.
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@CosmicScarab said:
https://forum.deadbydaylight.com/en/discussion/comment/3213079#Comment_3213079
How does taking away the ability to suicide on hook take away player agency? They can literally just DC if they want to leave. If they want to sandbag or AFK they can be reported and punished.
https://forum.deadbydaylight.com/en/discussion/comment/3213077#Comment_3213077
Sandbagging is against the rules, so they would be punished for it.
What is bannable is working with the killer, stuff like pointing out where hiding teammates are to the killer. Fast entering lockers, dropping pallets, missing skill checks, etc are all game mechanics, good luck having someone banned for this, especially when you need video evidence for those.
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You can't force people to play a match they don't want to, it's a lost cause. If you remove hook suicides people are just going to start sandbagging all the time. You can try it for yourself on solo queue, when you save someone that is trying to kobe they'll just start to spam locker entering, vaulting pallets, missing skill checks on purpose, etc. I'd rather have these players out of the match ASAP so at least it ends quicker and I can hopefully find a better game, instead of artificially prolonging what is a lost cause already.
Not even mentioning hook suicide can be a strategy as well. For example if I'm downed with NOED at the endgame and my 3 teammates are on the gate already I'll suicide because I don't them coming back to try and save me. Same thing if I'm on hook and there's only 1 teammate left, I'll suicide so he can get hatch.
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I agree BT is unnecessary now but I run DS + OTR and it gives me amazing value when the killer tunnels, which in my experience happens at least half of my matches so...
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I don't even think survivors need a balance compensation for a potential FoV slider on killer as a higher FoV already has one. Shadowborn comes with a disadvantage which is being able to be blinded by angles killers without it can't. I've been using the perk on every killer since 2020 and it's clear when survivors get blinds from angles that you normally can't. https://deadbydaylight.fandom.com/wiki/Shadowborn#3.2.0
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Because he's releasing uwubuwus