GrootDude
GrootDude
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As a doctor main this is kinda upsetting, if I play doctor I’m gonna hurt the survivors ears and they might dc. :/
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538813#Comment_538813
Same goes for high ranks but losing them is much worse since they are players who already got good and most likely spend a lot of money on DBD since many high rank players are veterans of DBD supporting it for a long time.
Losing low ranks means that they didn't have patience to get better and when you play DBD you need A LOT of patience so now big loss overall.
If they got good then they aren’t constantly losing.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538766#Comment_538766
Then don't complain about low ranking having hard time against them. Games are supposed to be balanced around good players which right now isn't the case for most killers.
But if low ranks aren’t having fun then they’ll quit. The game has to be balanced for everyone some how.
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I’d say ruin
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538737#Comment_538737
Oh really, properly playing M1 killer hmm. It feels like it's pointless to argue with you if you think the likes of wraith or freddy are high rank viable. I'll leave you to your own universe in which all killers seem to be properly balance and can deal with best of what survivors have to offer.
? They would be getting buffed/reworked to become viable, I never said they currently are.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/538733#Comment_538733
You're right.
But - quoting a movie I don't remember - Continents drift away at a faster speed than DbD's killers' reworks.
I'm looking at you, Freddy.
Their reworks are slow, can’t help that too much though.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538727#Comment_538727
Really good SWF group is near unbeatable, you can defeat them but it's going to be because of their mistakes and incredible amount of work from your side. Luckily there are many really bad SWF groups (main reason why SWF hasn't been nerfed yet btw).
DBD isn't balanced around the idea of perfect cooperation. Even 4 good non SWF players can dominate easily if they luckily end up in the same match.
These killers can beat good swf, it requires no mistakes on the killers side though.
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It is fine how it is.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/538636#Comment_538636
So only one killer in the game is viable, nice.
Spirit, hag and billy are viable too.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538694#Comment_538694
And I had good matches against billies. Individual experience doesn't matter. Core issue is still that bad killers should be high rank viable so that good players don't have to derank so that they can enjoy them.
They would be viable, you’d just have to learn how to properly use them.
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They could keep adding new killers while buffing/reworking others. It’d be a slow process but these things take time.
@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/538675#Comment_538675
That's true, a lack of variety. You'd only find real good Trappers at R1 whenever you faced them, though. And I think that the proposed "anti-genrush" solutions at the red ranks could at least make more killers viable in their current state.
But I find it easier (meaning, at least, possible) to design new powerful killers once in a while than redesigning the whole cast. Let's get real. That won't bring them any money, while new killers will.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538688#Comment_538688
If you remove deranking you don't have ranking system since noone can lose. Also what stops me to get Leatherface to rank 1 and then forever facecamp every game everyone ?
Individual ranking isn't good idea either since most of killer are very simmiliar in base design, noob are getting crushed by poweless trapper so that would cause far greater number of really good killer to crush noobs far more often then now.
Btw I can't gid gud against SWF since I don't psychic powers or killer buddy to play with. Where is my good damm murder with a friend mode devs !!!
Technically you can, killers like Spirit, nurse,billy and hag can deal with swf.
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@NoShinyPony sadly fixing gen rush would require shorter chases, you’d only really be ending chase quickly if you learned this killer though.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538660#Comment_538660
And who wasn't destroyed when they were new. We all went through the process. Buffing weak killer to be strong on high ranks doesn't equal to making them hard to play. Giving them more power while keeping them simple opens relaxing gameplay without fearing of getting stomped by good players.
I had good matches against other killers.
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@NoShinyPony shorter chases and gen pressure, the devs have already made killers able to do this (spirit and nurse mainly).
You’re also right that adding another objective could bring more players back.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/538640#Comment_538640
Yeah I think they should modify the whole rank stuff.
Make brackets for every killer, so you have to rank up with each of them separately. I'm a noob with Nurse, so I'd face noob survivors while playing her, until I learn and rank her up.
Lock the ranks in brackets by color and reset shouldn't happen monthly, but every time a chapter is dropped, instead. Reset will only take you to the lowest rank of your current bracket.
I don't know about survivors, I think they are only skins, so rank would be the same for all your characters.
While I'd like all killers to be high skill capped, that would mean DbD Part II because you're not going to ask the devs to redesign Trapper and such. But if you think about it, individually ranked killers would solve this problem. That way I'd play Trapper at around R10 or such, Billy, Huntress and Spirit at R1 and Nurse at R15 or so. Until I git gud and play all of them at R1, for example.
But then we still have the problem with variety if killers aren’t buffed, you’d likely still see mostly nurse,spirit and billy at R1.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/538579#Comment_538579
Solo survs should be brought closer to SWF level, yes. Just for the reason to make balancing easier. And then killers need to made stronger.
The question is: Which goal do you have in mind when you want to make killers stronger?
a) Chases should be ended quicker/ Survivors should be downed faster.
b) The length of chases should stay the same. Killers should get more time to do their objective.
That is the core question here. If you want to buff the killer's power, then chases will be shorter. If you introduce a 2nd objective, then the killer has more time.
I love chases, as a survivor and as a killer. I don't want short chases. I want time to have fun chases. Therefore, I want a 2nd objective.
@NoShinyPony both options are possible and would be achievable.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538625#Comment_538625
Lol, have you ever seen low rank hillbilly. They constantly bump into trees n stuff and get baited by pallets very easily. Low ranks start to become frustrating for new players when old school players get fed up with playing nurse etc and decide to derank to play non-viable killers against noobs. That's the real issue with low ranks. Buffing weak killers can only help the game in EVERY aspect. Look at freddy, he's incredibly weak but for low ranks he's nightmare (pun intended). On low ranks all killers are viable no matter how bad they are so buffing them won't change anything for noobs who just have to gid gud.
When I was new billy destroyed me easily, making all killers high skill cap killer and viable would be buffing them.
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Yes!!
@NoShinyPony said:
@prayer_survivor It's not about killers wanting 4ks every match. Killers should simply get a fair chance winning. With the current state of the game, killers are at a disadvantage.
The side who is more skilled should win. A good killer vs. good survivors should part with a draw. But at the moment, a good killer will lose against good survivors, so something needs to change balance-wise.
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@Condorloco_26 said:
https://forum.deadbydaylight.com/en/discussion/comment/538592#Comment_538592
Lock ranks in brackets once and for all. Reds will be reds always, purples purples, etc. Once you've reached R1 in the new pip system there's no reason for you (or your peers and enemies) to play at R10 again. That's the only way I see it could happen.
If you decide to smurf, fine, do it without all your perks, addons and whatnot.
I just know buffing killers is not viable/healthy for the game. Killers are slaughtering everyone all the way up to R12 or 13, kind of. And buffing them will inevitably lead to more and more BS to artificially keep noobs alive.
@Condorloco_26 I’ve wanted ranking like that for awhile.
Making them all high skill cap killers could stop low rank survivors being destroyed and high rank killers from being destroyed.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538567#Comment_538567
He is, since he proves that killers doesn't have to be able to counter loops to be viable. If you give killer dangerous power and good mobility, they can be high rank viable. Not all killers have to give you a migraine if you play them constantly. Having strong not that hard to play killers is very healthy for the game.
But if we buff every killer to his level (low skill cap) then low ranks will get constantly demolished and that isn’t good for the health of this game, high skill cap killers will make high ranked survivors think(by this I mean they’d be viable) and won’t destroy low ranks.
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@Condorloco_26 said:
I don't think they will add a second objective, ever.
R20's are already dropping like flies against the likes of Trapper, Freddy, Pig, etc.
And just thinking about the band-aids they would have to introduce to "fix" a higher kill rate, like additional"extra" chances and stuff like that, I'd say no, please.
Gen rush problems at the red ranks (and only there) could be addressed by either one of these ideas:
(brainstorming)
- adding a timed "cooldown" repair debuff on survivors that have recently completed another gen. Let's say, -25% repair speed in the 60 secs after completing a gen, if you at least progressed 50% of said gen. Numbers are just to work with an example
- creating a randomly located, single-use totem-like object with which the Killer could interact (5 secs) at any point of the match (remember, it's a single use), invoking the power of the Entity to prevent 60 seconds of gen repairs, a la corrupt intervention. Survivors can destroy said object if they find it when active, too, in a 20 second interaction
- hiding all names in lobbies to prevent impromptu party-creating, and reducing by 1 perk slot all SWF members. Solo survivors are not affected
- 1 extra perk slot for killers
- my brain ran dry
Gen rush is a problem at purple ranks too but we can’t encourage de-ranking, the solution has to work at every ranks.
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I agree with you, honestly buffing solo players and killers would be a better course of action than a second objective. (Ps love your name)
@prof_teabagger said:
Let's get solo first to the same level like swf before we even think about a second objective. That's like step 1, otherwise solo players would probably just give up versing a nurse while having to do a second objective
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/538554#Comment_538554
Billy can have lower skill cap because his power is countered by looping, hag and spirit can counter loops with luck and a lot of skill, billy can't, he's just dangerous in open spaces or to people without eyes.
Precisely why he isn’t a good balance target.
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I guessed on some of them tbh.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/538535#Comment_538535
That's why I said base Billy would still be fine if a 2nd objective would get implemented, but some add-ons would need to get changed. Insta-saw-Billy would be too strong.
And Spirits can deal with okay-ish teams, but they won't win against those very good, coordinated groups. (The only add-on that should get changed is Prayer Beads.)
@NoShinyPony billy would definitely need an add on nerf, someone who has put enough time into spirit can already use her against good teams, she is a really good killer in the right hands.
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@Kebek I’d say buff them to spirit and hag level, billy has a low skill cap so we need more high skill cap top tier killers. Doing this could actually eliminate the need of a second objective.
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I didn’t see any post either.
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@Kebek said:
All these people claiming that perks like spirit fury of bamboozle are good against pallet looping. Pallet looping means running around pallet, not jumping through windows or throwing down pallets but running around them.
Also even if there was such a perk to help against pallet looping not like beiing forced to play 4 chase perks on weak killers to have better chance against baseline in game survivor mechanic is healthy design right.
Most strong pallet loops have a window and a pallet.
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I did, only ‘cause my youngest brother watched the series.
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@NoShinyPony base billy is definitely loopable but if I put charge speed add ons on billy I rarely break a sweat with him, I haven’t put enough time into spirit to learn her but my spirit main friends can deal with gen rush and good survivors.
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@Dreamnomad said:
Not really. What they would need to do if they added a secondary objective is to have it deactivate once the first survivor dies. That way in the early game it will slow down the game, but if the killer is winning then obviously he/she doesn't need that handicap anymore.
At that point that would mean that the killer killed one person so the other three survivors are doomed with five gens left.
Don’t you think that killers that currently stand a chance would become OP if a second objective was added?
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@LCGaster he is one of the two with 10,000 comments but I’m one of the five with 5,000 comments so I don’t see too much of a problem.
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@NoShinyPony I think hag could be fine possibly, billy,nurse and spirit can deal with gen rush though.
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Orion has 2.1k
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@Karl_Childers said:
Correct. Camping/tunneling would need to be addressed as well if the survivor objectives take longer to complete.
Increasing the amount of time you can be on the hook while keeping the three hook state rule would fix camping, I do not know how to fix tunneling though.
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I haven’t been moried by him yet but once I do I’ll remember this thread.
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He was toxic sure but you should’ve wiggled.
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It is better to put this stuff in the bug report section, the devs will see it but less frequent forum users will.
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He isn’t OP.
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@Condorloco_26 said:
Screw it. If there's an obsession at play, just actively tunnel everyone to take it away as early as possible and slap NOED to every non-chainsaw killer.
The Dokta approves this message.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/538339#Comment_538339
It's a weak counter to pallet looping. Killers need something better.
It is a strong perk, I get plenty of use with it, even without enduring. I actually use it more without enduring.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/538332#Comment_538332
It's worthless alone because you can only use it every three pallets and you still get stunned. It's pathetic.
It isn’t useless when I use it, maybe the perks aren’t the issue.
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Spirit fury is good alone too.
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We’re just suggesting perks, not saying you need all of ‘em.
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Brutal Strength (kinda) and stbfl too.
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Spirit fury, enduring and bamboozle. They aren’t weak, I get good use out of them.
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I think that it is worth it.
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@pjusticedoublebanned said:
@Peanits stop banning me
You broke rules, they’re allowed to ban you.
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92% I know I got how the clowns mom died and Fengs nickname wrong.