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The lunge is VERY strong.
They should shift some of the strength out of the lunge and into his portals (and his perks too while they're at it). The portals seem to be the part of his kit that has most skill expression potential anyways, so he should be more rewarded for using them well rather than the lunge which seems pretty basic.
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Too much of a gamble to use because the killer might slug for the 4k.
Too much of a gamble to not slug for the 4k because the survivor might have it.
Overall, probably a pretty unhealthy perk.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/666754#Comment_666754
Just because you dont agree with the changes doesnt mean you're entitled to whine until they're reverted.
If you dont like the changes, dont play. It's easy.
But what's not ok is when someone says "hey, this is gonna change" and people see it change, then get outraged as if it was a personal attack.
You're missing the entire point of PTB, but sure go off. Because consumer feedback is a completely useless commodity that companies do not invest heavily in, the very purpose behind pre-release PTB. /s
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/667047#Comment_667047
32 meters is a lot — 32 meters is just the radius. Imagine putting a 64 diameter sphere on the map, which has a volume of 137,000 meters around you. The formula for a sphere is (4/3)×3.14×Radius = Volume.
Now, with 24 meters, we have a sphere with a volume of 57905.84 meters around you.
I know these numbers are big, but really, Dead By Daylight doesn't have a lot of multi-story (Vertical) buildings, so most of that will go to waste. However, my point still stands, you're covering 24 meters in every direction. That's a lot.
...Those numbers are legitimately useless. In practice a 24 meters radius in-game is pretty small in relation to how far apart objectives or props typically are. Yes, I think we are ALL aware that radius consists of distance in all direction. We did not need the word/number salad.
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@Peanits said:
We did mention that they were subject to change. That stream was recorded weeks in advance while the perks were still being balanced.
Basically we'd erred on the side of caution. On a small map like Coal Tower or in a three gen scenario, it could be overwhelming. If it's too good, that's going to make it hard to actually review feedback on the new killer (is it because the killer's too good, or just because of the perk?). If it's not good enough, worst case scenario we buff it before the update goes live. This is what the PTB is for, after all.
This is why we typically don't reveal numbers until they are final.
If you have to account for such a niche strategy like hard camping a 3 gen setup on a perk that in all likelyhood wouldn't have been very common/strong otherwise, then maybe the concept of the perk wasn't good from the start?
If anything the nerf pushes the perk to be worthwhile ONLY in a 3 gen setup (assuming the 24 meters is large enough to hit 2 very close generators).
@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/666479#Comment_666479
The EGC change was for a very good reason. I don't think I even need to explain that one, but having the old RBTs with an end game build (toss Blood Warden in there just for good measure) was incredibly overpowered and took no skill to pull off.
The basic attack change is part of an ongoing process to standardize what a basic attack is. The ambush was one of the outliers as it was definitely not a basic attack. It required you to crouch and then charge it first to do something no other killer could do. By all means, there was nothing basic about it.
The reason is to make it more clear which attacks are and aren't basic attacks. It's not very clear what counts when something like an ambush counts while a hatchet doesn't. Both were powers, but only one was actually considered a basic attack before. We'll be reviewing other powers and making sure they're consistent going forward.
Hard disagree on the basic attack differentiation for clarification. Hillbilly and Cannibal's chainsaw looks like a chainsaw, not a basic M1 attack. Huntress hatchets look like a projectile, not a basic attack. Legion and Pig's Frenzy/Ambush look like a basic attack, but with the killer running fast at you. I mean, by your definition, shouldn't Nurse's blink attacks and Spirit's phase attacks not be considered basic attacks since it requires you to do something "no other killer could do"?
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Meh. Back to slugging for the 4k I guess.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/664404#Comment_664404
Why are you chasing the guy who was just wasting his life on a hook (tunneling) instead of going after the other guy who unhooked them?
Because I've already downed and hooked his buddy and the DS user decided to get caught again within the time it took for me to down and hook someone else and go look for another survivor. IE the DS user played like an idiot (again) and got rewarded for it.
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@Zixology said:
The amount of people getting angry at this thread just proves my point.
There are too many people tunneling.
You literally said that the only argument given against DS is that "they see every survivor using it".
People are refuting your claim. Don't you think it's a bit childish to plug your ears and call everyone who disagrees with you "angry"? Why even make this topic if you can't handle opposing views?
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Decisive Strike is becoming less of an "Anti-Tunnel" perk and more of a "1 minute of Killer immunity". Depending on the killer, in one minute's time I can potentially down and hook another survivor, re-find the careless DS Survivor and question if he's even worth going after knowing his DS is still up.
I've had DS survivors sit on generators in my face because they know their DS is still up. Or the classic hop in a locker. Or just otherwise play like an idiot because of a single, killer immunity perk.
Borrowed Time is doing a much better job of being a fair "anti-tunnel" perk. 30-45 seconds for DS would be adequate, considering it doesn't have the "unhooking within Killer's Terror Radius" pre-requisite or 15 second window that BT does.
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Shape. Ghostface is entirely to buggy/inconsistent right now.
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Change it lighting at 2 tokens and I agree.
I don't think it's a ridiculous idea for totems to not be lit before they can do anything. Devour Hope, Huntress Lullaby, even Third Seal.
There's a reason why Ruin and (to a lesser extent) NOED are the only totem perks that can be considered meta; Ruin is always guaranteed to do something so long as the Survivors don't spawn on top of it and NOED either always activates at endgame or force the survivors to pre-emptively waste time cleansing totems.
Consider that a Survivor team has a total of 16 perks. If the killer gets an unlucky spawn or fails to babysit his totem for a split second when it counts then 1/4th (or 4/16th) of his perks are gone for the entirety of the game before he can see any use out of it whatsoever.
Besides, DH discourages camping. It's a healthy perk for the game, if only it weren't nonviable in "serious" builds. I'd say that if the totem lights at 2 tokens and survivors get the Hex notification then that is plenty time to react and plan saves accordingly.
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Most DLC releases for other games have their hype built up over the span of MONTHS, not weeks. Get over it. I'd rather have information about upcoming content available sooner than later so that I can make an educated purchase.
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*face palm*
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She's just boring.
Good survivor teams don't cleanse. Great, you can down them with a single M1 once they become broken... But you effectively have no killer power for the rest of the match. The Plague becomes a basic M1 killer in the truest sense of the word. Even if the chase time is effectively cut in half, even if it's not completely weak, it's boring.
Survivors should be punished harder for never cleansing. Perhaps they should go into the downed state after being Broken/Infected for too long?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/651698#Comment_651698
No I disagree.
I think the OP makes a very fair point.
Survivors have varying degrees of toolboxes that allow them to get their core objective done much faster, something that is already an ongoing issue (survivor objective time vs killer chase, down, hook time).
There is nothing universally available to all Killers that allows killers to chase faster or down faster, other than PWYF and NOED, both of which are highly conditional.
Sure there is. It's called add-ons. If your add-ons are not allowing you to down, hook, sacrifice, kill, or otherwise complete your objective faster then I don't know what to tell you. Take off speed-limiter, maybe?
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Candyman (I'd prefer original, but could tie in nicely with the upcoming reboot/spiritual sequel).
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@Sackboy123 said:
The RBT are there to slow the game down, if you rely on them for kills then you're not really using her efficiently
And that's boring. The single most iconic thing, and the very premise, behind the Saw series are the traps. They should be an actual threat. There is nothing fun or interesting about a delay mechanic that's based on RNG, for either side.
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My idea in detail: https://forum.deadbydaylight.com/en/discussion/22787/slight-pig-buff-that-makes-thematic-sense
TLDR = Every time a generator is completed the timer on all active RBTs are accelerated by 15-20 seconds. This is in keeping up with the theme of the movies (Rushing gens to try to be selfish and save myself or wait for my buddy to get his RBT off to pop the gen, making the game more painful for everryone but possibly saving everyone)
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@justarandy said:
https://forum.deadbydaylight.com/en/discussion/comment/647604#Comment_647604
The problem is not DS nor inner strength. The problem is the killer who hardcore tunnels.
Decisive Strike is becoming less of an "Anti-Tunnel" perk and more of a "1 minute of Killer immunity". Depending on the killer, in one minute's time I can potentially down and hook another survivor, re-find the careless DS Survivor and question if he's even worth going after knowing his DS is still up.
Currently I think Borrowed Time is doing a much better job of being a fair "anti-tunnel" perk. 30-45 seconds for DS would be adequate, considering it doesn't have the "unhooking within Killer's Terror Radius" pre-requisite or 15 second window that BT does.
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No.
I don't even think Inner Strength + DS will be much of an issue. BUT if it does become an issue then the problem is with DS, not the Lockers or Inner Strength (1 minute for DS is pretty long in DBD) and that is what should be addressed if anything.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/645187#Comment_645187
I'm not asking for something unreasonable here! If you want to start a topic about a new change to the game, it is only common courtesy to post a link explaining the change in detail.
You are asking something unreasonable. You are asking us to procure easily accessible information for you that literally everyone is talking about on this board. We aren't your maids and we don't have to summarize the entirety of the chapter in every single topic.
Use google. Or watch the dev stream. Or scroll down to any of the many other topics that have summarized the new chapter/killer/perks.
Had you asked nicely instead of acting entitled that everyone do this for you I'm sure someone would have answered you here by now.
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@Dreamnomad said:
https://forum.deadbydaylight.com/en/discussion/comment/645129#Comment_645129
You assume wrong. Surely you've heard the phrase "assume makes an ass out of you and me".
If you can't google in 2019 but can use a message board then you are the ass.
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@Maelstrom10 said:
https://forum.deadbydaylight.com/en/discussion/comment/644682#Comment_644682
afaik second wind isin't limited to once per game, it simply activates and deactivates. says nothing about it being a single use.
that being said it does sound hard yet worthwhile to proc.
Right, right. Got a bit of it mixed up with Camaraderie (requiring the struggle state). Fixed it, "1-2 heals per game".
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@Jago said:
Killers gonna cry on Inner strenght. Thats my call.
Get unhooked, go in a locker, get grabbed, DS, go back in the locker, Head on, go back in the locker. GG you're healed and are gaining at least 30 sec for the team while you did pretty much... Memes.
Wouldn't even be mad. Be sure to bring a firecracker with you too for extra BM between the locker hops. If you pull it off, props
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Second Wind seems kinda bad (it's 1-2 heals per game... granted it's a passive heal which I guess is nice if you're being efficient and don't want to waste time healing. But it is a highly situational heal that you have a good chance of never seeing).
Fixated is a perk I'd recommend to players who are new since a lot of time it's hard for them to grasp the concept of not sprinting everywhere, but who really buys DLC characters when they're just beginning the game? Otherwise I'd just recommend Urban Evasion.
Inner Strength is the wild card and will really depend on how meta the perk is... there's only 5 totems on any given map so if everyone is taking it then SOMEONE is going to have a tough time activating it.
The rest of the perks range from decent to great.
All-in-all, seems like one of the best chapters perk-wise for Survivors (not counting how broken release Decisive Strike/Borrowed Time/Mettle of Man were).
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@Dreamnomad said:
I think you could make an argument that No Mither is actually worse. Left Behind has literally no value. I don't think anyone could convince me otherwise. But it is just a wasted perk slot. It has the same value as no perk. But No Mither is another animal altogether. It literally lowers your chance of survival. I would take no value over negative value.
No Mither only has negative value if you make no effort to make a build around it. It has it's use in Sabotage builds and counters slugging and can negate some of the power behind certain Killer's powers (namely Plague and 1-hit down killers).
Is it the strongest strategy / perk to take? No. But it does have value when used correctly. There are practically zero circumstances where Left Behind would have value.
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MoM got exactly what it deserved. Pretty much my exact reaction when I first heard about the nerf:
https://www.youtube.com/watch?v=jh-mxJNBPLg -
Sure, let me pull out my time machine...
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@jeyers said:
https://forum.deadbydaylight.com/en/discussion/82086/game-biased-towards-killers
Its guaranteed all 6 new survivor perks in this new dlc will be complete garbage that nobody will use while the killer gets at leaast 1 good and 2 mediocre ones.
I think you need to re-check the definition of "guaranteed" because the last time Killers got a "good" perk was Spirit Fury with The Spirit and the last time they got a "mediocre" perk was Infectious Fright with The Plague (basically only good the Nurse and [recently] Hillbilly after last patch).
After the last 3 killers making a "guaranteed good perk" call is a bit of a stretch and if Ghostface is any indication then expecting even a single mediocre Killer perk may also be a stretch.
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Don't. Getting your ass handed to you is how you get better at most things, and DBD is no exception. If a chase goes for over 3 minutes then you're most definitely doing something wrong, even in the most bullshit map setups. This is your opportunity to learn how to properly run against some of those setups against a good survivor.
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@xEa said:
There is no "Genrushing" in this game.
It is just an excuse for a Killer who failed to apply pressure on the survivor team. It is like saying as a survivor that the Killer is "killing" People... Thats his job. So it is the job for survivor to do the gens.
There is no "Tunneling" or "Camping" in this game.
It is just an excuse for a Survivor who failed to complete generators before being hooked. It is like saying as a killer that the Survivor is "surviving" People... Thats his job. So it is the job for killer to do the kills.
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Nah.
Devs have said, multiple times, NOED is fine. Get over it.
Besides, Adrenaline (the survivor equivalent of NOED) is a lot more common than NOED at high ranks. Maybe they should nerf the TRUE endgame crutch perk instead? :)
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Much more efficient for survs to all work on different gens. Very simple, if a killer meets survivors on a gen, they typically all scatter. Time wasted waiting for the coast to be cleared while the killer commits to a single survivor (or doesn't).
Therefor the separation shroud is counter-productive unless you know they are a SWF with Prove Thyself or want to fake having a mori for whatever reason.
The Offering should be reworked, honestly. How about "All Survivors spawn near the closest generator to the Killer" or something similar to get the pressure started right away?
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New Freddy addressed every single major complaint of old Freddy. Map pressure tool (teleport), an ability that can be used in chases (snares), not having to watch for 7 seconds as survivors healed/unhooked/popped a gen/cleansed a totem/opened a gate in your face.
You're asking to go back to cassette tapes when everyone else has long moved on to MP3s/streaming services.
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Probably just not enough new content for survivors to stick around long-term I think, not to the extent of killers at least.
Every time there is a new chapter both killers and survivors get new perks (usually of questionable quality) and a new map.
However, killers get a new killer to play around with; a new power and a different playstyle. Survivors get to go against this new killer, sure that's a new unique experience, but really all they get is new perks and new skins.
This is why everyone rushes to play killer and send the queue times to hell when a new chapter drops. The game's structure just isn't set up to keep Survs engaged long-term.
That's why I think that if they ever were to make DBD2 then survivors should all have unique stats and possibly a unique passive ability. Survivors would look forward to new content more and would be more likely to stick around. Sure, that would result in a lot of survivor players just gravitating to whoever is strongest/most meta, but that's no different than killers who only play Nurse/Spirit/Billy.
TL;DR = "Not enough survivors to go around."
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Changes I'd like to see:
Placing traps ends Bloodlust, similar to most other powers (nerf to bad killers).
Waking up should feel more worthwhile. They added side objectives for survivors which is nice, but I barely ever see anyone going for the Alarm Clocks or purposely missing skill checks. I suppose hitting the automatic sleep timer could be a decent spot to nerf if it came to it since that requires no input from the Killer and it would mean Survs get more mileage from waking up (in theory).
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@Cardgrey said:
Honestly I figured giving everyone 20k bp for each DC would help as most people (not all) DC to screw someone killer or survivor over and most don't want them to get bp
So... Just DC to give my buds some sick nasty BP when I'm about to die or at the start if we want to get this bread faster?
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I don't think this will be deleted. It's just generic whining about optional cosmetics with no gameplay impact. Not really something noteworthy.
You got a free cosmetic for the Moonrise event. Nice. Now people can pay for it. Who cares? I guess I'd understand more if it was something similar to a ranked reward offered by other games, but it's just a harmless event cosmetic. Meh.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/573660#Comment_573660
Looking at the four killers you mentioned, one of those is actually in a good spot (Hag). The rest are terrible, including Ghostface. Freddy, while still on the PTB, is likely going to sit in mid tier, a tier, by the way, that is -not good enough- for high level play in Dead by Daylight as the maps currently stand.
You're moving the goal-post. Trapper, Freddy (soon), Wraith, and Hag all came out better from their reworks / mini-reworks. You implied that BHVR has a record of "utterly destroying or survivafying" with reworks, yet you've provided no examples. Hell, Doc was much worse off before his mini-rework.
If you want to claim that maybe they don't do enough with their reworks, sure, your argument might hold some weight. But instead you chose to go with hyperbolic rhetoric.
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I really don't think Doc needs THAT much work to be in a good spot. At least not to the extent of Freddy.
All he really needs is for his shock to be more usable in chases. Faster shock or longer lock-out time from actions when shocked or a combination of the both. I think the baseline afflictions of Madness are OK so long as he is decent in chases (without add-ons), which he currently is not.
As it stands, there are very few loops where shocking is a practical tool of denial.
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@ArecBalrin said:
Yeah, watching Hexy and something occured to me as he plays against a Freddy using the addon for fake-pallets: SWF with one person awake can tell them whether a pallet is fake or not, so the ones in dream who can see it know to throw it down.
Using that addon against a 3-4 person SWF is basically throwing your only chase utility away.
...I strongly feel like SWF is the single most broken thing in the game, the game was not intended to have SWF from the start, and the problem needs to be addressed before they rework Ranked to actually matter.
With that said, some people really don't live in reality when discussing SWF or understand why SWF is broken. Hint: SWF groups generally don't consist of a Delta Force squad relaying every movement in real time, with video feeds of every teammate's computer screen.
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By far the strongest licensed killer. Good.
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/563446#Comment_563446
You realize that at least two of those mentioned streamers (Hexy and ScottJund) have admitted that Ghostface will get absolutely mauled by a good group of survivors, right? This isn't just feedback driven purely by emotion and 'not being good enough.'
People want killers that allow them to compete with and beat survivors playing at their best (while they are also playing at their best). No matter how good a Ghostface you are, you will never beat a team of good survivors unless they hand you the win. You do not have the power.. (literally in some cases).
But I guess, much like Peanits, it's easier to just brand feedback that doesn't line up with your ideas as emotional or driven by self-failure. Condemn and move on, it's easier then admitting there's a legitimate problem.
Yes, coordinated SWF will maul any killer not named Nurse, Billy, and Prayer Beads Spirit. This is nothing new.
Are you asking for Ghostface to be a competent killer for like 90% of red ranked games (which are not made up of 4 amazing players in even close to the majority of games even at rank 1) or for him to be the next top tier Killer? Because there are a lot more killers that would need love before Ghostface.
Fact of the matter is that the OP claimed that Ghostface was "ruined". He said that players weren't given a chance to test him at red ranks before release. He was given statistics on the kill rate at rank 1 then he moved the goal post.
Where is the logic?
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@Surazaku said:
https://forum.deadbydaylight.com/en/discussion/comment/563095#Comment_563095
Ok so you are also saying that one of the best dbd players should get good because Tru3ta1ent also has this opinion of Ghostface. Don't tell me to get gud when you could not beat me and you are dreaming if you think you could beat him.
Tru3 isn't the only killer streamer on the planet. I've heard Zubatlel, Hexy, and Scottjund call him a solid high-mid / mid tier.
And again, you were given solid Rank 1 statistics here. You might find some aspects of his kit frustrating, as I'm sure survivors do as well, but to call him "weak"? Nah, that's just going by emotions and self-failure.
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Current Freddy is fun when A) there's only 2 survivors left or B) you're running an endgame build and the stars align in your favor (huge gamble).
I won't have to watch as a survivor completes an objective / heals / unhooks in my face (boring and frustrating), I won't have to wait 7 seconds to hit a survivor (beyond boring), and I will have a power that can help me in chases beyond a (boring) "free hit".
If the snares/teleporting/pallet addon aren't complete and utter abysmal garbage then the Freddy rework will guaranteed be more interesting than what we have at current.
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I think you're all over-reacting based on changes you haven't tried yet. Nothing about the changes seem too jarring except maybe "Detection area of screen slightly increased for Survivors attempting to reveal Ghost Face", but I guess that depends on how slight "slightly" is?
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https://www.youtube.com/watch?v=jh-mxJNBPLg
MoM situation in a nutshell.
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The only thing WGLF needs is easier stacking.
For the 1000th time, WGLF does not deserve a secondary effect. BBQ & Chili has one because the killer only has 4 perk slots. The survivor team has a total of 16 perk slots. This is the reality of an asymmetric multiplayer game. The individual perks of the minority (killers) should be stronger than the majority (survivors).
Killers are always strapped for perk slots. No killer in his right mind would take BBQ & Chili into the red ranks if it only provided the bloodpoint multiplier; the BP you'd lose out on only having 3 perks and not being able to win games would outweigh the BP multiplier, whereas WGLF is STILL very common even though it is only a BP multiplier.
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@Shad03 said:
I hate mentalities like that, especially when we have a chance to see how good or bad something is. A lot of people called out that the Ghost's power as it is now would be awful. They were proven right.
I will give this killer a chance on Live build, I will. But if the Ghost remains as he is on live as he is here, my faith in BHVR will take a huge hit. This is made worse because I'm praising them for the Freddy rework and how good it is.
BTW, what is it? Can we criticize this killer or can we not? I wasn't allowed to give feedback before the Ghost was given to the PTB, and I was right in wanting to.
Now we are given the Ghost and apparently WE STILL cannot give feedback. -sighs-
There's a difference between saying something along the lines of "Ghost's power is terrible because very rarely can you activate the exposed status due to survivors having free control of their camera at all times" and "This killer is a travesty and a spit in the face of every killer everywhere. BHVR hates killers and wish they all never bought their game. Literal dogshit tier killer, whoever made this should be fired".
One is constructive criticism. The other is just flaming. Let me know if you need further clarification.
@SolidusPrime said:
https://forum.deadbydaylight.com/en/discussion/comment/508735#Comment_508735
It feels like ptb and player feedback in general is mostly ignored. I don't expect him to change before release personally.
I can't speak of The Plague (was taking a break from the game) but I know that Spirit and Legion both received PTB changes based on feedback or very soon after launch. That is a decent track history based on the last 2 of 3 recent killers at least.
@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/508735#Comment_508735
@HP150 The problem is most people have started to realize the feedback for the most part is ignored. Even the surveys are ignored. How many people expressed they didn't want a battle pass in this game and it was ignored.
And yet there were many people who did say that they wanted a "Battle Pass" or were indifferent (myself included, why should I care if they offer more options for people spending their own cash on optional cosmetics with no gameplay impact).
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The Ghost hasn't even released yet. The PTB is there for a reason. Constructive criticism is great and helps but I really think people are taking this too far and should hold off on calling the Ghost the greatest abomination / a personal attack on killers as a whole until we have the actual product in our hands.
It's not like The Ghost wasn't an interesting concept. It just doesn't translate well in the current state of the game when played against survivors with any level of competency.
As far as the perk changes go, I like them for the most. I just wish they'd do away with the obnoxious, unnecessary red-flash when pallet stunned.