Hunter_Main_322
Hunter_Main_322
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@Starrseed said:
He is a streamer he has recordings of the game he did do some l flick stuff he just had a good controlle over blight
If the killer can be controlled like that, then it deserves a cornering nerf.
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@Belmongoas said:
https://forum.deadbydaylight.com/en/discussion/comment/2657123#Comment_2657123
As someone who plays killer more often than survivor I have recently started camping every game just due to how effective it is. Hear me out in almost every game where the survivors are friends they will camp around the dying person not doing gens and when they go to save someone I get 1 or 2 more people to hunt, it is painful how much of an advantage the survivors get over the killer the faster base movement speed that literally makes it impossible to get most people if they just run in a circle etc. I had a match earlier where in the time that it took me to land a single basic on a player they had completed 4 gens 4!!!! So yeah dirty tactics and unfun gameplay is what people will do because it works and people want to win. I used to not do it I swear, but if my options are 0 kills and never even getting to hit someone or using a player as bait why wouldn't I just use them as bait? Why wouldn't I take a player out of the game getting rid of a significant portion of the ability to do generators, make it more fun to chase fairly instead of the way that the killers are now. Don't know how this would be done maybe something like giving survivors a limited stamina or now capping killer movement speed for line of sight that way they cant literally run in circles around rocks for 10 minutes for a free win that the killer never had a chance in the first place to do, maybe improve matchmaking so people play others of their own skill level but the way it is now it is not fun to be on either side. As a survivor my favorite part is the anticipation of hiding from the killer, the escape from them, the chase is the best part of both sides. However it needs to be able to be ended it should not be able to prolonged forever like the way it can be now.
You are a terrible person
I hope when you play as a survivor, you will also only come across camp and tunneling
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2659379#Comment_2659379
Toxicity and trolls exist wherever you go sadly, thats why I try to give people benefit of the doubt for a little bit (like why I kept discussing with this person even though they really started laying into me for a single statement that wasn't meant as an insult and was meant like an I believe in you)
This forum is not so scary because it is sad that there are enough trolls and toxic people in the game
Developers should play their game and understand what's wrong with it
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@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2659406#Comment_2659406
even if he comes up closer you still can use dh and drop a pallet or use windows.
as for "you still need to be able to use this or that", it's applied to everything in the game.
Using pallets against a nurse is useless
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/296404/new-survivor-perk-ideas
First one its absurdly strong.
On hit bonus its 150% for two seconds, that easily puts a good distance betwen the killer and survivors not counting any other bonus speed perks, in this case overcome adds +2 more seconds to that bonus, that puts a MASIVE distance betwen ALL killers that arent rushers, In the case of yours you are first puting the standar 2+ stun seconds the killer gets, from there you and the target are given 7 seconds of bonus that easily will be equivalent to 4/5 of the previous mentioned combo, this will leave most non rush killers in the dust with NO counterplay, specially considering your perk has little to no drawback, and no, the aura revealing its irelevant considering the two second stun will leave the killer with 1 second of "maybe" se where the survivor is.
You want something like this in game? this would make more sense:
After a pallet of flashlight stun you and the target gain a +10/20/30% speed buff for 1/2/3 seconds, the aura of both survivors its revealed for 5/6/7 seconds, this perk has a cooldown of 50/40/30 seconds
Gosh dude...this one its horrible....a generator takes about 80 seconds to be completed from start to end, with a 100% boost a single survivor would take 40 seconds to complete it...thats not even considering perks toolboxes or brand new parts...this is a HARD NO in any shape of form, its blatantly OP and shouldnt be put in game in any shape or form, generators already fly with certain perks and items, with this they would be done in a mater of seconds.
The boon...oh gosh, convined with your previous perk would be disgusting in every sense of the word.
I dount doubt you might have good intentions...but honestly...all this perks are horribly strong and would make for disgutingly OP combos
Do not forget that you need to find it, walk it and fix it, so this is a normal perk
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@KateMain86 said:
The knives on trickster are way too powerful. He seemed Ok to deal with when he came out but now its come to "sigh... this guy again..." every time I get this killer in a match. Maybe if they changed the damage progress to injured broken temporarily instead of being downed by them. Right now he is just not fun to play against.
We need to make more time for throwing knives, otherwise at the moment it looks like a maddened machine gun
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@Ssajbambusa said:
Oh no...l don't like that some players have other idea of playing the game than my made up rules...
Hmmm should I equip perks to counter the thing I dislike, for example Kindred or DS and just watch and laugh at them getting genrushed when trying to tunnel me?
No, better to cry on the forum and not use the tools I am given.
Well, let the killers have a choice in the perks
Survivors only have 4 perks
You guys are great (no)
Don't forget your red noses clowns
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@Faulds said:
The only difficulty i really get when playing spirit is an iron will player that makes absolutely no sounds. I even faced a good spirit myself (she was able to down my teammates pretty quick) that couldn't do much to me... since i had iron will. When you expect a killer to be able to pinpoint survivors thanks to sound... no survivor perks should be able to cancel all sounds. I don't think it is that much of a wacky idea... especially when nemesis and plague cancel iron will when infecting a survivor. This is why i think that spirit's phase should override iron will.
You want a lot boy
Experienced spirits do not pay attention to groans
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@HagathaSimmons said:
This is actually a really good idea. The only thing is that the same idea of passives would have to apply to killers as well. On top of that the actual stats to most perks would have to be toned down a smidge as not to make them OP when used in conjunction with the similar perk. It’s a huge spice up to the game and I would love to see it! ❤️❤️❤️❤️
The killers already have abilities, and some have more than one, so they have enough
And the survivors need to really diversify with at least some kind of difference and not just skin
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2658880#Comment_2658880
Not at all I'm just saying in regards to adding passives to the game. I like the idea but the current balance issues would put survivors in a much higher place on the learning scales.
I have been a advocate for buffing soloQs and Killers to make them more balanced against SWF and their coms. I play both killer and soloQ survivor so I know the issues with that. Passives wouldn't help just SoloQ, it would help SWFs too.
Passives are a good idea but if you give passives to survivors then Killers would need to have passives as well. Now besides some tweaks to the numbers OP is on the right track.
This is the interest so that the game would add a variety
In the same Dota as long as you play at least 1 time for each hero, it will take 150 hours
And in our DBD, this is not a problem! it is even easier to learn since there are no more than 50 heroes, despite the fact that the survivors will have only small passives
What to remember them? Are there clowns in this thread?
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@Bwsted said:
The first person to be chased is the most likely to be tunneled to death. So, don't get found first. Probably not the kind of advice you were looking for, but unfortunately there are no magic bullets here.
You received some good perk suggestions. You can also try iron will with lucky break, to try to lose the killer completely. A medkit is recommended with it.
Isn't it easier to solve the problem in such a sad mechanic and give the players at least some fun?
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@AnObserver said:
https://forum.deadbydaylight.com/en/discussion/comment/2645477#Comment_2645477
Where did they get the Key? Also noted, will keep in mind to slug the 3rd Survivor.
Then you need to make sure that the keys appear in all chests (even empty ones when there is only one survivor)
There is a chance that a broken key will come across because of this it will not always be possible to leave with the first chest
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2644490#Comment_2644490
what does that tell you? That survivors only used them for hatch.
That's right, but what does he give now? Despite the fact that he is the most expensive in the bloody web
God, yes, I don't even want to give 3000 for him
Now let them make him a quick opening of the gate
If you are alone then it will take about a second
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@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2656659#Comment_2656659
they don't because ranged addons only give better map control and make her blinks usable against some dead zones. comparing it with dh is a strawman because her blink doesn't give guranteed results unlike dh.
unless 2 or more survivors start to do bones.
You still need to be able to squeeze Dh
The killer can come up close and this perk will not help you
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2657307#Comment_2657307
I mean yeah they exist everywhere but I've only ever tried 2 servers so I can't comment for others. In Australia servers, most people don't camp or play toxic and I respect them so much. But in asia, damn... I feel like a factory dumped 10 years worth of biohazard chemical waste in the server.
I understand your pain because I myself have to play there
Since ping decides a lot
It's a pity to realize that there is such a good server (Australia), apparently there are kind people
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/2651109#Comment_2651109
Would love to discuss but since you kept up the ad hominem all you get is this short retort
No someone isn't the victim for pointing out you decided to start insulting them because they didn't agree with you and that is a 100% not the right move to do so since all it does is, ruin discussion and won't make people agree with you, if you don't like someone's assumptions you can just tell them what they don't know without having to insult them for not knowing what they never knew in the first place.
Sounds good but there are too many trolls and toxicity on this forum
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2649807#Comment_2649807
I'm starting to think you want those juicy 30 minute survivor queue times, that's the only way I can explain these suggestions of yours.
Camping and tunneling surely is a problem, but it's also tied to the fact that gens go to fast and killers are under a lot of time pressure. If they nerf camping and tunneling, and I hope they will, then they also need to nerf survivors by giving them some kind of second objective.
And no killer in this game needs any more nerfs, aside maybe from some addon nerfs, as long as survivors can still complete their objective as fast as they can now.
This problem of camping and tunneling must be solved and if something needs to be changed in the survivors, then I do not mind
The main thing is that the game is fun
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@Sluzzy said:
Survive while 2 others escape the trial as Yun-Jin Lee. We desperately need to stop with the challenges that forces you to play in a 4 man. I know from a business standpoint I can understand why they do this but it is like having a restaurant and saying "Only come if you are a big family and eat a lot", otherwise there is no cake for you.
I have tried for days and I may let this challenge go because I don't really play much in a tryhard or clicky SWF. I came close to getting this one time but a killer tunneled someone and only one was able to escape while I remained in the trial.
https://us.v-cdn.net/6030815/uploads/Z0Q3PU3WW0TU/20211124094049-1.jpg
We need to have challenges that are obtainable as solo. You are lucky if one person escapes.
They should make a separate branch of such difficult tests.
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@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2657955#Comment_2657955
Yeah, they are kinda similar. I think bubba is better killer overall tho.
After they removed Deathslinger I played Trickster quite a lot. He is quite fun imo.
Yes, I also like bubba, it's nice to play for him and against him
The main thing is that it is not camping, otherwise this experience turns into despondency
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2651860#Comment_2651860
Sigh.. Play more killers, bro. Then you'll understand what it feels like to face 4 DS 4 Unbreakables 4 dead hards and a mix of iron will, unbreakable, spine chill, borrowed time.
That scenario is what I face like 60-70% of my killer games and it's so damn irritating. To buff unbreakable the way you said would be unfair.
Stop dramatizing bro
To begin with, Unbreakables may not play at all for the game.
At the expense of Ds, consider that always count down the minute as they were removed from the hook. And observation is needed if he is healed or will repair then there is no salvation for him. So it's easier to chase after the savior if you don't want an extra headache.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2651146#Comment_2651146
I don't care to play survivor or killer at high mmr. I don't care about rank. I don't care about being a master at the game. I want the rank incentive in this game to go away. I want a non ranked mode where the only incentive is to have fun and get some jump scares from the killers. I don't care why they do it. The reason is irrelevant to the frustration and unfairness it causes to the survivor.
Yes, the more mmr, the more offended and evil killers
Only camping and tunneling so these animals deserve a flashlight click and squat
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@Tr1nity said:
https://forum.deadbydaylight.com/en/discussion/comment/2657969#Comment_2657969
Perhaps, and going in and leaving a locker midchase would be a terrible idea by all accounts
In my opinion, the exit from the locker should give acceleration for 1 second
Then there will be more moments to beat such killers.
@BenihimeWrath said:
https://forum.deadbydaylight.com/en/discussion/comment/2657132#Comment_2657132
Nurse blinks in a straight line, you can't calculate the distance of a straight line?
The cards are made up of meaningless spots and loops.
And our imbalanced nurse ignores them
Why? Because she doesn't care about the balance
@StarLost said:
https://forum.deadbydaylight.com/en/discussion/291249/the-nurse-has-little-counterplay-to-none
Shrug.
Either BHVR balances things at the low end without regard for killer viability at intermediate/high MMR, or they need to balance things around high MMR.
You cannot nerf killers who are too strong at low MMR but suck at high MMR and nerf killers for being too strong at high MMR despite them struggling at low MMR unless you want 5 hour survivor queue times at peak.
Just at the red ranks, every second game against a nurse, Blight and this is very annoying
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@Ssajbambusa said:
@Hunter_Main_322 If you think that camping or tunneling is toxic, then I don't think we need to talk about the topic anymore.
I agree with this because it kills the game and makes it more irritating.
Also, if more perks are introduced, designed if someone dies
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@kaskader said:
https://us.v-cdn.net/6030815/uploads/TQLU5XXHRCPX/3perks-281-29.png
What do you guys think?
Sounds interesting
You almost made icons! well done
True, the last 2 perks seem rather weak, but everything can be pulled up by looking at the statistics
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@Mazoobi said:
I already know why passives haven't been implemented yet bc of balancing, but I had spare time to write this and I've had most of these ideas in my head for a while now. This is for fun-sies. (Don't take this too seriously please)
The passives are inspired by either their personality OR some form of interaction with their perk(s) that could go well together. For instance, Jane's passive could work with her Head On whereas, Nea's passive just overlaps with her Streetwise (can stack).
Dwight - Leadership prowess:
- Survivor auras are revealed to you within 8 meters
Meg - Athletic body:
- Movement speed increased by 1%
Claudette - Botanical assistance:
- Healing speed increased by 9%
Jake - Woodland technique:
- Sabotaging speed increased by 9%
Nea - Street smarts:
- Item efficiency increased by 10%
Laurie - Bold survivor:
- Killer stuns are increased by 1 second
Ace - Lady luck:
- Personal luck is increased by 10%
Bill - Veteran unity:
- Unhooking speed increased by 9%
Feng - Gaming precision:
- Skill-check zones increased by 10%
David - Tough guy:
- Grunts of pain reduced by 25%
Quintin - Pharmaceutical looting:
- Chests and medkit auras are revealed to you within 8 meters
Tapp - Investigative skills:
- Cleansing speed increased by 9%
Kate - Fiesty battler:
- Wiggle speed increased by 9%
Adam - Hopeful mentor:
- Healing skill-check chances increased by 10%
Jeff - Amen (Steel nerves):
- When hooked, instantly ascend into heaven (Last 5% longer on a hook, both stages)
Jane - Creative determination:
- Locker auras revealed within 8 meters
Ash - Groovy!:
- Leave no scratch marks and blood for 3 seconds after taking a protection hit
Nancy - Anorexic advantage:
- Slow vault in/out of a locker 20% faster
Steve - Protective mindset:
- Protection hits grant you a 3-second speed boost instead of 2
Yui - Vroom Vroom:
- Movement speed increased by 3% while 8 meters away from a carried survivor
Zarina - Manipulative news:
- Loud noise notifications caused by you are delayed by 2 seconds
Cheryl - Cursed soul:
- While cursed, recovery speed increased by 9%
Felix - Architectural awareness:
- Window vaults are revealed to you within 8 meters
Elodie - Escape artist:
- Leave no scratch marks for 2 seconds whenever you drop a pallet
Yun-Jin - Solitary motivation:
- All action speeds increased by 3% when no other survivors or killers are within 8 meters
Jill - I'm back!:
- Other survivors unhook you 9% faster
Leon - Infestation ready:
- Leave no blood pools WHILE healing yourself or being healed
Mikaela: Mystical background:
- Boon totems blessed by you have an extended range of 2 meters.
Jonah: Calculated improvement:
- Great skill-checks grant 1% more progress
This is the best idea and the developers should introduce it as they mentioned or said a year ago
All the killers here immediately began to whine that this would break something NO guys won't break
You are simply afraid to give the survivors any choice.
I would already like to play this game with these passives, see the links with the ability to play with several survivors, diversifying the current games
What do I have now? I don't care who to play for because the choice is pointless
How is one skin different from another? Yes, nothing from this is more boring to play
Assassins have a choice - the same meta of heroes
There are statistics that regulate this
Do you think she won't be here?
And playing as a killer, you can already understand who you are playing against and what to expect
I would also like to play a killer against such interesting survivors
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@Jplanas98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658610#Comment_2658610
I disagree. I feel like while it may seem like a small change, showing hook auras while a survivor is down is enough to make the perk OP. You would be getting information to basically destroy the one real objectives Killers have simply because a survivor went down, not because they got hooked. If you really want to go for a sabotage that bad, just run empathy so you can see the exact location of the injured survivor being chased so you can stick close to them. And when they go down and get picked up, just run towards whichever hook the Killer is going towards.
Maybe let the perk work all the time? Or when someone is hurt? What could have been previously understood and thought about the sabotage of the hook
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@KateMain86 said:
This perk is still unfun and unfair to play against. The last change to it was not enough. There is no reason at all that a perk should give the killer the power to drop an item from a survivors hand. The ONLY thing this perk should do is temporarily disable the use of the item. The fact that you can easily lose your item for just getting hit by the killer 1 time is beyond ridiculous. Good luck getting your item back if you can even find it. When your item is dropped, you have to keep running from the killer or get downed. If you get downed and hooked then it seems almost pointless to try to find your item again and get any good use out of it. This perk is just a frustration maker that makes matches miserable to play. Its bad enough we lose items (even unused ones) when we die. Why do killers need a freaking perk that can make you drop your item and potentially lose it if you don't recover it?
It must be done so that he could not take more than half of the charges
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@ThatOneDemoPlayer said:
Agreed. Keys are useless unless you run Addons. I'd like for them to atleast be able to see Survivor Auras
I agree they should at least give something even empty
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2658410#Comment_2658410
There’s add ons for that.
What if you find it in the chest? then it looks like garbage
For this reason, the keys should give something without improvements.
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I think B.H.V.R. will not become poorer if he gives everyone a chance to enjoy any talismans
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/2657951#Comment_2657951
Sabotage isn't dead, its just situational as it should be. It nearly killed the game during the Dark Times:tm: back in the day.
https://forum.deadbydaylight.com/en/discussion/296336/sabotage-buff-and-qol-improvements
The cooldown only starting if you complete the action is a change I wouldn't mind seeing.
I still think having the current cooldown time limit shouldn't be lowered.
The healing action should probably have priority in the action stack, but that is something that can be dealt with by taking a couple steps forward so you don't snap to the sabo action. If you've got enough time to heal at hook, you've got enough to take two steps in any direction.
This perk shouldn't counter scourge hooks honestly. Scourge hooks aren't particularly strong even with Pain Resonance and honestly, through killers a bone here. Scourge hook rng is pretty bad and the perk type is already super gated in terms of usefulness with only applying to 4 hooks.
Survivors should still know where the whip hooks are
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@Viamont said:
https://forum.deadbydaylight.com/en/discussion/296366/kill-switch-blight
At worst that might be a hack, the turn its definitly very fast. At best its using adrenaline vial. No need to jump the wagon on a kill swich for a single play, you are over reacting tremendously. And sorry but the game has a tremendous amount of bugs that need fixing, far more important that a suden turn in an atack that you dont se often enought, specially on high level skill killer.
you need to put a limit on the turn
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@thebrentster911 said:
https://forum.deadbydaylight.com/en/discussion/comment/2653309#Comment_2653309
I think I agree with Pulsar on NOED, that it has to be changed to reflect the effort survivors have put into cleansing totems during the trial before it activates. It can be pretty rough for solo Q.
Maybe NOED can be changed to work similar to No Way Out. No Way Out rewards the killer for the effort they put into the trial, increasing time exit gates are blocked with how many different survivors were hooked for the first time.
Maybe NOED's effect can still activate when gens are done, but has a timer on it. The more totems are cleansed, the smaller duration NOED has.
The duration of Noed sounds interesting, I think a couple of minutes will be enough
Although I would like to see that they would remove the additional movement speed and notify the survivors earlier that the killer has NOED and then we'll see
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@Underdawg said:
"Efficiency" is a bullshit copout for playing to win in a manner that is ultimately not very fun for most people involved. If SBMM has taught us one thing it's that a majority of players don't enjoy the game at its most efficient levels.
There is a lot of tunneling and camping and they don't know the word at all - have fun
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2601821#Comment_2601821
Across all MMR brackets... You forgot to add that major part.
Of course a low MMR Nurse has a horrible kill rate. However, if you just counted high MMR, the Nurse would have the highest kill rate.
I do agree with the OP, the Nurse has so little counter play that it practically doesn't exist. I don't know if it's a probably at high MMR because of pro SWFs, but at mid-range MMR, she will go through survivors like a nuclear bomb.
The stats being shown above are a year old, if not a year and 1/2, so you can't use those with any accuracy.
Yes I agree he is not imbalanced as a nurse
But he looks like a bubba only a distant
You got me thinking about locker mechanics
What if you give 1 second haste after quickly leaving the locker
Why is it balanced? Because if the killer stands near the locker in which you are hiding, he will hit you anyway, and there are many stories about the fact that when you were able to dodge a blow by jumping into the closet, you still cannot walk 1 meter
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2655181#Comment_2655181
Why did I not think about that? That's actually a fantastic idea!
Thank you, I think that would really bring balance.
@Dino7281 said:
https://forum.deadbydaylight.com/en/discussion/comment/2655656#Comment_2655656
I can run shack for a long time against Trickster.
I actually really like to play against him, he is not hard to get long chase against him. Just don't let him find you in open space, same as Bubba. Just git gud
Yes I agree he is not imbalanced as a nurse
But he looks like a bubba only a distant
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@TeabaggingGhostface said:
Survivors shouldn't get rewarded for hook trading at base
Let the killer walk at least 2 meters will not be difficult for him
The developers changed the size of the maps almost 2 times, but there are the same number of hooks, so it is not difficult for the killer to walk a couple of meters to hang the survivor on the hook
For this reason, sabotage in the game died as there are a lot of hooks
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@landromat said:
This is NOT ok. Fix him ASAP and kill switch until then
https://clips.twitch.tv/ImpartialHealthyBulgogiBigBrother-20dtU3TyI91FSCpN
This killer deserves a nerf as he is imbalanced as a nurse.
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@Sluzzy said:
I agree, there is nothing fun in playing in that if you are spotted you are going down because of no way to defend yourself. If the game is changing so killers have so many ranged abilities and such, then survivors need something other than pallets to defend against it.
There is an idea for the survivors to pass through the wooden doors without problems, and the killers need to break them as usual to get through
If the door is closed, then you need to spend 1 second to open it and leave the passage to the floor open
On foot, just as quietly you leave this door open to the floor, but if you run and interact, you slam the door hard
You can also improve this idea if you close the door tightly then you can stun the killer
@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2634412#Comment_2634412
...wut? They reduced the size of swamp, corn, red forest maps in the last couple years. Where you been?
But the number of hooks remained the same, which simply does not limit the killer to walk 2 meters and hang the survivor even with a successful sabotage
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@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2657918#Comment_2657918
No, that should be a breakdown buff
This mechanic should be built into the hook itself without any perk.
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@Cancan71 said:
- The cooldown only starts if you complete the sabotage interaction.
- Lower the cooldown to 45 seconds (hooks stay broken for 30 seconds, so it would give the killer time to hook a survivor).
- After rescuing a survivor from the hook, the healing action takes priority over the sabotage action.
- Change the hooks' auras from white to red.
- If the killer is using any Scourge Hook perk, Sabotage shows the affected hooks in white, not red (Maps would be changed to do the same thing).
Sabotage is a fun perk to use, but it is full of annoyances and design flaws, like putting your perk on cooldown because you wanted to heal your teammate but you accidentally sabotaged the hook instead. So these changes should make the perk better to use.
I also added functionality to make this perk counter Scourge Hooks, since I predict they will be popular with Pain Resonance coming out soon. Survivors currently have no way to know which hook is a Scourge Hook, so I thought it would be suitable to give Sabotage this ability.
Also, about the hooks, you need to do so that if someone is rescued from the hook, then the hook breaks and recovers after 30 seconds, as usually the rescuing survivor is hung on the same hook and the killer continues camping
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@Ssajbambusa said:
@Hunter_Main_322 Why aren't they good idea? Your job as a survivor is to survive, not rescue others. Sure you can, but it's just an extra... and we already have majority of perks being altruistic ones and the selfish ones... there are just a few of those and are trash (except DS, which is very easily countered too).
The game has enough toxicity of one camping with tunneling is already up to its throat
More team perks and auras needed
At the moment, apart from the totem, the game has nothing more to offer
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@Aven_Fallen said:
"Do bones" is always a stupid argument.
OhTofu made a good comparison - lets imagine there is a Survivor Perk which grants the Survivor 10% Movement Speed when all Gens are done. BUT it can be countered, even before - the Killer just has to go to the Basement and open every Locker 2 times. After doing this, the Perk is inactive and it will not activate.
Look, a strong Perk with a counter. Just open lockers. Killers should be fine with that, it has counterplay. And way faster than cleansing all Totems.
Let alone that "Do bones" is not always possible. I had a game today against a Trickster, I did 3 1/2 Gens on my own. Because my team was basically only running around. And who dies to NOED? Me. But I would not have had any time to cleanse any Totems, since nobody else was doing Gens for a large amount of time (I did half a Gen with another Survivors and while I was doing 2 Gens Solo, nobody else did Gens... second to last Gen popped a few seconds before I finished my third Solo-Gen).
If I would have run around to cleanse Totems, we probably would not even have reached the Endgame.
"Do Bones" would ONLY be an acceptable counter if:
- There would be a built-in Totem Counter
- OR, even better: The UI shows what other Survivors are doing. So a Solo Survivor would know if others are also cleansing (aka they can estimate how many Totems are removed) and would know if others are actually doing Gens (if nobody is doing Gens, it is equally bad)
Other than that, "do bones" ist just a phrase of an unfunny animation series. But again - we can implement a strong Survivor Perk like OhTofu mentioned, would be the same counterplay... So it should be fine for Killers.
NOED obviously needs a Rework. It should move completely away from Totems, a Survivor should not have to cleanse Totems which do nothing to win the game for a Perk the Killer might not even have.
It should grant the Killer a Bonus in Endgame depending how well they did.
Also an idea from OhTofu regarding NOED-->Remove the Hex-Part. Then, for each Hook the Killer gets 0,5% Movement Speed after all Gens are done, after a fixed number of Hooks they also get the Instadown. This would actually reward Killers who do well during the game and would do next to nothing to Killers who fail the whole game or just camp the first Survivor they find.
The idea with a counter of totems can be improved so that they immediately show how many damned and how many gifts
@AsherFrost said:
https://forum.deadbydaylight.com/en/discussion/comment/2651714#Comment_2651714
You don't have to, it just helps.
If you also have inner strength or one of the boon perks, it helps even more. You don't have to bring any perk, perks are there to help with areas of gameplay. You have the option of learning totem spots, or bringing an item. DH is just easier.
Internal strength at the moment is a very weak perk, it should not heal from every totem once
And you break one totem and the perk works the whole game
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@k0reant3a said:
The way the survivors keep going wanting the killers nerfed there won’t be much left ye are seeing it already with lobby q time so🤷🏻♂️ Killers need help atm because killers have to camp against swfs because the gens fly and communication in a swf is more effective than solo q survivor
So you say it's pointless to play solo
I'm talking about this and I'm talking about if you are the only one and want to farm blood points, then you follow the killer and easily get hundreds of thousands
But if you go for a survivor all you get is annoyance camp-tunneling-camp-face camping-game from the ground-tunneling from the start of the game
What's the fun of this survivor experience?
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@AnnoyingNarrator said:
One of the main problems with Dead By Daylight's balance is how easy it is for both sides to snowball. As a survivor, it only takes one person being killed for everything to fall apart while for a killer it only takes one long chase for three gens to pop. My idea with this rework is to make snowballing for both sides much harder and give both sides tools to come back for defeat.
Goals for Each Side
Survivors win when other survivors escape. The main goal of survivors is not to save themselves, but to save their peers. Survivors can also only lose two hook states per being hooked.
Killers win when survivors lose hope. In gameplay terms, survivors lose hope when they get hooked. However, there is a catch to it. Survivors only lose hope from the first hook. The only way to drain more hope is to hook two other survivors. After that, the first survivor hooked regains hope, which can then be drained again.
but Why?
The Survivor changes were done to incentivize altruism and to discourage any hatch camping. The killer changes are done to penalize camping and tunneling.
Trial Structure
Right now, trials have two phases.
Phase 1: Gens
Phase 2: Gates
However, in the rework, there are going to be three phases
Phase 1:Start Up
Phase 2:Gens
Phase 2:Ritual
Phase 4:Gates
Phase 1: Start-Up
This phase only lasts 30 seconds. Survivors spawn together on one side of the map. After 10 seconds, the killer spawns in. Killers can spawn in four distinct ways depending on which one you are facing.
Gates
The killer begins at an open gate that closes as soon as they leave. High Mobility Killers and Ranged Killers usually spawn from the gates.
Hatch
The killer climbs out of the hatch and begins the match with 5 seconds of undetectable. Stealth killers usually spawn this way
Summoning
The killer is summoned into a semi-random location of the trial. Killers that can teleport and Killers that use traps are usually summoned this way.
Jumpscare
This killer begins the match by jump scaring a random survivor, initiating a chase immediately. Any killed that can jumpscare can instead choose to spawn in another method. Jumpscaring is the slowest method of spawning, as there is an additional 5-second delay after the survivors spawn in.
But Why?
These changes are done to reduce the influence of rng at the beginning of the match.
Phase 2:Gens
Survivors
Gens spawn in as they normally do and have to be fixed by survivors for the game to progress. Instead of fixing 5 gens they only need to complete three gens. Each gen is also connected to a random device. These devices provide a series of benefits to the survivors.
First Aid Station
The First Aid Station when power can be used by survivors to stop any bleeding and to heal themselves to half a health state.
Workstation
Survivors can spend 24 seconds upgrading any flashlight, Toolbox, or Key to the next rarity. Does not restore any used charges, but can add more charges
Vault
Survivors can open a vault to get a higher rarity item
Door
Survivors can open a door using any key except for the broken key. Doors spawn in pairs. Once a door is open, survivors can use them to teleport to the other Door.
Altar
Survivors can sacrifice a health state and reveal their location for 20 seconds to reveal one of the killer's perks to everyone. The survivor is also broken for a minute.
Killer
Stop the survivors from getting the gens done and hook them. The killers also get access to a couple of new tools.
Tear
Tears spawn in pairs and let the killer teleport from one side of the map to another. Takes about 5 seconds, giving survivors time to run. Flashlights reveal the Tear.
Pathway
Pathways are walls the killer can walk through but survivors can't. Survivors can not be taken through Pathways. Keys can be used to open the pathway for Survivors, but be careful. If you get stuck in the pathway you will get automatically hooked by the entity. Survivors lose their collision when the time is running out to prevent sandbagging.
Ritual Site
Dropping a Survivor here will instantly put the survivor on a hook away from other survivors. However, this also reveals where a Ritual Site is for the next phase.
Killer Specific
Certain Killers main also bring their own structures in the trial, such as Pig's Traps or Freddy's Clocks
But Why?
These changes do two things for each side. For survivors, it nerfs their ability to snowball as even if everyone is working on separate gens, they can still only get three done. This slows them down. On other hand, they also get more things that let them get the tools to beat the killer. For Killer, they get more tools to help them apply pressure and be unpredictable. However, they also need to watch out for more things from the survivors as they can mess with them in new ways.
pHase 3:Ritual
Survivors
In order to open the gates, survivors need to complete two rituals at two different sites. Every map has four ritual sites, but they are hidden from the survivors until now. They are very similar to generators but are not gens for the sake of perks and powers. Gens can still be complete to power up its device and take less time to do. Be careful, because a killer still uses ritual sites to teleport survivors to hooks.
killers
Stop the Survivors from completing rituals. Nothing changes for killer here but I imagine that certain killer perks could be changed to apply some effects here, like Territorial Imperative activating when survivors start a ritual.
But Why?
These changes are done for two main reasons. First, to prevent either side from snowballing too quickly. The other reason why is to give more room for new perks and for balancing.
Phase 4:Gates
Survivors
Open the Gates and Escape!
Killers
Prevent the Survivors from opening the gates and hook them.
But WhY?
I think this part of the game does not really need any changes.
Closing Statements
Do I think this will fix every problem? No. Do I think it will help a lot? Yes. DBD trial structure creates many of its problems and I hope these changes help address them.
If you have any other ideas or suggestions, please comment them as I would like to hear them.
listen, you just came up with a whole mode
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@Shaped said:
Land?
Yes game from the ground
Most often seen from an imbalanced nurse who flies back and forth, lays down everyone and nods
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@SmarulKusia said:
The last four killers that have been released, have all had a focus on anti-looping and range. The two killers before Twins also have anti-looping and range.
But with each release, the powers are tweaked a little, to give some glitz and glam, but it's copy and paste.
Playing against most of these killers is either frustrating, annoying, or feels disconnected from what DBD is meant to feel like considering that these killers can ignore or overlook what survivors have traditionally as their protection (aka pallets/windows/vaults).
Survivors need some active and in-game counterplay, and no, Boons are not the answer on making the game feel more interactive.
Have an idea with a door
1) Let the doors be slightly open and survivors can run through them
2) The door can stun the killer by slamming it hard
Works like a palette, but if the door is closed, then you can no longer run through it or you need to spend time breaking
Because at the moment in the game there are a bunch of doors that killers ignore and break
In the same school there are passages that I first saw when playing as a killer and breaking these doors
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@Munqaxus said:
Hey Developers,
When are keys getting reworked so they actually do something instead of being bloodpoint wasters in the survivors blood-web.
What do they cost so much for their uselessness?
Make them brown quality (3000) because now they are trash
Or make it a more commanding one, let it open doors more quickly
Consider that you take an object that should be played in the last game, but throughout the game it is useless (conclusion = it should at least do something at the end)
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@Cancan71 said:
- The cooldown only starts if you complete the sabotage interaction.
- Lower the cooldown to 45 seconds (hooks stay broken for 30 seconds, so it would give the killer time to hook a survivor).
- After rescuing a survivor from the hook, the healing action takes priority over the sabotage action.
- Change the hooks' auras from white to red.
- If the killer is using any Scourge Hook perk, Sabotage shows the affected hooks in white, not red (Maps would be changed to do the same thing).
Sabotage is a fun perk to use, but it is full of annoyances and design flaws, like putting your perk on cooldown because you wanted to heal your teammate but you accidentally sabotaged the hook instead. So these changes should make the perk better to use.
I also added functionality to make this perk counter Scourge Hooks, since I predict they will be popular with Pain Resonance coming out soon. Survivors currently have no way to know which hook is a Scourge Hook, so I thought it would be suitable to give Sabotage this ability.
Agree this perk at the moment is rubbish
They should make it more attractive by doing a 30 second cooldown because 45 is a lot.
And if you break the hooks of the Scourge, they should take longer to recover as they are too powerful
Normal hook 30 seconds
Loop hook 60 seconds
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@R1ch4rd_N1x0n said:
https://forum.deadbydaylight.com/en/discussion/comment/2657291#Comment_2657291
They did but it's still Camaraderie.
It would be better if they converted the perk into an aura and not just changed the name
When there is such an acute question about the camp in the game, they should think about the perks that can help in this.
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@Faulds said:
I dislike NOED for how unfair it is to solo q survivors. But looking to what they did to DS, you need to keep NOED into the game if you plan to rework it. I think that making NOED a haunted ground like perk would be better: after the fifth gen pops the killer has NOED for one minute (no more no less). NOED is not a slowdown perk, its a second chance perk like adrenaline for survivors. But, currently, it is too much against solo q survivors... and doesn't even activate against organised survivors teams.
It is necessary to immediately notify the survivors if the killer has a Noed
AND REMOVE THE ADDITIONAL MOVEMENT SPEED BECAUSE THAT IS ENOUGH AND THAT HE CAN KILL WITH ONE HIT
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/295837/the-trickster-is-annoying
! WARNING WARNING YOU ARE A RED FLAG TO THE FORUM PEOPLE NOW !
Jokes aside, you will get bashed here for saying trickster is too strong. I 500% agree with you tho. I faced toxic tricksters in asia servers a lot so I get where you're coming from.
Unfortunately, toxic tunnels are not only in Asia
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@Gamna said:
At this current stats, you can't change it, it's a part of the game, sometime it help killers because this is the only play avable, sometimes it sucks (sad for thoses survivors but again that's not against rules) Like BloodLust, BHV said they want to delete it but Killers needs it atm.
So just wait my friends. Try to avoid it in game, spend much time as possible that's all you can do.
Don't forget you are not in Killers mind, you try to win like you do. Sometime, you will see someone tunnel for nothing sometime because they want to secure a kill asap.
Give a buff is not a solution, you will meet only Nurse in this case.
Nothing more, it's on you and you have items/perks to help you.
So you need to nerf the nurse so that there is variety
And the buff is a way out for the survivor otherwise how to save him
@DieGräfin said:
But it's the part of the game I guess. In my 10 matches today I got in 6 matches a tunnel killer. And in 2 a face camper. Billy's are sometimes a little bit mad if you run them for like 5 gens 🙃😂.
Maybe if you have a good team and they are blocking for you, you can maybe come out. But in my solo experience happens this not really often.
Sometimes it's a little bit annoying but also a little bit "satisfying".
It's the game I think. Escaping or not. I really don't care about this. I play for fun and that's it.
Your story is so vital that it describes my today's games as a survivor (only camping and tunneling) it is very upsetting
@xTalon32 said:
In a sense I do understand what you're talking about. Because I've been on both sides of this "issue". But I think you've missed a key part of the game by making this argument. The killer is a killer; you know this when you hit the "ready button" but you expect them to say "I've hooked you once, and your less than helpful team mate unhooked you injured in front of me so I'll let you go."
Unfortunately while being tunneled does suck, it's a risk you take when you play the game (especially in Solo which is all I play). The killers job is to reduce survivor numbers as fast as possible by any means necessary. If that means capitalizing on a survivor who went for a bad save by going for the injured one first than so be it. That's what a smart killer does. A smart survivor doesn't unhook their teammate in a bad situation in the first place.
So it is necessary to give the survivor a hurry so that the killer would spend much more time chasing him than looking for another survivor
@BadLooperQ said:
Tunneling and camping in solo q is exactly why I don't believe this game is survivor sided. I literally had a game today where a pinhead facecamped everyone, and considering people don't know how to loop that well on low mmr, the game was over with people making 5k points while the killer makes 20 without effort.
Unfortunately the camping and tunneling is no less with a great mmr