Hunter_Main_322
Hunter_Main_322
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@Pulsar said:
That would be much too strong.
Many loops are made into infinite's when breakable walls are up.
Perhaps, you could have a perk that allows you to restore a pallet by breaking down two Breakable Walls. Or vice versa, you could have a perk that allows you to rebuild a pallet with two breakable walls.
That's the point because killers don't break some doors.
You can then with peace of mind remove half of the passages, since the killer never opens them.
You can also make a perk that re-creates the door
Or make a mechanic where the survivors can easily pass through the doors and the killer can only break to get through
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@R1ch4rd_N1x0n said:
It's Camaraderie.
They renamed it
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@Tekno_Badger said:
https://forum.deadbydaylight.com/en/discussion/comment/2655322#Comment_2655322
If you've ever played against a really strong Nurse, range add-ons make it so easy to fix your mistakes. It's like a dead hard for killers...every 5 seconds.
And a Nurse with ruin, undying, haunted, noed will make you rethink the special attack thing. Yeah it reduces what she can run, but Nurse with those perks is just destructive to game balancing.
I will summarize your words - she just wins the game and does not care about the balance
It seems to me that you just need to do so that her first jump should not go through objects, let him do it from the second jump
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@Viamont said:
Hardly...hes a very low tier killer, unlike huntress or slinger he needs multiple confirmations of his knifes to get a wound state, something the previously mentioned ones dont. Hes simple to play and easy to loop, if anything he needs a buff of some kind to make it somewhat more viable.
I find it laguable how certain people clamor for nerfs and rights specially on low tier killers, makes for fun topics to look at from time to time
He can put you on the ground the second he deals only the first damage
And so who really deserves a nerf is a nurse, she is much imbalanced and deserves that her first jump should not go through walls
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2655703#Comment_2655703
Hold up.. You calling me morally weak or the killers morally weak, I'm confused.
Assassins of course
Only young children are camping and can be considered complete noobs in the game
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/2655841#Comment_2655841
Honestly, I think the movement speed is fine. I would honestly not even care if they, for some reason, increased it to 5% instead of 4%
The additional speed must be removed completely because the fact that the killer can kill with 1 hit is enough
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2656240#Comment_2656240
Yes, though I would have it be more 150% movement speed sprint burst, and not just some 7% haste status effect like Guardian, which I feel is still outshined by Borrowed Time by a lot.
Perhaps you are right on sole survivor. But I still don't like the idea of a perk that buffs you when another survivor dies. I fear especially when the change would release, some people might actually let people die on puprose to get to use those haste values. But I might be worried too much on that. It would be kind of a very small counter to tunneling. The faster a killer tunnels a survivor out of the game, the earlier you get a movement speed bonus, even if it's just 1,5%.
Yes, I agree that the perks that make you play vile in the fact that someone would die for your benefit are not very good and are more toxic
Let them work better as an aura for the whole team, then this will be of use
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@Ssajbambusa said:
I am very rarely into buffing survivor kit, but... Resurgence does need it and here's why:
There is literally one scenario when running four Resurgences would be more beneficial than running four We'll make its - getting chased of the hook for 90+ seconds and then being able to heal...
Let's be honest, if killer wasted 90+ seconds on unsuccesful tunnel attempt, to the point that survivor can heal, the game is already lost for him and it doesn't really change anything. In those cases simple Botany Knowedgle is better, because you can even use yellow medkit without addons twice for very fast heal.
The bonus to heal both perks grant is literally the same (they halve the time), but We'll make it can be used on multiple survivors, dying, injured ect, while Resurgence only applies once (well, technically twice, because after both unhooks... but so does We'll make it, proccing after every unhook and being able to be used more than just on the unhook survivor). Yes I am aware you can combo them together, mhmm... But in reality it's just a gimmick and most of the people will just run one healin perk. If you want a reliable after save heal, We'll make it is simply better.
I can't think of other perks that do exactly the same without some kind of benefit towards them in different situations and here is my proposition for buff:
- Buff it's value to 60% at tier 3... at at least 55% - this way this single heal is barely stronger (tiny bit faster) and thus both perks excel in different situations. OR
- Make Resurgence work based on sacrifice progression, but nerf it to 45% - This would basically mean, that no matter if survivor is unhooked or not, once the sacrifice progresses to the next stage (getting hooked counts as this as well as getting into second stage while on the hook), they do get this portion of the heal. This would be unique perk that works around powers (currently one AFAIK) which does bypass include hooking and would actually stack if someone was hooked, then reached second stage and got unhooked for the total of 90% of heal progress, resulting in one time, super quick heal. Nerf to 45% is needed so it's not just auto heal after unhooking (we have adrenaline for this).
I really don't think this is op and it would make for a very unique perk, while now it's just lesser We'll make it (hell, even second wind has moments when it outperfroms adrenaline).
Edit: After writing it I can see Camaraderie and second version of Resurgance making interesting anti camp combination. Camaraderie does need buffs too though (which I made posts about as well) or at least quality of life changes, like not wasting it's timer when entity animation takes place (progression timer is paused then, but perk is getting activated when survivor was near, effectively wasting it's duration) and letting other survivors know it is there - most preferably globally, like Kindred.
Good idea
What is upsetting is that the players are more and more correct in deciding the issue of camping with tunneling
While our favorite developers only think what kind of skins to release in order to make money
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@Cancan71 said:
This is an idea that I thought of to buff this perk.
In addition to its current effects, when you are hooked on a Scourge Hook the relevant perks do not activate.
With the new perk Pain Resonance coming in, I think Scourge Hook perks will be used more often in the future. So I think it would be a nice buff to make Breakdown counter these perks, since Breakdown is not a good perk nowadays.
Yes, you need to introduce breakage mechanics into the hook itself for at least 60 seconds
There are times when someone saves and falls to the ground in the same place and the killer just hangs him on the same hook
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@Ssajbambusa said:
Dead hard, Iron Will and hit validation... There is literally nothing more you need.
Yes, god tier Nurse has no counterplay and will always win... the thing is, Nurse has the lowest kill rate in game for a reason... there is maybe 5 god Nurses in community and I guarantee you never faced any of them. Just play Nurse yourself, see what is very annyoing to face and do just that as a survivor.
She needs to take the lunge because Dead hard won't help you half the time.
@BenihimeWrath said:
Its not bad design, the problem is that you've faced so few decent nurses that you don't know how to counterplay her. You can literally run a nurse in an open field with nothing and still win that chase. Get in a KYF and play as and against nurse for practice and git gud.
Basically, the map is not an open field
And even if so, he will understand how to kill you after 3 jumps
you won't run far after the locker
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@kaeru said:
Decisive Strike or/and Sprint Burst for anti tunneling. Windows of Opportunity to help navigate to safer places.
Kinship helps when you camped. Extra 30 seconds on hook while camped can come in clutch for your team.
You correctly suggested, but at the moment when tunneling and camping has grown to a record case, so nothing will help you to save
The kinship perk needs to be converted into an aura that helps teammates against camping animals and it will be balanced so that it will be useless against ordinary killers
For now, the perk is trash
DS has been nerfed for a long time and the killer will not be stopped for 5 seconds of the stun, he will still continue tunneling
Sprint is good if you play with it correctly
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@psionic said:
Of course let’s nerf the only killer that provides a different gameplay in this boring game
Each killer has his own gameplay, no need to complain about the same type
And the nurse deserves a nerf since there is no opposition against her and she wins anyway.
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@scoser said:
I'm sitting here game after game struggling to get stuns and/or blinds in every way possible when it's just game after game of Nurses, Huntresses, Pinheads, Tricksters, Twins, etc.; it's to the point where over half the killers in the game treat loops/pallets/etc. as a joke. This means that you've essentially got to park yourself in the middle of a pallet and wait for a killer to try and hit you before you drop it in hopes that it'll actually hit and they get hit validated, and that's just if you're lucky enough to get one of the non-ranged killers. And even it's a melee killer, you've got to run directly at them at the start of the game so you can get chased to even predrop pallets for flashlighting before your teammates start dropping them like their lives depend on it. Or even the Freddy that decided to test if the Devs added a secret tier 4 of bloodlust after 3 minutes of chasing me around the same safe pallet instead of breaking it so I could go for a flashlight blind. The list goes on and on and this doesn't even get to the challenges for 3 stuns in a single game, which requires the most potato tier of killers slamming themselves facefirst into a pallet like hit validation never was implemented.
Please either reduce the amount of grind for these or just remove them, as it's a total drag to get them compared to some of the other more inventive challenges out there or even a simple "do gens" challenge that doesn't require such an effort.
It is necessary to make it so that the flashlight could blind the body after spending 3 seconds
in the eyes 1 second as usual
Don't yell guys at the flashlight for only 8 seconds so there's nothing to be afraid of
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I play for both sides
For an imbalanced Rin when alone (I play with dignity without moral filth)
And in the evening with friends against campers with tunnels (there is no other way to name the killers at the moment)
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I as Maine Rin will say that this is not enough
You will ask why? you play it yourself
I'll tell you I like to play and take constantly red rank without stress, because it is imbalanced
But in the evenings I play with friends and if against us Rin we feel absolute pain and helplessness and it is not pleasant to play because she leaves no chance for victory
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2653723#Comment_2653723
Killers just shrug off DS and continue to tunnel. It needs to be buffed to work twice.
Basically a proxy-tunneling killer downs a survivor. Then they hook that survivor and stay within heartbeat range to proxy-tunnel the survivor off hook. They take the DS, then down and hook that survivor again. Then they proxy-tunnel the survivor off hook and kill them.
This isn't a perfect buff because the tunneled survivor still gets killed without really playing the game but at least it gives them a 2nd run.
DS right now is suppose to be an anti-tunnel tool, but it doesn't really work as that since the Killer just shrugs it off.
It is necessary to do such a mechanic, if he is chasing the same survivor, then the progress of repairs in the generators increases in% ratio on all generators without further regression
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/2655974#Comment_2655974
That buff to Lightweight could become troublesome. Survivors running away early and holding w is already one of the most unfun aspects of DBD, and this could just buff this quite a bit, making it very hard for a killer to not lose the survivor. Not sure though, but I could see that being problematic.
Scratchmarks are the main element of tracking for killers in the end, there was a reason why Lucky Break was too good with 90 seconds of effect duration. And Survivors definitely gain more distance than 15 meters after getting hit by a killer as well.
Lucky Break is actually 60 seconds and even so few people use it
Lightweight, on my suggestion, only works near the killer, that is, if the killer is blind and cannot track his victim, then he will obviously lose the survivor
Therefore, in the Whisper perk there will be a meaning for such blind killers.
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@Ssajbambusa said:
There are some survivor perks that have amazing theme and general idea behind them is either fun, cool or simply very fitting into the game's theme and lore.
Red Herring: Distraction's younger, useless brother. Idea to stealth and deceive instead of brainlessly loop for one millionth time or abuse ds+unbreakable is cool. The perk is too limiting though. The main issue with it is the fact that repairing new generator will deactivate the perk from other generator... so you either need to use it immediately or just waste time not doing your only objective - gens.
Just randomly popping loud noise notifications is worse than useless. Just like with Pebble, it's better to use it once per trial when it will matter instead of using it whenever possible (Killer with brain will fall for it only once). My proposition for a buff:
After repairing generator for three seconds you can now mark it with active ability button (just like Blast Mine or Repressed Alliance). This generator stays marked until you use Red Herring (enter locker) or this generator is finished. This way survivor might mark generator somewhere and if forced away they can focus on pressuring other objective or gen and then enter locker to use the perk when it actually matters without wasting time of not doing gen.
Every perk that promotes smart plays instead of bruteforcing with endurance, looping or exhaustion should be promoted. This change is really simple to implement, because coding is already there! I don't think it would be overpowered, but if you are afraid of only buffing perks a nerf could be added. Longer cooldown could be a thing or a mechanic that makes it impossible to mark another generator without popping or using up previous instance of marking a generator.
Resurgence: I already made separate topic about this one. Perk is cool, but there is no reason to use it over We'll make it. Just buff to i 55% so it's barely faster than We'll make it and it's gucci.
Sole Survivor and Self-Preservation: These two perks are really cool, because they fill unique nische of 'selfish perks' and despite what people say, going selfish or simply not stupidly altruistic is usually the better option, both in game and real-life and it is a shame that perks meant to reflect this are simply... not usefull at all.
Self-Preservation should simply have a bigger radius of activation, while Sole Survivor should... do something stronger. Perk that only activates and gets stronger when other survivors are dead should be meaningful and SS is not at the moment. Blocking of aura reading is cool in theory, but very, very rarely does anything in practice. It's not even this good combined with OoO after the nerf due to nature of OoO being uncontrolable now. I would add 0,5%/1%/1,5% bonus movement speed per survivor dead or sacrificed.
Fast Track: Another 'selfish perk' which has too small of an impact to occupy the perk slot and... promotes 'toxic' playstyle. While I agree that survivor equivalents of killers perks (Pop goes the Weasel) should be way weaker, because it's 4 vs 1 ratio, Fast Track is too weak at the moment. What annoys me the most is fact that it punishes killers who play nice, going for 12 hooks. Perk only gets token when survivor is hooked... but when they are camped on the hook it does nothing. In my opinion it should get it's tokens WHENEVER ANY OTHER SURVIVOR REACHES NEXT STAGE OF SACRIFICE BY ANY MEANS. There is already very small number of killers who even try to go for 12 chases (and for good reasons, hit validation being just one of many) and survivor perks punishing this 'desired' playstyle while lowkey rewarding the 'toxic' ones (camping) is in my opinion very bad design. Not only it doesn't speed up generator speed against campers, it occupies perk slot which could be used for BT or other broken nonsense. If anything, please buff this one.
Edit: Even decription of the perks says that sometimes it's necessary to sacrifice others to get ahead... maybe when other survivor is killer, make this perk give 5 tokens compared to it's 1/2/3 on non lethal sacrifice progress. Even with this, the max value a survivor could milk out of it is 33%, which still is less than fourth of what Pop Goes the Weasel is worth through out the trial. I don't think it would be op, but I might be wrong.
Clairvoyance: I really don't see any valid reason why it's only useable when empty handed. It should work like Self-Care does with medkit in hand. LMB self-care, RMB medkit. Near something like generators? LMB repair RMB medkit. The coding for this is already in game and I don't really see why there should be limitation to be empty handed. LMB Clairvoyance, RMB Item.
This is not happening: While it really does help hitting great skillchecks than it would seem from just reading the description... This effect is is simply too small for perk that only works when injured. Compared to Resilience it's literally useless. We do not need counter to old Ruin as it no longer exists and we have Stake Out for better skiilchecks already. (I really liked old ruin, because it really distinguished good survivors from the rest, even in something as basic as repairing generators)
Let's increased odds of skillchecks, just like Spine Chill has. 10% increased odds at all times and 30% bigger 'great' succes zones when injured. I don't think it's super strong, because great skillchecks were nerfed anyway, but this would be interesting perk to run on it's own or with Spine Chill and Autodidact
Lightweight: God damn this perk has some potential and sounds amazing on paper, but if you actually go and see videos camparing it being on or off... gosh, it is worse than useless, because effect it has is almost non existant, but it makes survivors sprint more, because they think they are safe. Please, buff it in some way...
Proposition: Twice as strong when healthy, current value when injured. It makes sense, because it's harder to try and be stealthy or caucious with life threatening injure.
Buckle up: This perk is so bad it's became a meme. In all honestly I think WGLFE 100% healing speed when healing dying survivors should be on Buckle up instead (I don't think survivor farming perk should give any benefit during the trial. You want points? Cool, but it's still 16 perks vs 4...).
Hope: It's not very bad, but other perks are just way, way better at what it's trying to achieve. I would make it, that it slowly decays over the course of 120 seconds after powering up the gates, but it cannot go below half of it's initial value - so even after the 120 seconds the survivor still keeps the 3,5% movement speed (the game is ending anyway). Maybe buff it's initial value to 8% too, since it's gradually decaying anyway? The most annyoing aspect of this perk is that it goes away and that's it... This would fix this 'issue'.
Devs did a great job buffing a lot of useless perks some time ago and I believe they can do it again <3.
Yes, it's at least something that will revive
All the perks that you have listed at the moment are in the trash can
Lightweight: you need to make it so that if you are 15 meters from the killer, then you do not leave traces (there are moans, blood, crows, so this is balanced, for example, when I am chasing a survivor, then traces are not needed)
Clairvoyance: I am also worried about this question, but to be honest (the developers do not know how to do this and apparently give us an invisible object in our hand (a crutch, so to speak))
Buckle up: Well this is a meme guys perk just rubbish it needs to be redone to the edge
Hope: This perk should be at the level of the assassin imbalance perk (NOED) which can change the outcome of the game, but what we have at the moment = trash perk
Your changes will not make him very attractive, most likely he should give a guarantee that you will not fall from 1 hit, so to speak, counter to the same Noed
With the rest, I agree, you need to start at least something to change so that the game does not get bored and stand in the same meta for 5 years
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@Kira4Evr said:
As for the Totem counting. I think it should be basekit honestly. Like this
https://us.v-cdn.net/6030815/uploads/JAXJ0LSVSBHS/screenshot-2-281-29.png
But for the Noed rework. I just think survivors should get cursed and exposed as soon as the last gen is done.
It's a good idea and immediately let it show how many gifts and spoilage there are in the game
Also, at the end there should be a notification if the killer has Noed + you need to remove the additional movement speed of the killer
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@BadLooperQ said:
I think Nurse should just have a small slowdown when passing through objects and debris in the map. Even if they buff the final lunge a bit.
I think she needs to remove the lunge with a blow after the jump, then there will be no situations where she flies and still makes a dash with a blow 2 meters
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@Voodoo101 said:
https://forum.deadbydaylight.com/en/discussion/comment/2628496#Comment_2628496
I feel you pain. Have seen teams like this before. When I see teams like this I just think how lonely they must be, sat at home with no real friends but thinking they are amazing, because they have friends to carry them in the game. Probably spend all the hours they have trying to get every good perk they have, then sitting making a team loadout, including boons,
I just walk around making sure they know that I am not interested in getting the kills, so if they win it takes the shine away. Then I run around, getting pumkins, breaking gens, then letting them carry on and breaking doors, they get no chase BP or save BP, I don't have to camp, tunnel or chase. I may not get many BP, but it hurts them just as much and I don't get stressed.
You are very smart and cunning
@BenihimeWrath said:
Survivors deserve every last second of face camping they get. Played a game earlier as legion against a VERY CLEAR 4 man sweat squad. The only way I could keep pressure up was by literally camping the hook and forcing all 3 of the others to come over and get slapped and trade. They still 4 man outted with a thousand tbags and clicks. Clearly they don't give a flying ######### about killer fun, so why should I give one second thought about that survivor that only got 800 points because they got caught, farmed, and died immediately?
That you are more disgraced than him
I'm also surprised if this is not fake news
Finally, the developers decided to do something with the camping and not sit and create new skins just to get more money
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@HagathaSimmons said:
Survivor DC in the beginning of the match is basically, a GG. The match itself is a waste of time for the remainder of the survivors. Understanding that the placement of AI survivors in the place of a DC is an incredibly difficult and complex task to just make happen, I propose a temporary alternative. To my understanding there is already AI survivors in place in mobile? that take the place of a DC. I wouldn't know the details of transferring that same process into PC/Console, regardless here is my proposal.
My solution: In the event of a survivor DC, the number of remaining Gens to be completed for escape goes from 5 to 4.
Additional details to prevent abuse: No gens above 50% completion must be active in order for the gen reduction to take place. All gens above 25% will revert back to 0% once the gen reduction takes place. There is a time limit of 3 mins after the trial starts for this protocol to remain active. After 3 mins, if a DC occurs no Gen reduction will take place.
My suggestion aims to make a 3 V. 1 scenario more fair and balanced. Frequent DC's are common and the penalty alone has been an ineffective punishment towards reduction. At least this way, the remaining survivors have a greater chance of escape in a more fair trial.
It is necessary to make sure that if one of the survivors disconnects, then the others can safely leave the match without consequences
There is a vivid example of DOTA 2 there is the same mechanics
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/296043/healthy-insidious-nerf
My friend, if an insidious camping bubba camps, you can't do anything, right?
What about a NON-insidious camping bubba? Can't do anything as well right?
Problem here is not the perk. It's the toxic behavior but that part is really hard to fix.
It means that you need to make it so that you cannot use the ability after exiting stealth for 2 seconds
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2653835#Comment_2653835
If camping and tunneling gets you angry then leave the game lmao. It's the only way most Killers can win the game
So they are morally weak
@Tekno_Badger said:
There is no good fix to this. Every anti-camping measure that has been tested was immediately abused by survivors, and the game simply isn't balanced enough to remove camping/tunneling, especially for weak killers like Legion or something. For any anti-tunnel or anti-camping measure implemented, gen speeds should be slowed. That's the only way to ensure balance
then there will remain camping and tunneling + also the generators cannot be started yes you are a straight genius (sarcasm)
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@ProfSinful said:
https://forum.deadbydaylight.com/en/discussion/comment/2654140#Comment_2654140
I wouldn't make the blink attacks special attacks strictly because it just forces them to run the same 4 boring perks at that point. I do however agree that range addons are in need of some nerfs. Then again, nurse loses hard to "break LoS and hold W" without range addons and can barely keep up with them. I would say that the best way to nerf those addons would be to cap the maximum range at whatever Kavanaugh's Last Breath gives so that you can't run omega blink anymore
Now at least some thought of a little nerf that will lead to at least something
it is not necessary to kill a murderer to the brink
But she's very strong so she deserves a nerf
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@Tricksters_Wife said:
I'm assuming you came and made a forum account right after facing a Trickster that destroyed the survivors?
I've said this before and I'll say it again as many times as I need to. He's as balanced right now as he ever was. He's far from OP. The only situations he's OP in are ones that the survivors choose to put themselves in (i.e. unhooking in front of him, taking him to short/small loops, etc). Every single map has an area that Trickster can do little to nothing in. If you're having trouble going up against him, figure out those areas in those specific realms and abuse them against him. Best thing you can do.
If anything he needs a buff. More preferably being a 115% killer. The amount of time that a survivor can waste against Trickster by holding W and running around a tall wall loop is ridiculous.
1 on 1 he will not leave a chance
Will put you on the ground like a bubba since he can continue to throw daggers further even after dealing damage
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2652887#Comment_2652887
All good points. People probably care more now because of the Stranger Things sale and / or the perk becoming a general perk. I didn't own Steve until recently. Soon, I'd expect most people to have the perk and be able to test out its usefulness, or rather lack thereof.
For now, this perk is trash
Therefore, it needs to be turned into an aura for the whole team.
That she would act as an aura on teammates and on herself
This will be balanced because the perk will be useless against normal assassins but will work against camping animals.
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@Hodderfodder said:
One for the Team
Taking a protection hit while the killer is carrying a survivor adds 5/15/25% to the carried survivor's wiggle progress bar.
A rather weak perk, the killer does not always want to hit
It can be supplemented with the fact that it would show the hooks for the team
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@lavars said:
Personally, i don't think NOED needs to be changed at all, but I still came up with an idea and I'm curious what you guys think:
NOED is only active on people who didn't hit the second hook stage. That's all, thx for coming to my TED talk
Good idea
I have another idea for a simpler one - to remove the killer's acceleration and immediately notify the survivors that the killer has a Noed.
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@TMSL1LBrazy said:
why just y is that killer so op???? like you all should really rework they way tricksters knifes works and how he can grab so many of them he is in a terrible state and he should not be this op... PERIOD!!!!!
Yes, I agree, he needs a nerf
You just need to do the standard wiping of the weapon after it has dealt damage with throwing knives
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@dbd900bach said:
It's a lot easier to say something then actually thinking about how you'd actually do it. On top of that you have to understand it.
This game is survivor sided and is at a point of being fairly unfun for killers while being atrocious at high level competitive play. Blight and Nurse are the only one's who can hold their own yet still they have to play perfectly or they lose. You'll kill the game by nerfing Nurse.
Until at least half the roster of killers can step up to Blight level potential then Nurse cannot be touched a single bit or she becomes immediate trash
Balance will come if she is nerfed and it changes the meta
@dbd900bach said:
It's a lot easier to say something then actually thinking about how you'd actually do it. On top of that you have to understand it.
This game is survivor sided and is at a point of being fairly unfun for killers while being atrocious at high level competitive play. Blight and Nurse are the only one's who can hold their own yet still they have to play perfectly or they lose. You'll kill the game by nerfing Nurse.
Until at least half the roster of killers can step up to Blight level potential then Nurse cannot be touched a single bit or she becomes immediate trash
Add another spirit there, she is also incredibly strong
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2653601#Comment_2653601
Which is why SoloQ needs to be buffed to SWF levels. Then, once there is a minimal difference between SoloQ and SWF, all other Killers should be buffed to be able to compete with SWF. The game is unplayable at high MMR with most Killers
Here's a good idea to improve something to balance.
I agree completely
@sadakiyo said:
https://forum.deadbydaylight.com/en/discussion/comment/2653704#Comment_2653704
well in that case survivors should just play like swf and don't make mistakes. basically it's up to solo players.
Against a nurse it won't help you
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@Terramortius said:
Let's all address the elephant in the room.
Us survivor mains hate tunneling and camping killers.
You killer mains hate DS, unbreakable, etc.
Either way, this game is surv sided and it isn't fun for killers for the most part. Camping and tunneling isn't fun for us either but people still do it.
(BM people should be punished somehow but I won't include that in this suggestion)
SOOOOO....
I propose a rework.
For survivors:
DS should mainly be a perk to stop tunneling, not charge at the killer when he isn't near you and make him eat your DS so the perk has value if the killer doesn't tunnel you.
DS should remain active even after unhooking someone, doing gens, etc BUTTTT. Last only 20/25/30 seconds. This way, if you don't heavy tunnel someone, you won't have to worry about DS anymore. By the time you down him, you just have to wait a max of 10 seconds before picking him up considering you end that chase quick.
Borrowed time is like a DS in the sense that both are insurance policies, just that one is for your teammates and the other for yourself.
Borrowed time provides enough time for a survivor to get unhooked and run to a pallet/ window so no issues here ESPECIALLY IF YOU DON'T CAMP OR TUNNEL.
Unbreakable speed isn't much already but if you guys think it's unfair, maybe a small nerf? 15%/20%/25%?
For killers:
We have a problem with tunneling and camping.
Tunneling can only mainly be solved by changing surv perks. So Won't touch on that in this sector.
Camping wise, someone else did bring this idea up before on the forum but I'll refine the idea here.
Anytime a killer is within 12-14m of a hooked survivor, their hook state bar drops 50-60% slower.
Face camping means a ton of space to breathe for survs and at least no bubba face camp where there is no counter play
Proxy camping would now be brought to an ethical level where there is at least space to unhook the survivor and run a short distance away from the killer.
Completely not camping means that the game progresses on like how it is now.
I propose such an idea when the killer hangs the survivor on the hook, then he has a buff that will work more than 32 meters from the hook in the form of a kick on the generator with 10% regression for 20 seconds, but if the timer expires, then these 10% will turn into progress on all generators ignoring further regression
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Better to make the hook mechanic so that any assassin cannot use abilities near hooks within 24 meters
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It is necessary to notify immediately if the killer has NOED
And remove the extra movement speed !!! As if there is not enough that vulnerability is imposed on everyone to fall from 1 hit
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@ThatOneDemoPlayer said:
Nurse doesn't need a nerf as long as the game remains this unbalanced for all Killers except Nurse and Blight
These are the most imbalanced killers
They just need a nerf so that there would be more variety in the games and not the same killers
@Iliketoplaykiller said:
Lol nurse needs buffs what are you smoking? She’s only had the same bugs for years and never gets addressed.
Try to play against her and you will change your mind
@HaunterofShadows said:
I'm surprised anyone is taking this person seriously after they said overcome is worse than no mither.
This is really the worst attrition perk so far
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Make it so that only the second jump can go through the wall and textures and the first only along a regular corridor
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@DbDPlaya said:
This guy needs an immediate nerf, prior to his buff. It takes no brain to play him, spray and pray. Someone unhooking? Oh no problem not only will you down the saver but also down the unhooked survivor too. Also played at RPD, the map cucked us all (I was solo) on top of this annoying killer.
You need to make an animation of wiping knives after dealing damage with throwing knives, since he can kill you in 1 second
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@Terramortius said:
I am proposing this change in favour of normal casual players such as myself. Some killers are way too strong to be run on a casual level and it really isn't fun at all. I have so many games in a row just going in and dying 3 minutes in. I have no problem fighting strong and high ranked players, I have a problem fighting certain killers.
No matter how weak or strong a killer's kit is, the pros always find a way to run them. Go to youtube and search for Crohmbs, Probzz, Ayrun or any survivor main you know. They can run the strongest killers played by the strongest players any day. It's us casual players that suffer when things get buffed.
Trickster
No idea why everyone called him weak when he was released. Now the devs buffed him to the point where it's not even fun to play against him anymore. Mindless complaining that destroyed the casual players.
Suggested changes:
Dagger throw speed increased 10-20%
Required daggers to damage a health state - from 6 to 8
Walking speed when throwing remains the same.
Normal walking speed from 4.4m/s to 4.5m/s
Blight
Against a decent blight player, you can't even juke him at all. It's so ridiculous, he's at the same standard as the nurse but easier to play or if not, at an even higher level compared to nurse because he can curve so ridiculously much.
Suggested changes:
Decrease the number of charges on his power from 5 to 3 or Decrease/remove the curving he can do.
Decrease the distance while not using his basic attack or bumping into something by 20-30%
Decrease his lunge distance when using a basic attack from his power.
Nemesis
The only issue I have is with the zombies. I hear alot of people complaining about the whip but I have no issues with it. There are so many zombies and there are countless times where I couldn't fix a gen for 3-5 minutes LITERALLY because no matter where I ran, the heartbeat was too loud or there was a zombie guarding the gen. Let's not forget the occasional times when I get whipped once, run into a zombie then turn the corner and get downed by a zombie. That's a 10 second run for the killer just whipping me ONCE.
Suggested change:
Number of zombies that spawn from 3 to 2/1, if 1, make the zombie move towards survivors or give it better vision range/ speed.
Keep in mind again that I am trying to fix issues FOR US CASUAL SURVIVOR PLAYERS. Of course killer players, no matter how strong you are would want better kits to work with but these 3 I mentioned are really unfair. Having a stronger kit is an advantage you get just by playing that character while us survivor players have to match how strong your kit is with our skill because we have no kits. At the end of the day, yes, it all depends on individual skill, but not all of us want to spend 20 hours a day to hone DBD skills. We have in real life things to do like work.
#Thinkmoreforcasualplayers
You need to nerf the nurse because there is no point in playing against her at all
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@fogdonkey said:
It is just simply too powerful against soloQ.
My idea: survivors should know at the start of the match that killer has NOED and should have a totemcounter.
Let it work only until the gate is open.
There are special perks that knock down switches if suddenly there is an op that this is a nerf
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@sadakiyo said:
lol she is bugged as hell and you need to know textures if you want to play against her. some textures give her slower blinks or require more charge.
This is the trouble that nothing will help you against a strong nurse, it is easier to disconnect from this game
@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/291249/the-nurse-has-little-counterplay-to-none
I don't feel motivated to play either why should I endure possible seizures and epilepsy being induce by a game with no regulation to they get you know dragging to a place where people settle disputes with people they pay to fight for them? Why should I have to endure 20 long meters of loops with DH being a loop away? You don't like it being unfair? Really? When I play survivor I hardly see this or the Blight. So bad luck. Continue on. No nerf needed just boon it and heal her Nurses calling becomes useless congratulations more CP.
You can forget about pallets or any hinges against the nurse so don't complain
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Briefly what needs to be done
You need to make the nurse's jump mechanic different - so that the second jump does not go through the wall and textures
One you fly through the wall, the second only along the corridor and everything will be fair
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@NeonFlowerPower said:
I used to play killer every night before SBMM. I didn't care that I got obliterated once every 10 matches because I knew it was a casual game and I would most likely win the next one anyway, but due to SBMM every survivor I've come across is so efficient at doing gens that not even slowdown perks can really save you unless you're playing a high mobile/strong killer like Nurse/Billy/Spirit/Blight. Survivors may not be very good at running, but they know how to slam gens and leave ASAP. I barely touch killer nowadays regardless of the time of day because I get non-stop sweaty survivors or efficient survivors as a Pig who doesn't run slowdown/meta perks. It is incredibly boring to play killer nowadays and while I still get bored/frustrated playing survivor, nowadays it is not nearly as unfun as killer is.
Only way to have fun as killer is to play the unfun/boring killers to go against. The best part of SBMM though is that it doesn't help solo survivors one bit because it still pairs you with survivor who are bad, brand new, or tons of trolls. Game is incredibly unfun for both sides and the only way to actually have any fun nowadays is to play in a SWF.
The game is not competitive so I still do not understand why SBMM exists and why DC penalties exist. Its supposed to be a fun, horror theme'd party game. I miss the days when I could play Pig and not want to just AFK in a corner or play in an unfun way. So until the devs change matchmaking to not have it be insanely stressful every single match, expect camping/tunneling to be seen a lot more often as it should.
Therefore, the next step of the developers is to make the survivor unattractive who has just been taken off the hook.
1) Give him a rush for 60 seconds until he heals
2) Cure him with a machine gun if the killer decided to chase him
3) Give him additional immunity to 1 hit
4) For every second of the chase after this survivor, auto repair of generators in 1%
Fight against camping
After hanging the survivor on the hook, give the killer a buff where he can come up and kick the generator with 10% regression with a time of 20 seconds, but if the timer expires, then these 10% will turn into progress on all generators without further regression
This will be okay as a normal survivor and will be a big disadvantage for camping animals.
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2649585#Comment_2649585
yeah isn't that what I said? Right now the killers can choose to risk for slugging and making more pressure or hook but your changes means they will lose for sure if they don't hook, which is unfair for killers. Try to understand both sides, buddy, calm down and take a back seat then observe.
I also play as assassins, hang immediately on the hook of the survivor and go look for others that's all
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@Munqaxus said:
Developers, there current isn't any anti-looping counter perks for survivors, and this would be a perfect place to develop new perks for survivors, because none exist.
You have killers like Nurse, Nemesis, Pyramid Head and the Artist who all have powers that go directly through walls, windows and pallets. The Doctor and Deathslinger also have similar issues. Yet there doesn't exist ways for survivors to counter this type of game play. For these killers, survivors best strategy is to hold "w" and run to the furthest corner away from the other survivors. It's a very uninteractive playstyle for survivors.
A new survivor with these type of anti-looping counter perks would add a new dimension in gameplay for survivors and I'm sure that survivor would sell like hot-cakes, because there's a lot of survivor players that would love to do something other than hold "w" against certain killers.
Just a couple of ideas:
- A perk when if a survivor jumps through a window, for 30 (Or whatever) seconds, killer powers cannot pass through walls, windows and pallets in a 32 (or whatever) meter area.
- A perk that if you hide in a locker for 10 (or whatever) seconds, you gain a token. You can press the activate key to stop killer powers from passing through walls, windows and pallets in a 32 (or whatever) meter area.
I'm sure there are plenty of other ideas out there.
Cool idea bro
I would also add about a perk that imposes speed or acceleration on someone when you healed him or took him off the hook
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2643278#Comment_2643278
Just got nerfed to be more fair, still requires no skill though. This game won't be balance until Spirit gets gutted.
Even though I play Rin myself, she deserves a nerf to honestly align herself with other killers
@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2643278#Comment_2643278
My biggest complaint is the speed to which survivors heal in dying state with the Unbreakable boon, as I usually need to slug and hit a few overly flashlighty survivors or body blockers of late to prevent them from getting a save so this will pressure me far too hard and I can easily see this being a CoH and Unbreakable healing stack. My actual complaint is the healing from CoH will stack with Unbreakable boon, for a 190% healing rate and this is obviously unacceptable. The healing rate with the new boon shouldn't benefit from stacking heals.
Are we playing against deaf killers? Extinguish 1 second Place Totem 20+
Extinguish and hang on a hook
This motivates to immediately hang on the hook and play the game correctly and not leave the player bored.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2620949#Comment_2620949
I don't think the woe-is-me I'm a killer and there's so few of us left is going to fly. Judging by these forums alone, there's plenty of killers out there. Also, judging by how I can play as survivor and insta-queue into a game, also shows there's plenty of killer players. In fact, its when I play Killer that I have to wait for a game.
The problem is Killers are entitled. They want 4ks all the time, they don't want survivors to have anything and call for nerfs instantly to any new survivor perks ignoring the fact those perks already suck "Lucky Break anyone", they totally ignore all the nerfs that survivors have gotten and say woe-is-me at any nerf they get, then they threaten the developers with quitting the game if they don't get what they want, they threaten survivors with "toxic" game play if they don't get what they want (killers are face-camping because of this or that).
I suggest that when the killer hangs the survivor on the hook, he gets a buff in the form of a kick on the generator with a 10% loss of progress for 20 seconds, but if the timer expires, then these 10% will turn into progress on all generators, ignoring regression
This motivates you not to stand near the hook, but to go and do something.
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/comment/2648026#Comment_2648026
I get your point but as mentioned, killers already have a hard time. If you're a casual killer player like myself, you'd understand. To buff unbreakable the way you said it should means that you're taking away another of the killer's already limited number of options to generate pressure. This part of the game already fair. To buff it again without a nerf is the unfair thing.
Motivation to do something is already a buff
Didn't hang = lost
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@TheDappaScrappa said:
There is no real reason to penalize killers for camping. It's a strategy, it's an annoying low IQ strategy but it still is a strategy. And honestly until the devs know how to actually balance the game I don't even blame killers for camping. The game is so unbalanced and devs keep adding completely broken perks to make it even more unbalanced (boon totems anyone?) killers are going to do whatever they can to secure a kill, just like survivors will do whatever they can to secure a win for them. If getting camped or tunneled bothers you so much this isn't the game for you because it's going to happen. Learn to loop better so you wont be the first one on hook and avoid it all together. That or maybe one day the devs will learn how to balance the game to a point where killers don't get punished for not camping or tunneling
Therefore, it is necessary to make sure that the survivor on the hook is not attractive to the killer.
Apply the haste buff on him for 60 seconds until he heals.
If the killer is within 20 meters, then free stamina
So that there is no shout that the buffen is only the survivor, then if the killer kicks the generator, he will lose 10% of the progress, the buff will be valid for 20 seconds, but if the timer expires, then 10% will be spent on repairing all generators, ignoring regression
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@HagathaSimmons said:
As an anti-camping perk I like the idea. Kinship pauses the hook timer for 34 seconds (when in second stage) IF another survivor is within 16 m of you while you are hooked.
Suggested Buff: Kinship applies to all survivors when in second stage as long as one survivor in the group has this perk. Same rules apply, a survivor must be within 16 m of the hooked survivor for the effect to activate.
Suggested De-buff: If it will apply to all survivors, then as not to make it OP, the hook timer pause should be reduced from 34 seconds to 20 seconds. During this time skill checks continue to spawn and now since you're on the hook longer will get progressively harder.
And here you will have a choice to take perks on yourself or this perk for your teammates
I think at least some developer is obliged to write about this cool idea.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/2633247#Comment_2633247
I would fundamentally change the entire game which is what I believe this game needs right now. There is just too much camping and tunneling happening in this game. These play styles are recognized by many survivor mains as toxic. Killers can grab survivors off unhook attempts and yet if that happens the rest are still expected to complete all 5 gens to power the door. Having 1 person take one for the team is both unfun and unrewarding to the player that got camped so the others could have a better chance to escape if they focus gens. If its not one thing its another. There is no single thing that will change this. The entire game needs to be rethought out. Survivor and killer interactions need to change. We need to be able to do more than just use flash lights and pallets to stop the killer. All they have to do is look up and they avoid flashlights. The killers get unique moris to literally kill us and remove us from the match but what do survivors get? Nothing unique like a killer mori. The fact we can't even kill the killer is a bit ridiculous. I have just gotten to the point that trying to play this game solo just isn't worth the frustration anymore. I try to play it solo from time to time but end up just closing the game out after the first few matches.
The flashlight lasts only 8 seconds, you need to make it so that it affects in any case
In the head 1 second in the body 3 seconds so that the killer would be blinded anyway
Why do we take a valuable item that can be lost and works only under crooked crutch conditions that the killer should be in the animation and stand straight and look like a moth
So I agree with you, you need some kind of buff after removing from the hook in the form of haste for 60 seconds until the survivor is healed
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@Terramortius said:
https://forum.deadbydaylight.com/en/discussion/294273/unbreakable-buff
Have you ever spared a thought for killer players? It's already tough on them as it is. Some games they have to deal with 4 DS and that's already bad enough. On top of that, there's the occasional 1 or 2 unbreakables that's really annoying to deal with cause there's no way to see if someone has it until it happens. Sometimes you get 3 or 4 unbreakables that a killer slugs to create pressure but about 30 seconds later you realise you can't hit who you're chasing and all the pressure you created is now gone because of unbreakable. All that while 2 gens pop in your face.
If you want to make it an infinite thing, sure, but there has to be a nerf as well.
Suggestion:
You can now fully recover from the ground
You recover at -30% / -25% / -20% speed.
Even in this case, you can literally have someone 99 your recovery, put on soul guard and wait for the killer to come back so you can rub it in his face. And then there's the new boon totem coming to help you recover faster from dying state and let's you get up an infinite number of times. That's way too OP.
this motivates the killers to immediately hang on the hook and look for the next survivors and not leave them bored on the ground