Iron_Cutlass
Iron_Cutlass
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@Nirgendwohin said:
one thing makes me wonder. if survivor mmr is based on escapes and you are more likely to die than to survive, wouldn't that mean match making cant match equally skilled survivors together because everyone's mmr is low?
Well, it's actually an interesting topic.
A lot of the players that really tank the escape-rates down are literally brand new players, but since they are bedrock MMR, their MMR can only go so low while they are already at the borderline lowest it can be. Outside of that there is no real way to tell how much this effects the broad scope of things, BHVR has the numbers behind that, we don't, anything further would be just speculation.
Keep in mind, MMR has always had functionality issues with the matchmaking though, it's not uncommon to see high MMR players going against mid MMR players because there aren't enough high MMR players, so I wouldn't be surprised if more issues come from this, the more they add and change is just kicking the hornets nest but the nest is already stirred.
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@Milo said:
Couple small things:
- It shouldn't be "ability 1" because of For the People.
- It requiring you to have 2 tokens to heal yourself and an injured survivor feels very odd. It could totally just be 1 token and half your suggested progress.
- Shouldn't affect mending imo
- Just because some perks are selfish doesn't mean they don't fit. A lot of perks then would have to be reworked. This perk is limited by the number of uses and Hemo, that's all.
- I designed it with concerns in regards to multiple people running the perk to get large value from it, and how abuseable it could be within certain situations. Values can be changed if they seem too weak of course.
- I made it effect mending since it would reward team play and still have limited application, it's not a hard counter to Legion, if you look at how many survivors are stuck mending throughout the match, and it only instantly mends other survivors, not yourself. I mainly did this to sort of work as a "you get hit off of hook and are stuck in Deep Wound, we'll let's fix that" type of thing.
- I wanted the perk to seem less selfish and also have other utility, the idea was to be an overall buff as well as being something that can help the team as a whole. Resurgence is not really used when there are other and better perks (Renewal, Off The Record, etc.), so my idea was to really just give it something extra to make it better.
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Personally I think they should just redo all the chase music. Maybe the OG chase themes can be an easter egg you can do or something, kind of like the golden toolboxes or that one chest in Midwich.
I think it would be neat if Trapper had the beat to his chase music be the sound of traps going off in the distance. Or Wraith's chase music having bells playings.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3190825#Comment_3190825
Kill rate doesnt matter when killers want Entity sacrifices the last 2 survivors after they tunneled out the first 2.
@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3190838#Comment_3190838
This is in another topic I saw days ago
Frankly I'm getting really tired of posts/comments like that. I hope what I'm about the say isn't rude, I'm just trying to be honest here.
It's a single person. "Killer mains" this and "survivor mains" that, or just negative comments about either side. It's cool to make light of things, but you can tell when something feels driven by negativity. It feels more like you just really dislike a certain side over some dumb idea you see someone post but you treat it like everyone else magically agrees.
Like can we really stop labeling people or/and generalizing people over a single person's awful idea? It just really feeds into a lot of the community's issues, it doesn't help anyone, it just divides things further, and it just extends further into the community because I see a lot of people do it and it's just gets really old super quick.
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There is a delay for the Endurance for some reason.
https://www.youtube.com/watch?v=WC23JDiSgDoIn this video example, you can clearly see the Dead Hard animation start, but the Endurance status effect appears delayed, so I go down despite timing my Dead Hard accordingly.
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@BrokenSouI said:
I mean .......You're basically suggesting they should balance and weaken every killer.......Because idiots rage quit and give up on hook like babies....? 🤔
"There are cheaters in DbD that also influence escape and kill rates, we should balance the game around little Timmy using a script to fly around the map and do all generators instantly, or little Robert who runs a botting script and wants to instantly 4K as killer as soon as they load into the match... as a result, all survivors now have to complete 3 generators instead of 5 and killers can now Mori after their first hook."
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3187097#Comment_3187097
Let me say something to your post. There are complains about perks right, but I believe some people like me are not actually frustrated of DH itself but the idea that it goes back to non-variety games in terms of perks usage.
I for a fact like the DH change and said is much healthier, but I don't like as it's back right in the meta aka almost every game. I couldn't give a crap how it gets changed if the perks still goes in the meta, honestly speaking. I love variety, not to see the same ######### every game because for me personally it's boring.
Frankly I dont know how people didnt even see it coming that DH was going to come back to the better. As the game changes, and time goes on, people improve, and I knew people were going to use Dead Hard again once they adjusted to the changes.
Speaking from experience, I love variety, but the issue with the old meta is that it was so set in stone that everyone used the same 6 perks every match, and while DH is really common, I still do see a lot more variety in loadouts than before, at least from the survivor end of things. I know that maybe in a few months, this variety might not be there, but Im at least happy there is variety while it is here.
Balance-wise though, DH is in a good spot imo. It takes skill and is rewarding enough for people to use it. I just feel as if other perks need something to elevate them a bit more and make them better. For both sides there are a lot of perks that just fill the gutter with junk.
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@badrepo said:
I remember my buddy saying “killers will cry about nerfed dead hard eventually “
I thought he was crazy lol
People will complain about anything and everything possible, it's just natural. People will complain about this, and that. People will even complain about people complaining. Sometimes youll even see the occasional "Us VS Them" post, "killers mains hate this" and "survivor mains hate that". Welcome to the forums, want a cup of coffee while youre here?
Also my only concern with DH though is cheaters getting a hold of Dead Hard and abusing it, but frankly that can be said about literally every perk in the game... and also it is solved by BHVR getting a better anti-cheat anyways.
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They changed how Dead Hard works entirely with the last midchapter update.
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This is just my personal idea, but I think they need a higher Bloodpoint bonus. You are putting all your eggs into a single basket, so it should be more rewarding than something that spreads the Bloodpoint gains across different categories.
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This seems more of a skill issue from your teammates. The only way you can really get a 3-man slug at the start of the game is if the survivors mess up severely. Especially since Legion is kind of meh on Midwich since Legion struggles in multi-story maps when using their power.
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This old reply I made within a thread explains it perfectly.
What you are describing is not toxicity. You are describing people playing the game. And regardless of rather you see it as distasteful or not, people can do it as long as it is allowed within the rules of the game (except trolling/teaming as survivor as you briefly mentioned, as that is, to a degree, against the game rules and people can get banned for doing it).
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I feel as if it would be better to promote this stuff more on their social media accounts and even in the news feed (ingame) periodically. Not something insanely in people's faces but just a casual reminder every now and then; if you already have the charms, they maybe you dont see the message in the news feed (ingame). I feel like if BHVR overdoes it, people will find it annoying since people dont want to see the same thing over and over, you kind of need to find a balance with it.
And also the alternative of automatically giving people the charms isnt too bad either, I actually quite like that idea... I also thought it would be cool to introduce the different pride flags as well, like Bi, Trans, Ace, etc. I also kind of think they need a different ingame rarity so they are easier to access and put onto characters (since there are WAY too many charms).
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Here is the thing. +100% Matchmaking Incentives really dont mean much. There is a lot of nuance in Matchmaking Incentives.
Incentives are MMR based since it is based on the more demanding role but some MMR levels might require more killers or survivors; Incentives are based on regions, some players from regions might entire killer more than survivor and vice versa; Incentives are influenced by time of day, typically for me, survivor is the more demanded role at night while killer is the more demanded role during the day.
This isnt even considering the fact that Matchmaking Incentives do not work visually in comparison to how they work... this is partly because of the nuance mentioned. You can go into a +100% Bloodpoint survivor queue and not get +100% Bloodpoints. You can go into a normal killer queue and get +100% Bloodpoints as killer. It literally doesnt matter what it visually shows up as because of how independent the visuals for the Matchmaking Incentives are from the actual incentives in play.
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I typically just go for the pallet break over the hit at the pallet more than anything. To me, he is just like an M1 killer but with extra steps.
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And what about Curve Billy? I mean you rarely see them but honestly a unique experience nonetheless.
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@MikaelaWantsYourBoon said:
Spirit is no longer problem tho? She already nerfed, i don't know why people are believing she is problem.
Nurse? She needs some add-on nerfs and that's all have to be done.
I feel as if some of the addons they have are really strong... like a bit too strong, but that's about my only issue.
Also, since I feel like this has flown under the radar a bit. Iron Will's nerf really did make Spirit a lot better and easier to use, especially when paired with Stridor. But that's just my two cents on the whole thing.
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I always let the last person escape through hatch. It's nothing personal, nor will it ever be anything personal. I get 200 BP for the hook itself and 500 BP for the kill itself, compare that to 2500 BP for the survivor escaping through hatch... 700 BP for me VS 2500 BP for them... Id prefer giving them the extra Bloodpoints.
The only time I will ever target or not target a player is whenever someone unhooks in front of me. I will always go for the unhooker in that situation... ya know, to avoid tunneling. "Oh but isnt that targeting a player or letting them go?" No, because the survivor had the option to not unhook. If they want hatch, they could have left their teammate.
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I think they did it because of his passive ability to Hinder survivors when fully infected. 8% Hindered does a lot, and having that extra and constant Hindered effect requires people to have time to react, so they gave him a bigger Terror Radius as a result. I know someone will mention "but what about Clown", but Clown cannot constantly apply that effect the way Wesker does.
(This is of course ignoring how his passive ability takes time to build up and can be completely removed, but it's just a general idea more than anything else.)
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@SimplyPixelated06 said:
Yall really let yun-jin down??? This fit is so good. Im not mad... just disappointed...
I was really hoping for that Billy outfit but I knew it was going to lose once I saw the Dredge cosmetic.
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It isnt necessarily throwing. You get bloodpoints. The task doesnt take that long. Also works well with certain perks in play (both sides).
If I ever see a dull totem super close to hook I will always cleanse it to prevent a potential uncounterable NOED situation.
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@MommyHunktress said:
HOW?! I know there has to be some filters or whatever people use for corn maps, there is just no way there are so many huntresses out there who can just corn snipe for days. I dont care if you need to tell me a custom nvidia filter. I am so done trying to hit good survivors in corn
Follow Scratchmarks. Focus to see any movement close by. If the survivor is injured, listen for grunts of pain, if not injured, listen for breathing and potential footsteps, and corn swaying is another key giveaway (corn sways a lot when a survivor is moving or sitting in a patch of corn).
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I typically analysis the situation and break down what could have done better, or what was out of my control. Think about it like this, let's say Im Billy on Garden of Joy (for the sake of this example)...
- I curve around a car and miss... Is it the loop or is my skill? Well in this case, the car can be curved around like other cars. So using that to deduce the available options, I can determine that I messed up the timing and my skill (or lack there of) was responsible for me missing the hit.
- Alternatively I am being looped around a bush. The survivor stands still and doesnt move from a single spot but I still hit the bush instead of the survivor for the collision. Could I have been patient or maybe tried another approach to chainsaw'ing them? The collision for the bushes in comparison to the collision for characters doesnt like up properly and makes it so chainsaw'ing does nothing. So in this instance, it would be the game having issues that need to be resolved.
This is of course a very face value example but you need to try and be self-aware as well as avoid using as much bias as possible to be able to come to the conclusion. Sometimes even looking from both point of views can also help. There are game issues. There are skill issues. I feel as if people, even myself sometimes, fail to come to the right conclusion as to which it is sometimes, which is fine as long as the person can acknowledge their mistakes made later down the line.
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@GoodBoyKaru said:
the lack of sympathy in these replies is genuinely astonishing i'm gonna be honest
Well it's the DbD forums. Sympathy and Empathy is nonexistent. People legitimately dont care about making the game more accessible despite it being better for the game since it would boost sales.
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Windows of Opportunity is worth the perk slot. There is no way to know what pallets have and havent been used due to the lack of communication in SoloQ and WoO prevents you from running into a complete deadzone (which ultimately saves the team time and prevents you from getting hooked from your teammates decisions).
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So like Legion, but for other killers?
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I feel as if there are a lot of things problematic that are either just completely ignored or are greatly exaggerated in terms of strength. I feel like Hyperfocused is a prime example of it since you had people crying that it was massively overpowered and others crying that it was weak and needed to be buffed.
But I feel as if SoloQ, more than anything else, really needs some QOL, it's barebones and just something to make the experience better wont really hurt anyways.
Overall people will be people but as long as people avoid "Us VS Them" or "get your pitchforks ready" posts, then Im fine with how people treat/discuss things regardless as to rather I agree or not.
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I had an 12 escape streak back when I was trying to do 100 matches of SoloQ, it was followed by a 9 game losing streak though, so not really too happy with my performance after doing so well.
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@Elik said:
I actually just played a match with it and I think its terrible
The orange glyph makes pallet stuns and kicks take longer (those are the ones that I have seen)
Dear god who thought of this its so annoying and I didnt even get the challenge done bc of it
Do we really need to give killers debuffs now?
I had do the challenge on The Game D:
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I mostly just watch YouTube or open up Terraria (modded typically, Calamity Mod is pretty fun) or Warframe. Sometimes I play idle games like Cookie Clicker or Clicker Heroes. Or the alternative of doing chores around the house if I needed to do them. Normal stuff basically.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3175064#Comment_3175064
Killers have had regression perks for ages. Removing all gen perks simply because survivors have Hyperfocus seems like a step towards stale gameplay. There is no point to want perks if nothing can change or help with the objective. Survivors have never had perks to help with gens, the perk they got (forgot the name) that speeds up the gen when others are dying is very very very very bad. At least Hyperfocus is something you can always work for and its effect is negligible. I don't think killers want their regression perks gone, I believe a Tsunami would crash into BHVR headquarters if that happened. It is so ingrained into killers to crutch on regression perks it would be like completely removing all exhaustion perks. At some point, we need to stop talking about balance. A little perfect balance should be sacrificed for fun factor. This is why playing survivor side is unrewarding and stale because there's been so much fun sacrificed fo make it balancing around only a tournament-like SWF can beat killers.
I don't think it is quite 30 seconds. Even if it was, have you read the perk description for Eruption? It actually stalls the survivor for a very long time, 25 seconds PLUS it removes objective progress. More often than not, the survivor will leave the gen and do something unproductive which means Eruption actually stalled the objective progress way more than that.
I thought STBFL is similar since you get stacks for doing your objective but my point is that it doesn't lose stacks for getting a down like Hyperfocus does. I wish it didn't lose all of its stacks for finishing a gen. I don't like survivor perks constantly punishing you for doing well.
For any killer complaining about Hyperfocus, you have Eruption that is even more potent. Killers that are good at getting downs and using gen regression are still overpowered and Hyperfocus will never save a survivor.
Again, I feel as if you completely ignored what I said yet again. I have mentioned how I want certain aspects of the game changed yet you act like Im only mentioning stuff from the survivor's end of things.
And making the game a lot more balanced doesnt necessarily mean removing the fun from the game, it only means that both sides dont feel punished for aspects of the game outside of their control. I have stated this before, and I will state this again, Im not trying to have perks gutted on either side. I want the game to feel more manageable for both sides, I want people to feel like their actions actually have impact without throwing off the balance entirely or making the other side feel awful as a result.
Overall I disagree with "at some people we need to stop talking about balance". Balance is everything for a game. The game can be balanced and be fun. The game can be unbalanced and still be fun. But there are still situations for both sides in which players feel as if the game is not fun or isnt manageable (tying back to what I mentioned earlier in this post); my goal is to reduce that in the overall broader picture, the original post is one small step in a series of small steps. Realistically you cant reduce it entirely, not everyone is going to be happy, it's just how things are, but the community is full of discord and disdain towards the direction the game is taking, and just like anyone else I am going to voice myself.
And besides, if you go through 95% of player's post history, including your own, there are going to be posts in regards to game balance. You cannot sit here and act like balancement isnt important when it clearly is a touchy subject for most people, including someone like you (yes I have seen a lot of your posts and the stuff you say, Im not saying this as a personal attack, Im just speaking to speak here). I am speaking with my experience to try and make the game better for both sides.
Better put, there are two sides to every coin. Sometimes you land in the middle, sometimes you land on either side. And despite not always hitting the mark, my aim it towards the middle. Where exactly is your aim?
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3175230#Comment_3175230
I just don't see it as an issue. Even as someone who has had the luxury to just sit there in a 40m terror radius and endlessly pound stacks into a gen. If you have this build, you are lacking in other areas. You will either be less potent in a chase, or more susceptible to quickly being eliminated through camping/tunneling.
Dropping 2x perk slots and then praying the killer has a big terror radius and it's a small map isn't a good strategy. It's a meme at best for solo's and only will shine in the hands of a 4 man SWF; who could be running other equally as strong setups
I think that would rely too much on rather the killer tunnels or not. Surprisingly, not everyone does it, I am one of those people. And furthermore people really want camping and tunneling to be pushed into a position where it isnt required and rewarded as much as going for hooks. I wouldnt say things are as simple as "killer can tunnel = perks are fine", because from a realistic sense it opens up the door for both sides to bicker and fight over gameplay styles (regardless of rather one sees them as distasteful or not)...
A lot of this argument relies on poor game balance and frankly we could go on forever about the never ending nuance I guess, "but with this you can do this", "but with that you can do that"... again, a lot of this relies on subjectivity at the end of the day, everyone has their own opinion. I made this very well known in the original post.
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@Hensen2100 said:
https://forum.deadbydaylight.com/en/discussion/comment/3175064#Comment_3175064
I think it's funny people consider these builds problematic. If the survivors are dumping 6+ perks into builds that will fall flat against 1/2 of the killers in the roster who cares?
I've used it, and it's nice, but it won't save you in solo Q. 10-15s of gen time is trivial when most games of DBD are won or lost by a landslide
That's an issue with SoloQ more than anything. I do hope SoloQ gets major quality of life.
Also again, I dont think generator speed-up is fine the way it is, nor do I think regression is either; but at the end of the day I comes down to a matter of opinion. Some will agree, some will disagree, some will listen, some will ignore, but the least I can do is provide perspective and insight behind my mindset... that was the whole point in the original post and even my response to Sluzzy.
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I believe there is a "Quitters Bonus" Bloodpoint score, but frankly it's not enough when considering how impactful DCing is towards a team.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3174966#Comment_3174966
He has a point. Survivors can't get a useful perk without the usual scream of doom that survivors are trying to escape. Killers get extremely oppressive perks all the time to change their builds. Killers stack perks together to totally oppress survivors into a guaranteed "loss". It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.
Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit it!
When comparing to a similar perk for killer, Save The Best for Last: killers can swing, miss, and still retain their stacks. Survivors are not getting enough reward from it when compared to killers. So it is not a problem but it needs buffed slightly so it doesn't lose stacks and it shouldn't speed up so fast making it impossible for consoles to hit it.
Did you even read the replies or even the original post?
It seems rather selfish to say two perks working together might be a problem when killers stack perks all the time.
I literally made a reply stating that I am planning on making a post in regards to regression and generator speed-up, still trying to find the words to use with it since stuff like this is a very sensitive topic. But my general idea, if youd actually care to listen, is that both regression and generator speed-up need nerfs and/or limitations to diversify builds a bit better.
Also feeding into an "Us VS Them" yet again. I made if abundantly clear that I play both sides super evenly, Im not saying anything of this because "Im selfish" or "want easier games", Im saying this because I am actually concerned for game balance.
Survivors need way better perks than what they have. Hyperfocus needs a buff. Why does it reset for finish a gen? Folks on a controller has to have reflexes like a fly to hit!
Hey, guess what, I use controller and play on last-gen Consoles. It's not as terrible as you make it out to be, hitting the first 3-4 great Skill Checks is insanely easy to me personally, the rest I entirely rely on Stakeout though. Because again, remember, I did state that I use Hyperfocus a lot, it's one of the first shareable perks I went for.
When comparing to a similar perk for killer, Save The Best For Last: killers can swing, miss, and still retain their stacks.
Horrible example imo; Save The Best For Last is punished whenever hitting the obsession, you are basically given a single survivor that you arent suppose to go for leaving them more room to do generators and others stuff without restrictions.
Also swinging and missing is it's whole other thing, you are punished by default since the survivors makes distance on the killer for a missed swing. Basekit mechanics meant to punish poor gameplay should not be further punished by a perk... in comparison to Hyperfocus, you are punished for getting off the generator or hitting a good Skill Check, you are not punished by basekit mechanics in that instance.
Survivors are not getting enough reward from it in comparison to killers.
30+ seconds off of a generator. I get that generators are an absolute snoozefest, trust me, Ive done enough generators to where I just turn my brain off while doing them. But 30+ seconds off a generator isnt something to sit here and downplay. Some stuff on both sides are incredibly overtuned and using "well this side has ____, so let us have _____" is a horrible design and balance choice. Just because something might be problematic doesnt mean that having more problematic things to counter it is good balancement, it just leads to more issues in the long run, which is one of my main concerns.
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@Mat_Sella said:
We're tired of the same survivor perks!
Survivors: *uses different perks that are required together to successfully use*
We're tired of the same survivor perks!
You completely ignored the entire point in the post but pop off I guess. You literally are feeding into that "Us VS Them" I mentioned in the beginning.
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I did briefly mention generator speed-up stacking being problematic, however I feel as if I should make an entirely different post about generator speed-up and regression in the future. I have some thoughts regarding it that I still need to find the proper way to express.
Just typing the original post took be a few hours to find the right words I wanted to use, and even then I still kind of feel as if it might be missing a few small things here and there. Im not really the best with words, so finding the right medium to not cause conflict between the divided DBD community AND express what I wanted was very challenging.
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I hope we get a map based on Trickster or a complete rework to Backwater Swamp... really want that Village map from the Backwater Swamp concept art.
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@ThiccClaud said:
Enfury is a stupid combo anyways. I would compare it to old dead hard as in its an killers making a mistake but compensating with perks. Spirit fury is boring gameplay especially with certain killers. It doesnt need a buff
Once you see it's been used, literally just pre-drop. "Oh but I get hit from it if they have Spirit Fury ready", cool, well know you know two of their perks and how to make them useless, sure you might get hit, but you basically reduced the killer down to two perks... that's really dang good.
And to be fair, there is no reason to not pre-drop if you know the killer has Enduring anyways, since it's normally better to not risk getting the tail end of Spirit Fury, that short stun duration isnt worth the time waste anyways since it's nearly instant recovery.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3171383#Comment_3171383
Yes,hence my point that it was pretty easy to win before if you tried and is easier now.
Well yes, but also no. The meta shifted but it's kind of the same. Anti-tunnel and camp perks exist, most people just dont bring them though since the meta for survivor isnt as "set in stone" as it use to be. I think people are still trying to figure out what's best to bring.
Combine this with just tunneling and camping not truly being solved to a great extent. I mean realistically if the developers found some way to remove camping and tunneling as a playstyle, killrates would absolutely drop by a huge amount, and killer will become insanely challenging for those who relied on camping and tunneling... Overall it's kind of a tough thing to balance out.
I think it would be better to balance out the cheap but super effective playstyles on both sides, it would improve game health and make the game more enjoyable for everyone. But something like "bring back old DH" isnt going to do anything productive, we took some steps forward, we dont want to take some steps back.
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@GannTM said:
Demogorgan. I need Barb’s Glasses and Black Heart.
Im more of a Barb's Glasses + Rat Liver user tbh. Rat Liver is extremely underrated, that extra movement speed can help get Shreds even if it doesnt seem like much.
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@Pulsar said:
I have yet to see any Killer incentives
Ive seen it like once or twice, most people in my region play killer though, been that way for a long time (excluding when Circle of Healing came out, nobody played during that time lol).
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@kizuati said:
https://us.v-cdn.net/6030815/uploads/0E8SHMTY01MO/image.png
https://us.v-cdn.net/6030815/uploads/0NII0MWXK9WK/image.png
https://us.v-cdn.net/6030815/uploads/TPZMCBRQAC7J/image.png
As per title. I honestly,unironically,think that Killer is way,way too easy right now. I'm winning so many games it's becoming a slog. I can go up against low prestiges,high prestiges,high hour players,low hours players,90% of the time it's stomp,stomp,stomp. I'm not that good at the game for this to be normal. Killers really seem to be wildly,wildly on the overpowered side ATM.
We need something for the game to tie it back over,imo. Playing survivor has been boring because of tons of solo queue losses and playing killer has been boring because it's too easy to win. I like 4Ks as much as the next person but...it's way too ######### easy this patch..
ADDENDUM:
A lot of people of course disagree with bringing Dead Hard back,which is fair enough,my opnion is a niche one here. I'm just noting that..Killer is kind of easy if you try a little. Remember when Otzdarva tried this 30s AFK challenge PRE 6.1.0?
https://us.v-cdn.net/6030815/uploads/96OC87L4YOZD/image.png
He got 3 kills on average. Now,with the Killer-Buff that patch 6.1.0 even such really average Killers as me can go,pick up a Killer and just..do extremely well over and over and over in their matches if they just decide to play for the win,even a little bit.
Which is what I'm doing because..I like to try and be the best at winning? And.. as I said it's way too ######### easy. Anyone complaining about the Killers being too weak vs that one god SWF with 14 green medkits and on cowshed.. you're not facing that every game. Killer is easy. Survivors need a buff.
Otz literally said in the video that it doesnt show that the game is killer or survivor sided, the only thing the video showed was the strength of camping and tunneling... in fact, that was literally the whole point of the video.
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Cool ToxicMaka95. Very valuable information. I understood all of it.
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The transferred Terror Radius is set to a certain amount and is not modified by other perks (since it's not treated as the killer's TR directly). Also the killer itself is Undetectable which cancels out Terror Radius modifications. This is coming from an avid Dark Devotion user.
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I think proximity chat would be funny as hell, especially since I normally use stealth builds to scare survivors.
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I think flashlights are fine, actually one of the most balanced items in the game. My main issue is just how much Built To Last really extends the duration of usage, especially when it makes other items such as toolboxes and medkits insanely strong by proxy.
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@JoaoVanBlizzard said:
Since always, the Killers when hooking a survivor, the hook appears with a yellow aura and icon of the hook on the Hud, when the survivor is unhooked the Killer receives an alert that this has happened, and that isan alert that this happened, and that's exactly what I wanted to talk about, the killers really need these alerts today. need these alerts nowadays.
These alerts existed for the purpose of the killer having a control of what the survivors are doing,if there were not these alerts, the survivor would be released and they would start repairing generators and the killer would not even know anything about it
The problem today, is that because the game has lost much of the stealth factor and the arrival of killers of auta mobility These alerts encourage a lot of tunneling and camping at a distance, killers like Nurse, Blight, Hag, among others can chase and capture a surv as soon as they receive the alert after leaving the hook, and repeat this until the surv is eliminated from the game, which ends up being something boring and unnecessary.
Then you ask: "-but should these features be removed, in your opinion? my answer is: "Not necessarily!", this feature sometimes prevents the surv from healing itself or even to be fixing generator without healing and the killer not even know it, the feature has its reasons to exist, but even when I'm playing Killer I do not like this mechanic, sometimes I find it boring to tunnel unnecessarily, but if I hear a signal that the surv was I can not just ignore a surv that was saved near me and I did not even start another hunt, although the survs may have resources to help me.the survs may have resources to inhibit a chase.
So my idea would be the following: when a surv is saved from the hook, the alert would exist, but it would not be instantaneous it would take a while (about 10 seconds or less) nowadays the killers have many tools to find survs, but they are obsessed with anti-gen mechanics, but this I would like to know from you, what do you think of this mechanic? do you like it, do you think it should be changed? I think it is useful, but it is too immediate, it should have a longer interval, perks like "guardian" couldcould have this function to delay this alert, but that was it, leave your opinion there and vote if you like the idea. =)
Listen, I dont even tunnel and even I think this is a horrible idea. Nothing makes a game feel worse than a delay in information/inputs. I dont care if Im no where near the hook, or if Im 2 inches, I would like to be able to get the information of an unhook when someone unhooks. "Why is it important to have this information if you dont tunnel?", simple, it lets me know that two people arent actively repairing generators, so I can use my time to engage with other survivors and slow down the repair process. Information is everything, so let me have my information.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3168884#Comment_3168884
So... you just throw one in and instant profit? Usually you have to do something else to get a bug to work, that needs to be fixed pretty fast if that's the case
It just has to do with the mist offering applying the same effect over and over, nothing else as far as Im aware. But it also works both ways, stuff that removes Mist/Fog also has it's effect applied... Ive never tried running both offerings at once on Eyrie of Crows so Idk what would happen.
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@DoritoHead said:
https://forum.deadbydaylight.com/en/discussion/comment/3168884#Comment_3168884
I’d love the game to always look like this.
would it get annoying after a few games? Yes. But it’d be worth it!
I suppose the best way to go would be to make an “increased fog” setting for custom games.
It would be nice for DbD to feel more like a horror game. I wouldnt mind it at all tbh.
