JC316
JC316
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@BloodyNights said:
https://forum.deadbydaylight.com/en/discussion/comment/1109234#Comment_1109234
Actually a very fast way to level up your game is to constantly play people who are better than you. Obviously you need to have a grasp of the game mechanics. But let's say you played ten games in something at difficulty level 5, it can go up to to 10 in difficulty. Your skill level is at 5. You'll play and do fine, but your personal skill level won't really increase. You play 10 games at level 10 difficulty. You may lose every single game, but you go back to level 5 difficulty and it's suddenly a cake walk.
My description may have been a little weird, but it always works for me. But I come from a lot of fighting games in my background. I like fighting people who are better than me because I improve much much faster than playing against people who are at, or above my skill level.
As for your suggestions.
As for DS, I'd only nerf it so that it becomes disabled if you are not slugged, and someone else got hooked.
Flashlights to me personally suck, I never bring them as survivor. You almost never get a flashlight save, and all the good killers have headphones on so even if you blind them at a pallet they just follow you anyways.
I wouldn't nerf Borrowed Time, but I would change it from Terror radius based, to killer proximity based. Don't camp the hook, and if you just gotta camp the hook, take down the survivor who decided to do the unhooking right in your face.
As for increasing gen times, I'd be all for different killers having different gen speeds, going from 80 seconds to a maximum of 90 seconds. So Billy would be an 80 second gen killer. Demogorgon could be 85 seconds, and someone like Clown could be 90 seconds. But that's just a thought. I don't agree with a universal increase, as that would just make strong killers even stronger.
If getting a strong team happened 20-30% of the time, it wouldn't be a problem. You could improve, but when it's 90% of the time, there is no fun or improvement to be had. Losing 10 out of 10 is a great way to get people to leave the game. I don't play the game to become the best to ever play, I play it to enjoy it..
DS needs to deactivate if you enter a locker, touch a gen, get healed, or another survivor gets hooked. You don't play the same caliber of survivor that I do, if you did, you would want flashlights nerfed too. All BT needs is a 30 second cooldown.
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@meatisadelicacy said:
I'm playing killer just to do my challenges. I'm regularly getting matched with rank 5-7 when I'm a level 17 killer. And they've all been two or four man SWF. I just want to do my challenges. When I used to play with my friends, we'd have a 5-7 killer against a 15, 15, 17 and one 5. All my friends quit playing this game because of match making and now this is happening to me almost every killer game. Anyone else seeing this?
No, matchmaking hasn't changed yet. Yes, it's extremely annoying. I got booted from rank 7 to rank 13 with the rank reset bug. Now I'm playing rank 4-8 survivors, which is who I SHOULD be playing. Having a lot more fun.
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@xEa said:
Hello my friend
I have a lot of fun playing killer. But that is mainly because i forgot how it actually feels to get genrushed (usually they die before they finish gens).
I recommand that you kill them aswell. How? By getting better at the game. No joke! ;)
(once upon a time i was like you, then i stepped up my game)
If you think its impossible, then you have to try harder. Dont let anyone here tell you, you can not have fun as a killer.
Same thing for survivor. Survivors dont complain that much, because they normally have a more relaxing game, killer gameplay is more stressful. I think this is the nature of the game. And there is nothing devs can do about this. If they make it even more easy to get kills, so killers have absoluty no stress, the game would be totally broken.
Anyway, there is only one thing to say:
"Practice" - Fatality
(And while you do, relax, its still just a game at the end of the day)
The matchmaking won't let you get better. You can't learn if you're constantly getting survivors that are much better than you. There's quite a bit that the devs could do to make the killer experience less stressful.
- Nerf DS. 4 survivors, 2 hook states where it's available, 60 second invulnerability, translates into 8 minutes of safe time for survivors.
- Nerf flashlights. It's ridiculous for the beam to be outside of your FOV and still be able to blind you.
- Add a cooldown to BT.
- Increase gen times, or give better slowdown perks.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1109164#Comment_1109164
You know what HASN'T been changed since it was written? The how to win text.
Also while the details have changed, the fundamental pip system itself was there at the time of the post.
You're not going to change my mind, and I'm not going to change yours. So unless @Peanits or @Almo wants to come in here and clarify what exactly a win is, pip or survive/kill, I think we're at a stalemate.
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@Nickeleye said:
You already know the answer to your question. 80% of the player base gets the fun.
Choosing to main Killer is not for the faint of heart. It's for the insane and the masochist.
In my case it's the stupidly competitive.
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The entire pip system has changed since that was written. The whole lore of the game is being locked in perpetual torture for the amusement of the entity, and the entity grades your performance with the emblem system, which is the pip system.
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It's a win some, lose some with the hitboxes in this game. For every time you think it shouldn't hit, the killer misses one that he thinks he shouldn't. It all evens out.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1108706#Comment_1108706
no. 2 Survivors won. 2 Lost. And then the pip system assigned pips using a bunch of separate metrics.
Winning != pipping.
There's a big problem with this game in the fact that there's no win condition. You and I have different definitions, mine is the correct one, but that's beside the point. Total domination is a double pip, a win is a pip, a draw is a black pip, and a loss is a depip. Kills and escapes are not the win condition, because I've escaped and depipped, and I've 4K depipped.
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@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108706#Comment_1108706
Not sure what your idea is, but judging by the matches I've been seeing from both sides, it is a crap show of dominance one way or the other. 4 Man SWF destroying a killer, or killer obliterating 4 solo players with 4 gens left. Nobody pips in one match, everyone pops in the other.
Not sure that is balance, so hopefully your idea is better than that.
All survivors are guaranteed a black pip, but there are only two rank up pips that will be given to the two best survivors. The emblem system would still be there to determine who the two best survivors are.
So if you choose to do nothing but gens, and a couple of saves, but your teammate did an equal mix of gens, saves, heals, running the killer, and doing totems, he would get the pip and not you.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1108563#Comment_1108563
in a 2k 2 Survivors won and 2 lost.
Survivors do not win and lose together.
But they didn't. 2 survivors won, and 2 survivors had a draw. How the ranking system should have worked for survivors is there are no depips or double pips, but only two pips are available for the collective. So the two survivors that performed the best will move up in rank, while the other two stay put.
This would put you in competition with not only the killer, but your fellow survivors as well. This would ensure that only the best players of your group will pip. If you all played well, then the best of the best would wind up in red ranks. Rank reset would send you back a few to start all over.
@Warlock_2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1108563#Comment_1108563
Though your logic is correct, the reality can sometimes be messier. For instance, a while back there was an issue getting survivors to pip. The pip was harder to get. Red rank killer que times were insane because there were not enough red rank survivors.
You need 4x the red rank survivors than killers in order to balance the ratio. They chose to ease up on survivor pips in order to get more re ranked survivors, thus lowering the bar.
In short, due to a 4 to 1 ratio needed,there will always be a lower pip bar for survivor when compared to killer. That also feeds the red rank killer pool because there are enough potatoes to feast on. Messy, but it worked in lowering those que times some.
This is why my collective pip idea would work best. There would always be two survivors moving up, keeping red ranks stocked and strong, while also keeping the weaker purple and green ranks stocked.
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Count your blessings man. I LOVE being in green ranks. When I was playing in purple ranks, I was getting rank 1-2 teams, each with thousands of hours in the game to my 200. Rank reset sent me back to yellow ranks, which I am playing purple rank survivors with 200-500 hours in the game. It's a lot more enjoyable for me.
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Billy is really tough to master. That torque steer is huge, his power has a strong windup, an it's easy to dodge him. I find Nurse easier to play, and that's saying something. He doesn't need a nerf.
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1107769#Comment_1107769
Not bait, the proof is in the stats. He's overperforming.
So does that mean that Nurse is the worst killer in the game? Her kill rate is at the bottom of those stats.
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@Peanits said:
There's a very simple answer to that; because an average typically means a draw. You shouldn't rank up or down in a draw, that's usually a good indicator that you're at the right rank.
The whole point of pips and ranks are to match you with people around your skill level. If you're having even matches already, you shouldn't be pipping unnecessarily.
But here's your core problem, in a 2K, at least two of your survivors are going to pip, and the other two are likely going to black pip. In a true draw, no one should pip. So two survivors that probably didn't earn it rank up into red ranks, while killer stays where he is.
This gets you diluted red ranks for survivors, and barely any red rank killers. So all of your red rank killers get used up on a mixed bag of survivors, and matchmaking starts moving down the list until you get red rank survivors playing green rank killers.
Now again, it's a mixed bag, so those green rank killers might get potato red ranks, or they might get the TRUE red ranks and get absolutely walked on, which is as miserable an experience in gaming as I've ever seen.
So the killer PIP system is fine, but it needs to be significantly harder to rank up as survivor. Pretty sure I know the reason why you made it so easy to get to red ranks as survivor. That little badge is an ego boost, makes you feel like a real bad ass, gives you that gaming high that you're looking for, which in turn makes you more likely to buy new cosmetics to set yourself apart from the noobs.
Same reason why matchmaking wont change even with mmr, and you add stuff like this new sabo. Survivors don't want a challenge, they want a bully simulator, so all the better for them to play killers that they shouldn't. Also makes them feel like a big shot, and gives them the gaming high they're looking for.
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@Cheeki_Beaky_Bird said:
It makes no sense. I admit I'm not great at the game, but why am I being matched up against some of the best players out there? It's not fun or interesting for either of us. You shouldn't be able to be matched against more than 1 survivor that's 2 colors ahead of you in rank.
Not enough killers playing. When the gen speeds are so screwed and the survivor tools are so strong that you have ZERO chance to win against a top team, there is no point in playing the game. When you have a dev team that basically tells killers to git gud or play something else, there is no point in playing. When game breaking survivor bugs get fixed instantly, but game breaking killer bugs take months/years, you tend to piss off your veteran killers.
I was a rank 6-8 killer that got nothing but rank 1-2 teams, but rank reset sent me all the way back to yellow ranks. This was a blessing, because in the 10-13 ranks, I am playing against rank 5-10 survivors, which I stand a far better chance against.
@Aura_babyy said:
Ranks dont matter anymore. It's a mmr system now ain't it.
They are likely in your mmr range
The MMR changes haven't gone live yet. I don't think they will until the mid chapter update.
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It's not exclusive to Plague. I had this happen early in my ownership of DBD. We were on lerys, all 4 of us on one gen and there was a michael, he popped EW3. I got hit first and the other three decided to hang around rather than running. Match was over in about a minute.
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Nope. I said I wasn't spending another dime until they fix their balance issues, and I meant it.
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@helix43 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105433#Comment_1105433
I've been watching a streamer play in a 2 man swf for past few hours and can confirm saboing hooks is op now. The balance team are continuing to show their incompetence.
Of course it's OP. Anyone with a brain can see how strong this is going to be, especially since you can't hook if a survivor is already working on the hook. Killer equivalent of this would be Pop no longer requiring a hook to use. Any time you kick a gen, instant 25% regression with a small cooldown.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1101897#Comment_1101897
You think recovery is 2.5 seconds? lmfao, and you get to hit all the survivors at the expense of dropping one? Oh for shame, all that pressure to save one hook state? Sounds good to me, have you ever thought that maybe you're not playing quality survivors, you're just not actually that good at the game? lol
Are you kidding me? There's a 3 second delay after landing a successful attack. You pick the survivor up, you get body blocked, you hit the blocker, your hook is saboed.
Typical survivor main, can't argue the point, so you attack my skill. I go against rank 1's with 2500-4500 hours in the game.
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@Seanzu said:
They have to be near the hook, and have sabo equipped, I don't see the issue.
You don't see the problem? Am I the only one that plays quality survivors in this game? First off, the hooks are already a good ways apart, plus there are offerings that put them even further apart. Second off, survivors have body blocking options, so all it will take is a single hit to give them the 2.5 seconds they need. Combined with breakout, flashlights, and ubreakable, it will be abused so hard.
There will be no counter to this unless they remove killer collision while carrying a survivor.
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@Yamaoka said:
Where does the dev update say you'll be able to sabo hooks in 2.5 seconds?
Peantis confirmed this in a different thread. Just when I thought the devs couldn't possibly get worse, they came in and proved me wrong. Sabo/Breakout/Unbreakable is about to become the go to combination for the bully teams.
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@Peanits said:
8 seconds is a pretty hefty assumption. For the record, it's nowhere near that (actually closer to 2.5).
I get being upset if you try something and it's not as good as it first seemed, but jumping to conclusions before you even know the details of it doesn't help anyone. At that point, you're making up something to be upset about.
2.5 seconds.... Here's how this is going to play out. SWF bully squad is going to come in armed with sabo, breakout, unbreakable, and flashlights. You down someone, they body block once and your hook goes down and the survivor wiggles off. So next you try slugging, which unbreakable is going to counter. Rinse and repeat. 4 man escape, killer's will to live gone, ggez.
You're either going to need to make the sabo time take longer/be a one time use perk, make the killer lose collision while carrying a survivor, or make iron grasp/agitation basekit for all killers. This is going to be abused so hard.
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Only thing I deserve is to have fun. It's incredibly annoying to feel like you played near mistake free and still get roflstomped by survivors using the strongest build possible.
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Demo needs two things done. First being his stomping needs to be gone. It's headache inducing and he was more of a stealth killer in stranger things. Second thing, he needs much better addons. His addons are nearly all portal based, which his portals are useless. I would love to see a very rare addon that eliminates his ability to break pallets with shred and adds a cooldown to shred, but gives you an instadown.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1099889#Comment_1099889
2nd - broken half the time
3rd - limited time, conditional, once per game
4th - limited time, conditional, if abused requires MORE healing from whole survivor team (you know, a TRADE-OFF)
5th - small boost IF endgame triggers
6th - limited time, once per game, requires rare add-on and an item
Noticing a trend here?
It's nothing against you personally, it's just every killer and their weapon have had this complaint. And besides, I haven't come across ANYONE who's run that specific build. And yes, I'm in red ranks, or was before reset.
Deadhard doesn't break when used to potential during looping. You're looking at decisive as an individual, not a collective, so it's not limited time and once per game. 2 minutes of invincibility per survivor, per game. Total of 8 minutes of invincibility if you get four survivors running it and you three hook everyone. BT needs a cooldown, nothing more.
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I would give killers a 5% base move speed increase, but since BHVR wouldn't let me..... Corn height -50% and call it good. I HATE the corn.
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@ColgateAdvancedWhite said:
70% ++ kill rates
65-70% is where killer needs to be, that's a 2-3K every game. I understand that 70% sounds so strong, but it's still less than 3k per game.
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@CLAUDETTEINABUSH said:
Dbd is in a weird state right now, with the current meta. Noed is a must for certain killers, Freddy/nurse/spirit/Billy are the only ones that stand a chance against good survivors, swf are on their peak now that ruin got ruined,half the community is still furious with the devs ECT. This is one of the lowest points in the dbd history. I genuinely believe that playing killer,even in green ranks, is the most stressful thing in dbd, at least imo.
How about you? Do you agree? Let me know down below.
Killer isn't strong enough to deal with an optimal meta SWF team unless they get a lucky map, then they might stand a chance. Survivor has too many time wasting options, combined with lightning fast gens. If survivors press the issue, there's not a player alive that can pip against them. Not otz, not tru3, no tofu, not monto.
Rank reset booted me out of low purple and into yellow, which I'm now back to green, and I am having a lot more fun. Heck, just not seeing deadhard every game makes me so very happy.
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/1096117#Comment_1096117
I think bhvr should come down from there "holly what a killer needs horse" and also sometimes think "what would make fun for a killer player".
Players that have fun are happy customers and they also play usually nicer.
If bhvr would allow more killers to have fun, it would be better for the whole community imo. No matter what some survivors saying to specific killers, or abilities.
Playing nice happens in the most cases just if a killer is in the mood for it. If the killer feels pressured by match making, gens, or if playing killer feels for him more as a chore, as fun - he will be most times anything - but not playing nice.
Buffing certain killers was for me always not only a question of balance, it was also with having the game health in mind and I think in this point has bhvr to learn a lot.
This, completely this. With rank reset being bugged, I wound up playing people closer to my own amount of hours and rank, rather than 10K hour squads of rank 1's.
I didn't tunnel, I didn't slug, I didn't rage, I wasn't salty, and I had a really good time. Didn't have to deal with EVERY survivor running DS, DH, BT, Adrenaline. Didn't have to deal with two gens popping before my first hook, nor did I have to deal with the doors being open in 5 minutes.
People are probably thinking "Oh you're only happy because you 4ked every match", but no. I got two 2K's, a 3k hatch escape, and a single 4K. I had fun because I wasn't sweating my butt off against perfect survivors with far more experience than me.
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Matchmaking is hands down the biggest problem right now. I was one of those affected by the rank reset, I went from rank 7 down to rank 13. Quit playing for 4 days to let the death squads get back into red ranks and I picked it back up tonight. I was playing against rank 6-11 with 200-2500 hours in the game, but most in that 400 range. Far closer to my own 200 hours.
Wanna know what happened? No rampant use of deadhard, bt, DS, and adrenaline.
First match was me as Freddy. Got a 2k ruthless. Second game was me as Billy. Got a 3K Ruthless. Third game was Billy, got a 2 man Brutal. Last game was Nurse, got a wannabe death squad... Sorry boys, I've been playing against the real deal for the last couple of months, I got a 4K merciless.
This was an enjoyable night. I got juked a few times, I lost survivors, I didn't 4K every match and my blood pressure never got over 120/70. It's these rank 1 SWF squads with over 10K combined hours that I get 90% of the time that send me off the deep end.
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@Whiskers93 said:
So, in the live streams it becomes more and more obvious that they care more about survivor mains and making it better for them. This makes sense from a business point of view as survivors will make up the biggest percentage of the player base. They tell killers to just pressure gens but unless you're playing a high mobility killer it is stupidly difficult to "pressure gens" when the gens are so far apart due to large maps, then theres the time for the chase and then the time to hook the person you downed and by then another gen will have been completed.
People who just say killers should just git gud is easy enough to say when you're good at the game, but what about newer players who have very little opportunity to actually improve because, due to the ######### match making, you end up against much better players who will just destroy you. The devs have made the game easier for new survivors but much harder for new killers.
Yes, the game has taken some steps forward to make the game better for killers, but recently it's taken some big steps back.
Devs, please take new killers in to consideration instead of just new survivors. Reward killers for skillful plays instead of having a perk that rewards bad plays (looking at you NOED).
I don't think they hate killer, I just don't think they have any vision for this game. They've got no established win condition, nor established average time a game should last. Is a win a 2K, 3k, 4k? Is pipping part of the win condition? Are bloodpoints part of the win? Should a game last 4-8 minutes? 10-15?
All they do is react to the average player base and balance around it. Basically just throwing crap at the wall and seeing what sticks, while trying to market overpriced cosmetics and create new killers.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1098609#Comment_1098609
Balanced has enough drawbacks yes.
Sprint burst....eh it still vastly outweighs the negatives since you can use it immediately no matter where you are. It also requires zero skill to waste so much of a killers time.
Most people think I'm a salty killer main that wants survivors nerfed into the ground. This couldn't be further from the truth, I play both sides. I actually enjoy strong perks, so long as they have counters or downsides.
If a survivor is spending the majority of the game walking, or sprinting with exhaustion at 99%, that takes skill, you don't get to use it at any time. If they sprintburst away from a gen, great, I'm not going to follow. I got them off the gen and wasted their perk.
Dead hard though, it's a different animal, because you must commit to a chase to get them to burn it, which is a crippling time waster. A true killer equivalent would be a perk that granted a nurse blink every 60 seconds without warning or a way to get rid of it. Survivors would lose their minds if that happened.
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@ClickyClicky said:
If used for distance it’s a free pallet or vault. It’s essentially a third health state for survivors and there’s nothing you can do to stop it. That’s why I’d rather have this nerfed over DS or BT.
Sprint Burst is another bad one that gets overlooked. You go to a gen and they get a free escape to the nearest jungle gym adding so much time on to the chase, or you just leave them and gain nothing if they sprint to a strong area. Sure they have to walk at times but that doesn’t compensate for what you lose as killer.
Sprint burst and balanced landing at least have some drawbacks and require skill to use. There's basically no negative to DH.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1098546#Comment_1098546
Haunted Grounds is not a good comparison at all.
And calling Nurse bad shows you don't understand the game.
I go against top tier survivors nine matches out of ten, I understand this game better than most. Nurse was nerfed into oblivion and was basically deleted from the game. I hear these stories about these mythical godlike nurses, yet no one ever has video proof, or even BHVR stats to back it up. If she was still the best killer in the game, there would be a ton of people running her, no matter how hard she is to learn.
Haunted grounds is up for 60 seconds and usually results in a single downed survivor. So you trade one perk slot for a single hook. Dead hard saves a hook by extending a chase, yet can be used multiple times per game.
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@KornySon10 said:
https://forum.deadbydaylight.com/en/discussion/comment/1098510#Comment_1098510
Lmao. It is a single use perk. You use it once per chase. All exhaustion perks are.
No, I mean total in the game.
@DocFabron said:
https://forum.deadbydaylight.com/en/discussion/comment/1098510#Comment_1098510
That would be an omega nerf and would essentially delete the perk from the game. There would be 0 point in running it.
Kinda like ruin? Or nurse? Dead hard denies a down, which the equivalent would be an insta down for killer. How would you feel like haunted grounds went off every time a totem got cleansed, no matter if it was dull or not?
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It's the swiss army knife of perks. You can use it to erase a mistake, extend a loop, get over a trap, stun a nurse, and get a last second escape. It honestly needs to be a single use perk, but that will never happen.
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@Hoodied said:
This perk is completely fine and punishes survivors for ignoring totems. You failed to cleanse the totems, you pay the price.
This perk isn’t even good to begin with either, as it can be taken out before ever being put into use, while other perks in the hex category are far better and Devour Hope literally gives out a greater reward. So asking for this perk to nerfed is gonna be like Freddy 1.0 all over again to be nerfed, asking for someone who wasn’t even op to begin with to be nerfed because you want an easier game.
If you throw out the stupid “ThIs pErK iS oNlY cOuNtEReD eAsIlY bY sWf”, then use small game or detectives hunch, as those 2 perks, and even detectives, counters every hex perk in the game pretty much.
It's simple really. Survivors won't be happy until every killer is a 105% M1 killer with no perks or addons. Even then, someone will probably complain that killer is OP because he is faster than them.
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If the killer was viable and to be feared, you wouldn't see near as much toxicity. As it stands, these survivors know they're the power role. So what happens when you get a group of immature people that have the ability to pick on someone weaker? You get bullies.
If you've got time to teabag at a pallet or clicky, you have too much time. Survivors need to be running for their lives and trying desperately to not be found. Not running from loop to loop in total safety.
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@deollie said:
Can we just enjoy the game please? Nothing will ever be perfect about anything according to the players, obviously, once the devs fix something.. People wanna complain and change something else. Nothing will ever please everybody 😂😂
I don't need perfect. I would setting for a mostly balanced game with minimal game breaking bugs. What I'm getting is a buggy mess that's blatantly survivor sided, and a dev team that either can't or won't fix it.
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The problem with this game is that the devs literally don't know what they want to do with it. They've caught lightning in a bottle, but don't have the skill or experience to make it good, so they listen to their largest customer base and throw stuff at the wall to see what sticks. There's not even an established win condition or an established average time for a match. They just react to data rather than have a vision for the game. Lets nerf ruin because survivors don't like it....oh crap gens are flying, lets nerf toolboxes and see if that helps.
If they want games to last for 4-8 minutes, then they need game changing killer buffs. Easiest one would be raising the killer move speed by at least 5%. That or spawn two pallets per generator, making 14 total for every map.
If they want games to last for 10-15 minutes, then the generator times need to be increased, or a second, mandatory objective needs to be added.
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@Anki said:
https://forum.deadbydaylight.com/en/discussion/comment/1095801#Comment_1095801
Well that's the counter to it. Either eat the stun or slug. Same with the noed, destroy the totems or die. And like I have said before, how often do you lose the whole game only because all survivors used ds at the right time/how often do you lose your whole team to noed. Not very often. Both of these perks makes the game "not so simpe" and you have to play around them.
I lose to DS in the EGC fairly often. Maybe 10% of the matches. It literally has no counter once the doors are open.
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@woundcowboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1095787#Comment_1095787
I am a Nurse main. I 100% agree with the above statement btw; there is a WHOLE lot of talk about her being broken, and yet no one backs it up and uses her. It’s almost like everyone is full of #########.
Everyone is terrified that the devs will realize how useless she is and revert the cooldown nerf. Heaven forbid they can't use the younger sibling method of hiding on the opposite side of the car, then loop it for 4 minutes.
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@Anki said:
You can just eat the DS if you have to, it's pretty much same as getting hit with a pallet. Also if a survivor gets caught within 60 seconds of being unhooked, they maybe aren't as good of a looper so I'm sure you will catch them soon again (Unless they just happened to be on a dead zone).
I love how it's just "Oh eat the 5 second stun" like you have time to spare as killer. It's not just a 5 second stun, it's a stun, then another minute to chase them back down. Then do the same for the other 3 survivors.
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I do too. For the "best killer in the game", no one seems to main her. I tried, but the constant bugs and rampant use of dead hard just make it impossible.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1095775#Comment_1095775
As killer I commonly face R15-20 survivors despite being R1 before reset.
That's probably SWF then. I've seen it once or twice and when I ask, it's SWF.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/1095749#Comment_1095749
Matchmaking bugs for both sides.
It breaks for high rank killers occasionally. It breaks for low ranked killers nearly every game. I was rank 5 survivor, for the entirety of the first and second tome, I saw red rank killers twice. Every other time, it was rank 1-7 survivors playing against rank 9-17 killers.
As a rank 7 killer, I see rank 1-2 95% of the time during the day and 100% of the time in the evening.
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Same reason I went from 5-13 on my survivor and 7-13 on my killer. They screwed up. Doesn't really bother me that much though, hopefully the red ranks will get back where they belong and I can actually have fun playing killer again.
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The joke is survivor mains that already have gen times in 4 minutes, overpowered perks/items, 20+ pallets per map, frequent god loops, broken matchmaking, and about an 80% chance of escaping, yet they're still begging for more nerfs.
Spirit is already slow, her best addons were gutted, her collision is gone, and the sound bugs completely negate her ability.
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@Archimedes5000 said:
https://forum.deadbydaylight.com/en/discussion/comment/1094929#Comment_1094929
https://forum.deadbydaylight.com/en/discussion/comment/1094826#Comment_1094826
I wish you had teachables equipped when using a splinter...
Agreed. It would give you a better idea of how the character is going to play.
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@DanteMorello said:
https://forum.deadbydaylight.com/en/discussion/comment/1094702#Comment_1094702
In my opinion a Killer vs a survivor with equal skill can win against him quite easily if the survivor would be alone. There was a time in this game when you actually could, in theory, play 1vs1 when people disconnected during the loading screen and it spawned fewer generators. 1 killer vs 1 survivor with 2 gens. I highly doubt the solo survivor would have much of a chance. Or even when they are 2 from the beginning the chances of winning would be pretty much non existent.
Ardetha for example got outplayed 3 times by the same survivor because that guy was smarter than the rest. It doesn't mean that the game is unbalanced. Matchmaking is not the best, we can agree on that.
I know the streamers but I highly doubt that the streaming is their only source of income. As far as I know unlike professional players they are not playing 50 to 70 hours a week. If you know one who does I would be very interested in a link to subscribe. Also them being decent and streaming doesn't mean they are all automatically good. Many streamers and youtubers, just like most killer players in general overestimate themselves a lot, just like Ardetha.
I played competitive games in the highest ranks. It was usually the people who couldn't get there who were constantly searching for excuses and boasting about how good they were and how it must be the game whenever they lost. I feel that it is pretty much the same with DbD.
The only things I can feel which are odd is the matchmaking, especially recently. And also that some maps need a few additional changes, I agree on that. I think that many do over exaggerate though when it comes to the base balance of the game. It improved a lot during the years and is currently not bad.
I can not talk about Wraith. I do not play wraith, trapper or pig at all.
Define winning quite easily. Gens can be done in roughly 4 minutes, which means for a killer to 3 hook everyone, he needs a hook every 20 seconds. Pretty sure monto, noob3, puppers, and Tru3 stream full time. Probably others as well.
I don't think anyone playing this game with any killer stands a chance against top survivors without a mori in play.