JoaoVanBlizzard
JoaoVanBlizzard
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@JPLongstreet said:
The path the devs have been on for a good while now is to raise the solos bit by bit toward SWf level, with the goal of it not mattering if you go solo or not.
Whether any think that is the correct course or if the changes made have been successful is another thread entirely. So long as that's the end goal they won't limit or debuff SWF in any way.
there's really nothing to do, nobody wants to give their hand, the business is to play the game like this, if you don't like it, the business is to play something else, that's what the devs themselves suggest
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@Wowie said:
https://forum.deadbydaylight.com/en/discussion/comment/3165322#Comment_3165322
the day bhvr limits what builds I can make with my friends is the day I stop playing dbd
I also don't want to be limited in soloq. a point-based perk system is a horrible idea for a game like this.
You will stop playing because they will limit your crutches, great, play something else, the devs themselves say that
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@Mikasa said:
I'm sure everyone had such that after a series of victories came across prime parties against which you feel helpless and you regret not leaving the game before the match
Look at that #########
https://us.v-cdn.net/6030815/uploads/17CZ2NYXNPU2/untitled.png
I played against a strong team, non-toxic is important but It's a shame that one offering gave the survivors a huge advantage. This map is categorized as pain (and do not need to say that there is an offering of the Sacrificial Ward)
I didn't camp or tunnel. because I felt that I would lose because of this and therefore I tried to fight to the end and still lost. At the same time, I played no worse than them
You won't understand until you experience the same as me.
The difference between the RNG team and the SWF is HUGE and need to do something about it
That's why i think If you play with friends then:
- ban on choosing an offering map (Or even removed from the game. everything should be rng)
- perks and items should not be repeated
I think this is fair and balances the game against the SWF
I understand you friend, but every time I have an idea, or anyone else I see more people pointing out flaws than wanting it to work, if we put together more we could have a better game
One idea that I thought would be interesting, is that the swf had 10 points to put perks in the build, each perk had a point value, example: gen rush and second chance perks cost 5 points, and the other perks have lower values, like if a player uses DH and Prove himself, he would spend 10 points and would only be able to play with these two perks, you know?
this system exists in games like "Home sweet home" AND "vhs", the cool thing about it is that if it had a very strong perk, instead of nerfing them, sometimes it would be enough to leave it with a higher cost, reducing the build size, I think this method would not need to be applied to solo survivors, or they would have more points playing solo
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3163606#Comment_3163606
I was thinking giving it a Blindness Status Effect for few sec which would also be good with the theme for the perk.
But blocking actions on the Killer is very annoying, unfun and bad.
yes, I also thought about blindness, like the haddie kaur perk, having her in the perk would make sense to perk
I like to see new perk ideas and there's a lot the devs could do, but don't, while you think it's boring to be temporarily without kicking gen, do you think I like not being able to do gen because of the eruption? it's the same thing, I think you should be less selfish and see that both sides have difficulties, don't think that all survs play in SWF, I always play solo and I suffer a lot from it
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@Chocolate_Cosmos said:
No. Don't block killer actions for XX seconds.
I could agree with some debuff to regression speed for short window of time, but only if the nerf is not reverted.
I wanted to give the perk a use, what sense does it make to use a perk just to stun him and then he can break the gen again,
Also, I'm tired of seeing perks that do the same thing, I don't see a problem with having some perks that do new things sometimes
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@GreyBigfoot said:
The 44% is good, and you lost me with all the other ideas. Just revert the part where it can be reused if the killer never activates the mine too.
I agree, honestly I also don't care if they give additional ideas to the perk, in fact even before the perk was nerfed I was already thinking about launching a post about reducing activation to 44% because of the generators time, the other ideas I put taking advantage of that the devs are creating ideas and reversing them if it doesn't work
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@ReverseVelocity said:
They should just revert the change, to be honest.
Activation got slower after gens got slower, it's taking too long, but it's better to have an extra utility, the perk is too useless without build
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@KerJuice said:
This is ridiculous. I just had four games in a row with players DCing and giving up on hook. All players with paid RE cosmetics from today. In all four games the killer didn’t even camp or tunnel. These players just “gave up” because they were either found first or just downed. This really baffles me as to why you would spend $18 bucks on skins then not even play the game properly. It’s so frustrating that so many players are like this, ruining the game. How are you supposed to get better if you don’t even try?
‘At this point, I’m all for making disconnects having harsher penalties/longer timeouts. And maybe players who let themselves go on hook an egregious amount of times (especially consecutively) can get a different type of penalty. Idk, I’m just over it. I want to keep playing but this ######### is deflating. Even going into this update KNOWING there will be a lot of DC’ing, still couldn’t prepare me for this. This is just a blatant buzzkill- more than usual.
‘Anyone else tired of this b.s? To the point where you just turn the game off and play something else, and hope when you return most of the quitters will be off?
https://us.v-cdn.net/6030815/uploads/87H0QOJEXB4L/b938dc93-8dea-4973-9630-8550c5f7b153.jpeg
Increasing the penalty is not a solution, the problem is that the game is boring to play solo, The devs need to give more value to those who play alone, why don't they put native voice chat or intuitive, kindred hud as base kit? penalizing more will only drive people away from the game, but it won't solve the problem
A game should have fun and not become a virtual penalty
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@MikaelaWantsYourBoon said:
I guess BHVR just does not like survivors. All survivors perks are keep nerfing to ground.
True, devs were never interested in giving survs unique abilities
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@ad19970 said:
Yeah, that perk cleansing you from at least hemorrhage would be awesome. Hope they could buff the perk that way.
I am happy that it received a buff at all though, 35%, was not enough.
they even gave a nice buff now, increasing 50% is interesting, but as using Slop Butcher is still M.E,T,A the perk will have little use, but it can be interesting to use it with Jill's resurgence
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@YOURFRIEND said:
No. It's already decent now.
It's more or less, but you're certainly a main killer
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I think Nurse should get fatigued if she spends too much time carrying her power, to encourage players to use her power more quickly and conscientiously.
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@Nazzzak said:
https://forum.deadbydaylight.com/en/discussion/comment/3148823#Comment_3148823
I know I'm just one person, but as a solo survivor I was not concerned in the slightest about being griefed with Reassurance. I've been matched with troll teammates and they're few and far between. Reassurance didnt stop other survivors from being able to unhook me, nor did it stop killers from being able to chase and down the other survivors - including whoever was running the perk. The chances of being kept on hook indefinitely were slim to none, and pretty much only successful if the killer was playing along or decided to go afk.
I don't think DBD is a problem with camping and tunnel when you're playing with friends because you feel like playing in a team, now when you play solo where the game doesn't consider the players a team,camping becomes a problem because you lose when the killer kills you
I think if the devs created a system that the game worked as a team, like identity V has, camping and tunnel wouldn't be something to complain so much
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154645#Comment_3154645
That would make Starstruck literally useless garbage.
At least it will serve what it really serves
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@Raptorrotas said:
How about we do it for Killers like we all are advocating to do for survivors?
Buff the hell out of every other Killer to get them to Nurse's level (or atleast to A tier in the current lists) and then adjust survivors to compensate, which would be the whole solo-swf crap weve been advocating for.
Oh wait, Community biased.
I think that to make the killers strong, they should make the game base all strong, put native voice chat for survs (since swf uses discord) as well as buff the killers, give new powers, put cross hair and image filter on options menu, those things that people already use, but don't have in the game
Whenever I play a DBD game I question the honesty of my games, if the killers are using cross hair, filters, if the survs are in swf, with voice chat, so I rarely play pleasant games because of that, these improvements would help make the game fairer
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@OniWantsUrLocation said:
My solution:
- Blink Attacks = Special Attacks (Yes, she then can't use some fine perks, like Franklin's or Sloppy, but it's for the greater good)
- Get rid of range addons
- Get rid of power gauge
Good, especially the first idea, no one likes to take noed over wi fi, hehe
taking advantage of the comment, the perk "Startruck" needed a nerf, I think it should have its time reduced to 10 seconds (currently it is 30), and it should have a range of 10 meters instead of the terror radius, because this perk should be a body block counter and not an oppressive perk
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@CookieBaws said:
It's will cause too much bugs.
Code have very basic structure. So trying to wiggle around foundation will be a pain.
I wouldn't, I'm a game developer, I know what I'm saying, just doing it right is fine
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@pizzaduffyhp90 said:
Granted neither side is ever very happy but, are you Survivor mains still upset saying camping and tunneling still needs to be nerfed? You guys got the 10 second bt basekit now so I don't see why not. Also I heard some are saying Reassurance is dead? It's not dead until you try it nobody has used it in the live servers.
I don't think Ressurance is dead, it's doing what it needs, at least it avoids players Meme messing with other survs, now, killers complain that the camping and tunnel are being nerfed, it gives me the impression that this is the only way to play this one game, and that there is only one surv to kill
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@Cameragosha said:
Now DBD come back to survivor sided again.
Devs reverse MoM nerf but not reverse thanatophobia nerf.
Old thana should return.
then you call us whiners, the MoM was unusable you have to admit, but the thanatophobia even after the nerf still works, but only on specific killers which by the way is still strong,
Honestly speaking, I'd rather they nerfed the call of Brine than Thanatophobia, because Thanatophobia slowed down generators even in chase,Call of Brine you need to finish chases to use it, that is, it is only effective against less efficient survs
Edit: MoM wasn't modified to be nerfed but buffed, so they reverted it because the perk wasn't buffed with their ideas, so they tweaked it again
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The problem I see in DBD is that we need to be more united and support the ideas of others, when someone has an idea even though it's good, most criticize it, think it will break the game, but the devs know how to adjust things, so I recommend that the guys support more ideas for this game to come out of the same
I myself have posted several ideas (maybe not all of them were good, but at least they were ideas) most of them don't respond and when they respond it's to give a negative review, we have a game, where you play a game and halfway through it you already know that there is no way to escape alive or to terminate generators, which are very slow and boring, DBD has become a game that only SWF players can have fun, and when they do
But I think the community needs to support each other and unite more so that the devs realize that we want to improve the game and not go to war with it.
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I think it's a good idea, I also find some groans in the game annoying, and I disagree with the friend who commented above, wow, in this forum there's never anyone to support our ideas, only people to criticize negatively, that's why this game is always the same
But I liked the idea, I think it's valid, it has my vote =D
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@Reinami said:
If killers play nice and try and 12 hook, not tunnel, never camp, they won't be able to win unless the survivors are potatoes.
If the killer doesn't play nice, tries to 1 and 2 hook, proxy camps at a nice 3 gen place, then they get raged at in the end game, and the survivors generally have a bad time.
This should be fixed. The game should be designed in a such a way that a killer is able to win by going for hooks, and doesn't have to camp and tunnel. Additionally, in such a world, camping and tunneling should either not be possible due to game mechanic changes, or result in the killer automatically losing due to game mechanics going against them in this case. This should all be possible in solo queue as well.
This would result in the game being much more fun for both sides. Tunneling and camping get addressed, so survivors don't feel like they don't get to play the game if they are the unlucky ones. Killers get to have more fun because they aren't sweating it out trying to tunnel out or camp a survivor. You would see more positive interaction between survivors and killers (I.E. the chase, and the mindgames) rather than the toxic ones we often see now.
I don't see any problem with being camped and tunneled, since I started playing IdentityV I realized that the problem with DBD is that it doesn't have a definition of how to win and it doesn't even consider survs a team, here when a surv dies it's over for him, and the killer only feels victorious when he kills the 4 survs, in IV the system works differently, the survs are treated as a team and even if you leave the match after it is over you are rewarded with your team, like if the killer kills more out of 2 survs he wins, if more than 2 survs escape everyone wins, there is camper and tunnel and I don't complain about it, in DBD the problem is that if I die I don't win anything, maybe that's why people complain about killers and vice versa, at least I think so
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@lachenstars said:
But what can we do to fix her weaknesses?
- TV cooldowns are too long. 60 s after Sadako uses a TV / 30 s after a survivor turns off a TV seems reasonable to me. Adding a few more TVs per map would be incredible and not crazy, when compared to how many lockers the Dredge gets to use. The balancing act is making interacting with TVs rewarding enough (encouraging survivors b/c they can take away Sadako's power) but also dangerous enough (because having condemnation stacks is risky). Right now there is a huge reward for very little risk.
- Demanifesting is Sadako's only reliable chase power, as it can be difficult to teleport mid-chase, assuming her nearby TVs are available. With buffed Condemnation she can remain a standard M1 Killer with a side objective as built in slow-down. But if possible, a nice change would be that she is not stunned by pallets while demanifested. To keep her stealth power unique, instead of a speed boost after manifesting perhaps killer instinct within X m could be a reasonable way to improve her chase potential. More TVs in general, with more uptime, would make her teleportation easier to use mid-chase.
- Condemnation needs to be a relevant secondary objective that survivors cannot just ignore all game. When compared to Pig's Reverse Beartrap boxes, Pinhead's Chainhunt, and soon the Dredge's Nightfall, Condemnation does next to nothing to prevent survivors from sitting on generators. Nightfall is not exactly a secondary objective but a significant time period where the Dredge's powers are buffed and survivors have limited visibility.
A. Passive Condemnation builds within X m range of any TV. Even if survivors ignore TVs, passive Condemnation build up will ensure that at least 1-2 time(s) during a match they will have to remove a tape and insert it in another TV across the map.
B. Ring Drawing add-on could be base kit. Spreading Condemnation stacks through healing helps build pressure on survivors to interact with TVs instead of their primary objective of generators. An alternate change would be that getting rid of your 3 stacks of Condemnation actually spreads those stacks to other survivors. As suggested by Dowsey, this seems thematically appropriate as showing others the cursed tape was the only way to save yourself.
C. The UI could show the level of Condemnation stacks better for Sadako, as it is information that could influence who she targets next. In addition to this quality of life change, Sadako could gain buffs / survivors be debuffed at certain levels of Condemnation. That way, Sadako can benefit from Condemnation before her mini Mori. Examples could include: 1. Survivors work on generators X% slower with each stack. 2. Survivors become hindered upon reaching X stacks. 3. Sadako can Manifest / Demanifest X% faster after X total stacks on all survivors. 4. Upon reaching 7 stacks, a survivor becomes exposed. These are just examples.
It feels like the Dredge is Sadako but better. While I don't believe she's terrible, the direct comparison definitely underlines her many weaknesses. She doesn't need a complete rework IMO (like being able to walk through pallets while demanifested) but right now survivors can hold a lot of her power hostage at almost no risk.
without a doubt, sadako needs a Buff, however the buffs need to be effective even against high level players, every time the developers adjust a killer it only serves to kill weak survs, which he already did: -"Please Penalts , acknowledge that!"
-there should be something to force the surv to pick up the tapes, for example, they could only interact with generators by picking up the tape and after a while they should pick it up again
-Yes, I agree, sadako's condemnation should be more punitive, an experienced player would loop her easily even with the condemnation activated, maybe the exposed state or even an instant death like you mentioned would make her passive more oppressive
It seems that the devs even after 6 years don't know how to balance the game to be fun for beginners and challenging for veterans, this is the reality
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3119004#Comment_3119004
So you’re saying that this one odd out killer has to use addons to be able to use a large chunk of perks? You cannot use blight as a comparison because blight is a 115 killer. He doesn’t need his power to get hits. Make it make sense dude.
anyway, noed and startruck are very strong in Nurse, even more so when the player using it is very experienced
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3118890#Comment_3118890
i agree, she doesn’t need anything right now, because she’s not broken.
But you said a blink hit shouldn’t count as an M1. If that were to be changed, her speed would have to be changed as well so that she can achieve M1’s. Otherwise you’re destroying a large amount of perks for one killer.
I'll use Blight as an example, when he uses the power even if he has a noed or sloppy butcher it won't work, I thought with the nurse it should be the same thing, in her case, if anyone wanted to use these perks, she could use add ons that give it more speed
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3118904#Comment_3118904
There’s no way you really think a killer should get the benefits of NOED without a hex totem on the map. That’s ridiculous. Good on that survivor for being near a dull totem in the end game if they suspected NOED.
https://forum.deadbydaylight.com/en/discussion/comment/3118937#Comment_3118937
I can see that point of view. What’s the difference between those exposed perks/killer powers and Devour Hope and NOED, though? I think therein lies your answer.
That's my opinion, you have every right to have a different opinion, but we don't own the truth, I would like to be able to test several ideas in DBD myself, but the problem with this game is that its system is so messed up that it would be necessary to redo it the game from scratch to organize and balance things
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@Nathan13 said:
I think it’s in the right spot cause looking back at how strong it was against solos, they can now find the totem easier with the aura reading. From my experience the usage seems to have dropped.
I don’t feel like I need to use the perk anymore.
In fact, I think Noed needed a buff (don't get me wrong, I usually play as a survivor), like, I think Noed should only light a totem after he hits a survivor, because if the survs end all generators and the totem lights up in front of them the perk becomes useless,in my opinion I've always considered Noed an option against survivors who make generators very quickly and disregard anything else in the game, in my opinion having goals like purifying totems cuts down on survs' routine of just fixing generators and running away, The problem is that developers don't consider creating things fun and creative, so a lot of things that could go right in the game end up going wrong.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3117931#Comment_3117931
If that changed, then her speed needs to be increased to atleast 4.2 with it.
She doesn't need anything, there are a lot of people who play very well with her without using these add-ons.
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Trapper, if it's on Midwitch even better xD
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I think it's ridiculous that Nurse can give M1 after blink, of course she needs to hit after blink, but it shouldn't cause status effects, Nurse is on the other side of the map and can take down a surv exposed with her blink, that had to be changed in it
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3110234#Comment_3110234
lets be honest they could of just reworked MoM into something completely different and it would be better than their changes
They don't want that, they even said on the RE live that they prefer something different to the game, that is, they know how to fix things, but they don't fix it because they don't want to
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Dead by Daylight is a good game, the problem is that the developers still haven't learned how to balance it to be really fun, they even try, I consider that, but they need to understand what really needs to be tweaked and what they shouldn't, but with proper adjustments it can be quite fun indeed
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@skylerbound said:
3 games in a row where I was on the floor till I almost bled out cause the killer wanted a 4k so bad. I d/c’d on the last one after using unbreakable and my bar was halfway.
when I play killer I find this also annoying looking for one person across a map which is why I just hook. There’s just no remedy on the survivor side to just move the match along aside from dcing.
i hate it too, devs should put an unbrekble kit basic when there are only 2 survs alive, i don't know why this killer obsession wanting to make 4k seems like it's worth money, aff
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@SpaghettiVase said:
Honestly if they took the conspicuous actions away it could be an anti camping perk, but since unhooking is a conspicuous action there's instead NO counter for camping instead of just ignoring the poor player on the hook and gen rushing instead. I mean honestly what is the point in playing solo q anymore.
They could have removed the conspicuous action punishment if you are the obsession, so only a surv has that advantage, the same could be done with Ds for example
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I would make a very simple change in the mettle of man:
keep it the way it was with 3 protection hits and unpunished endurance
I would add a simple buff;
If you are the first surv in the game to receive a hit from the killer even though you are not protection, you get a point for the perk
If you're the obsession, you get a point when you get a hit from the assassin for the first time even if it's not protection
the other hits will have to be protection normally, I think that would make the perk more interesting to use
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For me the problem is neither the camping nor the tunnel, the problem is that this game doesn't treat the survivors as a team in practice,, just to make a comparison, games like Identity V the killers (hunters) camped and tunneled most of the time, however, even if a surv is eliminated from the game, if the other 3 come out alive, the victory is for everyone, even if you are already playing another game, 'rewarded when the previous game ends,
In DBD if the killer kills you, it's over, you don't gain anything anymore, no matter how immersive you have been your effort was worthless if you die, we are autruistic just for common sense in the end game, but in practice the game should recognize how many survs escaped the match alive
In DBD, camping is increasingly favoring killers, as it has many perks that simply slow the generators down, it would be interesting if these perks were paused when someone was on the hook, as well as DS-like perks that stop working when someone make progress in matches, but in the case of killers it could be a break only when there is someone on the hook or in slug, thanatophobia could have this function, Dying Light too, I think this could help in parts to reduce the camping, although I think there needs to be a greater punishment than that.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/3092776#Comment_3092776
You shouldn't be rescuing people while the killer is nearby anyway.
Seriously? then tell them to stop camping
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I'm finding it hard to save the survs from the hook when the killer is close, we almost always end up falling, two things I wanted in this situation is that the animation recovery after taking someone off the hook was faster so I have more time to escape, or have a perk that leaves me protected for a while after saving someone from the hook, it would also be nice to have an anti catch perk, to prevent the grab killer when he is taking someone off the hook, otherwise he can train, who you know in the future there will be new perks that help make the matches fairer, I think it comes from patience, for me the biggest problems are these at the moment for me
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@lemonsway said:
So now that your precious DH no longer makes you a "God" you throw matches...
Now that gens take a wee bit longer to do you just throw matches...
Now that you think you're a Tank with +1 HP you just throw matches....
Stop throwing matches for god sake! I already disliked survivor on it's own because it's boring, brainless gameplay but you people throwing matches because AFTERALL IT'S TRUE YOU DON'T KNOW HOW TO PLAY is freaking annoying!
Even when i play Killer it's freaking annoying having survivors just give up cause of some lame excuse....
I play the game when it's fun, if it's not fun, I don't see any reason to play it, simple as that
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@MikaelaWantsYourBoon said:
Sit on gen.
When you hear TR, hide and make killer search you (make them waste good time).
If they leave, sit on gen again (Be sure they are not faking leave).
If they find you, use your SB and make good distance. Pre-drop pallets and do not loop.
I am not saying this is busted meta (because it is not) but it is so boring. I am lately seeing more people using Lightweight and stealth perks.
I hope this is not future of DbD.
I don't know what planet you are on, but the Onyu perk (which in my opinion needs a nerf) reveals that a surv is in the gen, in my opinion it shouldn't have this function, not to mention other perks and addon that reveal the surv,
But still I don't think stealth is the new M.E.T.A , there are a lot of people who prefer the chases than playing hidden
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That's not the problem, I like the idea of killers being strong, the problem is that killers weren't buffed against strong swfs, but against solos and casual survs, who already suffered from killers before these changes, the problem is that the devs don't have the creativity to leave the game strong at a high level for the killers, but they end up harming the less experienced players, it even seems that the game is out of mmr, I only face ultra try hard killer
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I personally think that both survs and killers should play the way they want, I've never played any game until today besides DBD from which people create rules on how to play the game, the game has broken things, many, but the devs who have to fix this
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@OniWantsYourMacaroni said:
I've seen this suggestion a few times already.
That would be a terrible nerf,there would be no reason to play her instead of just Blight
I agree, even because the nurse is strong in open maps and not in closed maps, so this idea would only harm her where she is already weak and keep her strong in open maps, but I disagree on the part of nerfing her too much, I wouldn't nerfar, I would just leave it indifferent, she would become weak where she is already weak and she would remain strong where she is already strong
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@Canas said:
Just make her unable to noclip through walls, instead reduce her blink to a gapcloser. Basically she only can blink to places she can actually see, that should nicely reduce her map mobility and give people more time to breathe while breaking line of sight.
What do you think? Would this make her more fair to play against?
And so, everyone would like something to be changed in the game, but many have different opinions, which explains the devs taking so long to make significant changes to the Game.
In the nurse's case, one thing I'd really like to see changed on her is the Blink Hit, to stop being an m1 hit, as well as the Blight power hit, so she can't take advantage of exploded, sloppy Butcher ,Startruck, while using a blink, these skills make her very overpowered for a long-range killer, I know a lot of people will be against my idea, but it just went to show that everyone wants things their way, but not everyone is please with that
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@Armchair said:
The new Corrupt should probably stay active until the first HOOK instead of the first dying state.
The problem is that there are killers who snowball, like, oni, nurse, twins, then they put all survs on the floor without hooking, but on the other hand the idea is good, because survs have anti-slug mechanics, but I think one way or another, flashlight save in lockers needs nerf, regardless of the perk issue
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@Hussein said:
The concern I have with corrupt intervention changes is the fact that a SWF can abuse that. They can purposely get a survivor to enter a locker for killer to grab them, then another survivor to do a flashlight save. If that deactivates corrupt intervention, survivors will abuse this.
yes, I've been thinking about it, in my opinion, the flash light safe (mainly in lockers) should be nerfed, as it is really strong in the right hands, I find a lot of people complaining about the DS( that only works once per game), while I know a lot of streamers using and abusing flashlight save and no one complains, the reason must be that not everyone knows how to use it, but I'm sure that if everyone used it, there would already be requests for nerfs
But I liked the proposal of the new corrupt, because it will be useful for killers or players who take time to take down survivors, while killers like Nurse and Blight who take down fast don't abuse the corrupt to camp and tunnel the survs knowing that they won't lose as many gens doing this
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@[Deleted User] said:
As I understand it the timer is still on it.
Oh, i understand, thanks
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@lethargicsauce said:
https://forum.deadbydaylight.com/en/discussion/comment/3004296#Comment_3004296
Do you know how uncommon it should be and often is to close hatch? That'd make it nigh impossible for killers to get masks, shifting the balance back in the survivors favor. Also, survivors can grab a mask while their other 3 teammates complete objectives. The Killer has to go out of their way to drop their objectives and throw the match if they want to search for one. This is far easier for survivors from the start and would be even easier were this restriction not in place
It was just an example, but I recognize that after the hatch nerf it makes it really difficult for the killer to find it when he opens it, but it's not easy for me to get the surv masks, the condition could be lower, if 4 gens were completed I would already win the mask, in the games I played I notice a certain malice in the killers players, they are leaving the survs in slug so they don't receive the masks, since for them it's just picking up and that's it
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@Norhc said:
https://forum.deadbydaylight.com/en/discussion/comment/3004296#Comment_3004296
There's only 12 of them anyway. Stop whining.
I complain yes, so what? I have the right to comment on things that I consider unfair, if it's not for you, great, but I think that if there are rules for one, there must be rules for the other side as well,
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@Bot_Salvo88 said:
you just have to open the gates, not necessarily escape. Or play killer and get them. Poor guy can't get stressed playing survivor 🙄
That's not how it works, I like to play survivor and not killer, are you by any chance going to play an rpg or fps or any other game you don't like? I play for fun and I won't spoil my fun for reasons that devs didn't think straight