Kebek
Kebek
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- Username
- Kebek
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His power grows stronger each day. Soon he'll challenge Sluzzy for the throne.
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Body is 1 character too short. -
I can't wait until someone uses these stats (again) for more justifications to balance.
"OMG BBQ is most used perk, nerf it !!!" and so on.
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Probably the same reason why people don't like facing strong chase killer like spirit or slinger. You feel like you getting hit (in case of DH not getting hit) is out of your control.
I personally don't mind DH just as I don't mind strong chase killers. For both you have to realise that sometimes the other side has the advantage and you can do very little to stop it.
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They are overrated in solo que. In SWF where you can ensure everyone has them and play around you and your teammates having them, makes them the best meta perks out of all.
Besides, them not activating means killer is likely playing 8+ hook game which already means survivors are greatly favored to win. You don't want them to activate as that means you team got into a bad spot to need them to recover or lose the entire game.
They're great but personally, I rarely use them as I like consistent perks more but I also acknowledge their overall superiority, especially when used in coordinated setting.
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This is a horror game mind you, even when it doesn't look like one. All of the characters have either masks or disfigurements. Besides trickter there basically isn't anyone fancy looking.
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I tried to test it but it was bugged somehow. Still don't exactly know when it's supposed to trigger and the notification straight doesn't work.
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Toggle options to automatically hold any M1 actions (same as that bug we used to have) like holding M1 on a gen/healing.
It'd be a killer to have them back.
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I'm not happy, he was perfect already.
The one face that was able to cause legitimate jump scares.
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Imagine if this change took them 6 months lol.
There need to be a lot more done to adress hatch/key problems.
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@Mandy said:
OK I do have an answer...it should work as stated "when the exit gates are powered" - so like NOED, it does not need the generators to have been completed.
Pity the notification doesn't seem to work.
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Personally, I think stridor is outdated, nobody besides spirit uses it, it could use a rework.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2342382#Comment_2342382
then you haven't lost the game before because an iron will survivor was hiding in the grass while they were downed.
now they all will run iron will this is terrible
it's basically a second chance perk that is passive throughout the whole game.
Technically that's long lasting sound bug if we were precise with the wording.
When injured, Grunts of Pain are reduced by 50/75/100 %.
Injured, not downed. But devs have long history with beiing unable to fix sound bugs for long if ever. Still I don't mind as I tend to pick up people when I down them and if I'm slugging then that's a risk I must take.
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I like it a lot since the change, it's no longer BS but still has one of the best effects in DBD.
No need for any rebalancing so far imo. That might change in the future.
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@Lord_Tony said:
great now all 4 ######### survivors will run iron will and it will be more meta now than it is currently.
Is that a bad thing though ? As killer I really like facing IW players as unless they do some good juke, I'll be able to follow them based on all the other tracking tools killers have. IW doesn't get in your face as BT, DS, DH, it just does its thing making juking more realistic without limits killer in any way.
It's 1 out of 4 perk slots that can be filled with second chance perks and if you use one for IW you're missing out on potentially other very strong effects. Personally I'm fine with IW but I understand the frustrations others might have with it.
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Those are the hardest ones to crack. If hacker doesn't make it obvious, it's near impossible to differentiate between a hacker and DBD just beiing riddled with bugs and exploits.
Honestly, whenever I feel like something is wrong (which is still quite rare, luckily) I make ingame report just to be sure. If it's obvious, I tend to record them and make additional ticket so it has better shot at taking them down.
The worst I've seen so far was a hacker who hacked obviously and disabled aftergame report options (it was just lines of slurs without any buttom options to report him with) which I hope I won't see againt. The suble ones even when annoying, tend to infuriate me less as if it's nothing huge I might just not notice so I can't get mad over it.
Altough it would be nice if there was some feedback loop to know if actions were taken once they get banned (if ever). I know we can't ger rid of hackers completely but at least some sence of justice beiing served would be welcomed.
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Tombstone piece baseline.
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Omg you unfair tunneling, box camping killer why do you hate survivors so much and keep killing them unfairly. Use the traps for stall so that survivors can get them off on the first try, that's how they're supposed to be used.
Or at least that's the kind of messages you can expect for posting this opinion out loud. As for me, if it works for you, more power to you.
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There isn't any reliable way if he's as good as you say.
In chase you'll have to take a lot of risks and understand how his power works to have a decent shot at outplaying him. The best thing you can do is always get as far away as possibly and never under no circumstance stay in a low wall loop injured even if it meant running into open space. They're death traps againt him and chances you'll outplay him there is minuscule. You can do quite a bit with high loops though so do your best to stall him at those.
To the topic of dodging his power, yes you can't react to it but isn't that the same vs any good killer who uses his power againt you ? Do you often dodge mid-range hatchet throws from really good huntresses, no you don't as the hitbox is very wide and it's unreliable, you loop them at high wall loops where their windup won't let them shoot. In other words, if you want to dodge any projectile, you need to understand where killers use them and make a prediction when you asume they'll shoot which is hard to do.
There really isn't any simple trick (besides constant random small strafing to sides when in open space) to make him miss. Best thing to understand how he operates is to play him to understand his limits.
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Someone is beiing sent into the void.
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@Altarf said:
https://forum.deadbydaylight.com/en/discussion/comment/2336991#Comment_2336991
*boos in No Mither*
No mither has that part because you're permanently injured, that's not the same. At that point you could literally have the effect of no blood pools by not running NM since you wouldn't be injured in the first place.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2336909#Comment_2336909
Oh i do know in fact. Because the other survivors lasted like 3 seconds in a chase.
I don't mind, as long as they stay in the game not DCing when a snowflake lands on them and be nice little gen drones, I'm happy.
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It's because of the same reason as before. People don't like to use perks with limited duration unless the effect is game changing (like DS).
Lucky break's effect is strong but by itself it has a lot of counterplay and still requires survivor to play smart and have LOS blockers to work with.
If they just made it into a perk that permanently removes pools of blood, it would be so much better rework and it would actually fit nicely into some builds.
Current LB is a good perk but honestly why exactly would you be using it ? To lose killer once chase once maybe, should the RNG gods be merciful and give you indoors map. Since on outdoor maps it's very tricky to lose a killer with loads of open spaces especially if you don't run IW with it.
JUST MAKE IT REMOVE BLOOD PERMANENTLY, PLEASE DEVS.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2336837#Comment_2336837
I trade them for survivors that leave you on the first hook next to the powered gate.
Deal?
That means they've actually managed to finish gens.
HAHA you have no idea what you're giving away.
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Hey, that's my teammates you have there.
(Would you mind keeping them forever ?)
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2336585#Comment_2336585
Laurie didn't die. Her decisive strike worked when she wanted it. Not on Michael's terms.
Laurie was also running away from the killer when he was on her, not repairing generators.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2336521#Comment_2336521
I think you are the first person I've ever seen that liked the indoor maps.
What's not to like, they are unfavorable for your average meta mobility or strong chase killers and favor stealth killers insted.
Survivors on the other hand have to deal with more difficult gen spots, deceptive TR and so on.
They have vastly different gameplay compared to 80% of your matches that happen on outdoor maps. I enjoy varitety so playing on outdoor maps just gets more and more boring after 5 years when there's hardly any indoor maps.
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@Sluzzy said:
I'm pretty sure more are playing the game right now because they are not imprisoned in a miserable and unwinnable match. This is not a competitive game because there is certainly no balance.
Getting hit first doesn't make a match unwinable to warrant DCing.
Also if DBD is such a casual game, stop whining about game balance and embrace DBD as "casual horror game" where survivors die each game just like they do in horror movies.
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I don't really care I just want more indoor maps. We have like 30+ outdoor maps and now finally a 5th indoor map.
I really hope we'll eventually get an indoor map (or rework existing one) into 5 different variants (like Badham) so that it's more evened out.
Balance is important of course but I hate the fact that outdoor maps are so extremely favored compared to indoor maps. I love the the different kind of feeling indoor maps have and the varitety they bring so even if they're unbalanced mess sometimes, I just love playing on them which overshadows the imbalance for me (at least temporarily).
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@Ivaldi said:
Hopefully never.
I wonder how would you enjoy killer quitting 10 matches in a row when first gen is done under 5 minutes.
Because that's what my teammates are doing with getting hit too early.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2336357#Comment_2336357
It doesn’t matter how competent the survivor is if I’m running straight over to them and they are in a deadzone. Plenty of survivors are just aimlessly wandering around at the start unaware it’s a 1 shot killer.
Double chili bamboozle Bubba is definitely A or S tier material on a ton of maps.
And for killers I’m not as confident on, I use discordance or corrupt. It’s pretty simple, and most of the killers are hard anti-loop these days.
If you get three tinkerer procs for your first chase you tunnel and attempt to 3 gen. But that usually never happens against solos since most are more worried about surviving to get hatch than gens.
You can play uncounterable killers (nurse, spirit, slinger, etc) or you can play killers who can wipe the whole team in a single power use (Oni), killers with enough mobility to stop multiple tinkerer procs, etc etc.
You are acting like everyone is out there playing M1 killers or something.
Think what you want.
Imo you're still significantly lessening the issue with that aspect of killer gameplay. I don't see why we should reblance killer gameplay to stop killers from tunneling while letting survivors to push out gens as fast as they can now if they're good.
I wonder once MMR begins to work (if ever) and you'll get good survivor teams almost all of your games (since you seem to be crushing all teams easily right now from the way you describe your usual game) if you'll change your perspective then.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2336324#Comment_2336324
It can but that’s only if the killer takes a disastrous first chase.
I’d say my typical game has been going something like spawn in, get my free lethal persuer wallhacks, down someone in 20 seconds because Bubbas chainsaw literally goes for a year, then go collect ruin / pop value and call it a day. The gens gotta be fast for uncoordinated teams to stand a chance.
That's why I said competent. You're not catching a good looper with all pallets up 30s into a game unless you're very strong anti-loop killer who basically ignores pallets (nurse, spirit).
And even then, with unlucky survivor spawns, you might catch them that fast and it won't matter anyway since you still can't stop 3 survivors working on 3 seperate gens instant the match starts.
I know that's mostly a rare occurrence but imo it's about as rare as facing actually hard tunneling killer. Most killer are pretty chill and try to go for many hooks if the game pace allows it.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2336301#Comment_2336301
Tunneling out of the hand,and the game mechanics should be changed to punish tunneling killers more
While ignoring the fact that competent survivors can finish all gens under 5 minutes. Tunneling happens for both sides, it's just called differently but the issue is exactly the same.
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Just loop him, he's still just M1 killer. It's basically playing against plague without option to clease.
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Another question would be why can survivors rank up when they died ? If killrate is the statistic we're balancing around, any survivors who doesn't survive should't ever pip, at best blackpip.
Asking the important questions here, aren't we.
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Nurse because she changes gameplay so much.
Normal survivor defences aren't necessary against her even if there wasn't a single pallet or window on the whole map, you can go on pretty long chase against even decent nurse if you play your cards right making some good reads and uses of LOS blokcers against her blinks.
No other killer changes matches so much like nurse does and I love it. She's got incredible power that is balanced out by the big movement speed decrease, skill limit to play her and survivor's ability to mindgame her into mistakes.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2331476#Comment_2331476
Tinkerer: Rework it
BBQ: Make it a HEX perk (wrote a post on this one)
Buff Counterforce so it shows all totems.
Fix hitboxes.
Fix maps so killers don't have such quick ez downs.
Buff distortion so it can actually counter aura perks so the game is fair.
Buff DS so it doesn't punish for playing the game.
Buff toolboxes so they are a useable item.
Nerf Ruin a lot. Nothing specific but nerf it.
I'm truly sorry for you if you think that's how proper feedback is given.
https://forum.deadbydaylight.com/en/discussion/205106/extensive-twins-feedback/p1
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I miss reworked ormond actually. All I'm getting is autoheavents with occasional taste of Haddonfield.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2331336#Comment_2331336
I have positive feedback all the time. I'm always saying to buff survivor perks, nerf killer perks, and fix the deadzones. Add in more pallets. Fix maps so ranged killers don't have a free win. Fix hitboxes.
But they have nerfed survivors non-stop 5 years in a row. And the dev update is all about "buffing another killer". It's not a game for survivors.
Yet you never say how, you only say the general, buff this, nerf that but never how which is the actual important feedback.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2331319#Comment_2331319
If you think about what "average" means, it will make sense. You can't express "deadliness" of a killer with a single number, Nurse is deadly in hands of good nurse players, which is a minority, but the majority does a poor job with her, although killrate is still above 50% in red ranks.
Killrate/escape rate is a different story, if solo survivors survive in 1 game out of 4, something is terribly wrong with the balance, there is no excuse for that, killers do just as much dumb stuff, but even SWF escape rate is lower than 50%, does it tell you something? It's just a matter of balance and matter of huge gap between solo and SWF, which is not caused by skill, but by the balance. Additional information that SWF has is a factor of balance, external one, that can't be directly controlled by DBD.
You can fix any balance issues with proper balancing, no matter if it is an asymmetrical game or not, the problem is - no one cares. And yes, giving solo more information is the only way to fix the balance.
The thing is, do you ever see any even competent SWF teams actually play 100% for the win ? No, that would mean they'de be only doing gens and never engage in chases which is the main fun thing about DBD. Basically all survivors want to get chased each game as just holding M1 is boring.
You can clearly see that top tier competitive SWF teams can do gens vs the best killer players, playing nurse, spirit whatever in around 5 minutes without much that killer can do to stop them. That's when they play to win, which nobody does as it's just not fun. That's the asymetrical nature of DBD, killer's main objective is interacting with living players and killing them, survivor's main objective is to hold M1 on inanimate objects for 400s straight.
The nature and gameplay of DBD is completely different for both sides so sraith killerate is extremely misleading in terms of game balance. It tells us what's the most result of matches is but it does not tell us why, which is the imporatnt question.
At least we agree that solos need to be brought closer to the SWF levels of coordination and information. But as I said, there are 4 times more players on one team so there is far bigger window for them to do mistakes. Unless you get a match with 4 equally skilled survivros, some killer mistakes won't matter as they're a power role and their mistakes count mainly when all 4 survivors are pressuring them which right now isn't the case in normal matches.
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*Flasbacks to 2016 wraith OP threads.*
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2331091#Comment_2331091
Stats are the only way to know if something is overpowered or not and killers are clearly overpowered. Killrates are close to 3K per match and that is with the hatch. Look if you removed hatch what it would be. The game is now a murder simulator. And every killer buff is making it worse.
How about making proper feedback post to adress the issues solo survivors have every now and then insted of these useless "devs are only nerfing survivors 5 years straight" posts ?
Or do you expecting to make a positivie impact by only throwing rants out here. Those certainly don't help anything besides you venting which you seem to enjoy doing.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2331091#Comment_2331091
That's not true. Nurse is only weak in hands of newbs. In red ranks her killrate is 65%. https://forum.deadbydaylight.com/en/discussion/106566/
Stats is the only objective way to measure the balance, because anything else is an entitled opinion of a killer/survivor main based on his own subjective feeling and that's not how you balance a game.
And yes, this game is completely out of balance for solo survivors right now, with about 25% escape rate, it's horrible.
If you were to believe the stats alone nurse and blight are 2 weakest killers in the game, both in red ranks and in all ranks while pig and doc are like 2-3 of the strongest. Also you're using on of the oldest stats realeased (when there were just 17 killers), at least use the ones most up to date.
The fact is, solo survivors are terrible and uncoordinated, that's why they die so much, as many have said DBD is not taken as competitive game nor does it have proper MMR for competitive players.
Do you honestly expect that 4 random people will outpreform 1 person ? Even if survivors were as strong as back in 2017, kill rates would still be as high as this as survivors just do dumb stuff, don't know how to play or just straight up quit/DC all the time.
The actual balance for whole playerbase ir around 56% x 44%. In red ranks, 68% x 32%, at least that's the last one we had which is not bad for asymetrical game where skill of each individual matters and there's 4 times as many on one team.
The only proper way to fix this is adressing matchmaking issues and rebalancing solo que, giving them more information to coordinate more on the levels of SWF.
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@Sluzzy said:
When one side is nerfed non-stop for 5 years in a row, it gets very imbalanced. It is now imbalanced and survivors need a lot of buffs. Killers win too much and everyone knows it but pure killer mains and devs.
Can you stop throwing statistics around please, they're misleading and should not be sole reason behind balancing. They say nurse is the weakest killer in DBD with 40% kill rate meaning she needs serious buffs to compete with other killers yet I never saw you to ask for massive nurse buffs.
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Don't pay attention to people saying it's one side leaving. Whenever the same happens for survivors, same nonsence is spewed around that it's killers leaving.
This game has right now around 94k players actively playing it, we used to have less then 20k and lobbies were near instant.
What is actually happening is the same thing that has been happing since 2016. The matchmaking is somehow broken on the dev's side again.
It happens regulary, some biased people just like to shout out their amazing opinions on the game balance out there and how abused their side is due to devs constantly nerfing the role they play.
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Body is 1 character too short. -
Top 3 for me would be
Most fun: Nurse, Pyramid head, Deathslinger
Least fun: Trapper, Hag, Legion
I love playing agaist very strong active chase killers and hate the fact that I'm oblivious trap magnet.
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I don't really care as I like facing her. Trapper buffs would be far bigger disaster for me (as much as he needs it).
Besides, she's strong but there are killers who need work far more then she does. First help the bad killers before wrecking the good ones.
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It's nince, again, it makes him much better just like the movement speed buffs did.
Unfortunately, trick blades with 1 bounce still aren't baseline so I want that to be added.
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That part of the dev update must be outdated since they've already fixed the bug (supposedly) that is mentioned in the update.
Still, I hope they hear the feedback we're giving and mainly that they are doing something about it. We really should have full custom game mode as tutorial/practise range to test and play DBD with bots.




