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Kebek

Kebek

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Kebek
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  • I look forward to any map changes but especially to ones that concern corn maps.

  • @Hektic3000 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2092876#Comment_2092876

    I'm talking about 30s of no grunts, blood, scratch marks after unhooking for example. That gives you fair chance to lose a chase and to hide so that you can't be tunneled but you still need to work for it.

    While i get having that being base kit would be nice, they could just use iron will or off the record if they dont want to make noise, or use lucky break to not leave blood.

    I agree, that's why I don't consider it necessary change but I'd rather see that then a baseline DS or something dumb like that.

    Even if you get all the stealth effects, you still got to get away and juke the killer if he sees you. It's not a free stall effect like DS would be but an actual skill based anti-tunneling mechanic that won't carry you by itself and promotes healthy gameplay while not limiting anyone.

  • I mean, you're playing vs spirit perkless. What would old DS do for you if it was the same or even orignial extremely OP DS ? Nothing, if killers wants you dead and your mates don't help you/do gens and you can't last long enough, you'll die unless you hide like a pro.

    No perk can help you vs hard tunneling killer who is able to chase properly, even Legion can force 1 survivor to die every game if he throws the match for it.

    Perks aren't the solution, it's decison making, stealth when near death, good looping and gen pressure. We could use some anti-tunneling baseline mechanics but not ones that stall the killer for free like old DS used to, that's not healthy gameplay.

    I'm talking about 30s of no grunts, blood, scratch marks after unhooking for example. That gives you fair chance to lose a chase and to hide so that you can't be tunneled but you still need to work for it.

  • EGC is already perfect, it's not meant as a tool for killers but as a way to end matches when they reach certain point.

    I wouldn't mind seeing some perks focused around EGC that would be able to regress 99ed exit gates (possibility for part of NOED rework) but baseline it doesn't need anything else.

  • @Vyne456 said:

    Who is sluzzy?

    Sluzzy is our friendly forum member who preaches the truth about devs and how they're ruining the game with their killer bias.

    But in reality he's just a guy who's so biased towards survivors and doesn't even realise it that he became kind of famous around these forums lately for trolling/baiting. People poke fun at him for his opinions as he doesn't really argue, more like rants about the game in a weird way.

    He's got a few grains of truth behind what he says but he says it in the worst most bait like way possible.

  • Personally I don't have any problems with The game as killer. I still really like the map as the two floors make it easy to traverse and TR is quite deceptive on that map.

    The pallets are very strong and there's a lot of them but they are also the only defence there is, no good windows at all. Imo, it's better now than it was before (I love the new lightning so much). I wouldn't be against making a few god pallets less safe but I don't find it all that necessary.

    For me it's a well balanced map that I enjoy playing on as both roles.

  • But those perks don't have the same use.

    Mad grit exists to help you get to places, you wanna go to basement and not lose any distance due to body blocks. Mad grit is for that.

    Starstruck is an exposure perk for killers with strong chase or mobility. You don't get hits on people when you carry but after you hook, then you go chase them down. And you can be body blocked with starstruck due to cooldown and sometimes even with it active, it would be very rare but can happen.

    One is a kind of a chase perk, other is for improving carrying. You can combo them with other perks or together but they both have reason to exist. Yes, starstruck is better overall but MG isn't completely worthless because of it. It could use some buffs to better compete with SS but it's not a bad perk.

  • His main problem is that he lacks something unique about him.

    Even after the buffs, things he does, other killers do better even when he'll be much closer to them. Luckily he'll be much more fun with the removal of slowdowns and recoil so even if they don't give him something special in the end he'll be at least fun to play.

    They should add something unique to him like making the ricochet knifes baseline or making main event actually strong and usable whenever. Something that's besides the baseline knife throwing.

    Making main event good would be ideal as even with the buffs, I doubt it will be able to do anything about looping high rock and you still won't be able to use it with any consistency due to the activation limits.

  • Sluzzy: Look at statistics devs and make game more fair.

    Devs: Ok = proceeds to revert all nuse nerfs and give her 4 blink baseline.

    Sluzzy: No wait, that's not what I meant.

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090849#Comment_2090849

    It did release on Steam. I suppose you weren't on the Discord server when they did announcements and everything.

    It was the balancing issues plus the lack of funding and Covid ruining their publisher deal that ended it for good.

    I know but it was much later and when I tried it, I had to wait in a lobby for almost 1 hour each time + some other issues. Noooo thank you.

  • Those really are some extreme unpopular opinions, good job.

  • No, it's just that all the other new games aren't interesting/good enough. Last game I was a bit hyped for was Last year but since it didn't release on steam besides many other issues, in the end, I didn't bother.

    When DBD was comming out in 2016, I was extremely hyped for it, trying to find any gameplay info/footage and it was just really exciting. No other game managed to peek my interest as much as DBD did back then.

  • It's good buffs and I can't wait to test them.

    BUT I think they should have focused more on main event, it's what make him different from other ranged killers and it will still be really bad and extremely inconsistent after the buffs so that's kind of sad.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090470#Comment_2090470

    Thats my plan. But do i get the unlocks when i don´t pick the rewards?

    Before the current rift closes you get BP, rift shards to unlock stuff from current rift, lore.

    After the rift closes you get BP and lore. Old tomes don't give rift shards anymore so they won't ever unlock anything else in future rifts.

    If you want the unlocks from current rift, you need to cash in the reward from tome challanges before the rift closes.

    in The Rift Comment by Kebek
  • If you don't pick your reward for the tome challanges, they lose the rift shards permanently once the rift closes and keep the BP award. So you can basically use them later on.

    in The Rift Comment by Kebek
  • I'm glad they're buffing him but really should focus on giving him proper identity. He can't ever become stronger in 1v1 or snowball (baseline knifes) than slinger and huntress as each of them is a king in those categories already.

    They should focus on making main event trickster's main thing as that's what makes him unique compared to them. Unfortunately, it's still going to be bad and inconsistent, the buff will help a lot with his base knifes but the main event will still be weak.

    I'd be happier if they didn't focus on buffing base knifes and did far more to make the main event actually good.

  • I've recently watched really good video on PH's lore in DBD and it hints at the fact that PH isn't in entity's realm to actully kill survivors but to starve and punish entity rather then feed it which is why he has the cages and last judgement to evade the work entity wants to enforce on him.

    I think it makes a lot of sence and actually makes PH my favourite lore killer in DBD. I'll link the video if anyone is interested.

    https://www.youtube.com/watch?v=DenRRwEAqTw&ab_channel=PixelBushEntertainment


  • This makes him significantly better but imo he still lacks personallity. His main even is still too whacky and inconsistent to make him proper ranged power up killer, they should focus on improving that.

    It's good changes to make him stronger but he still might need more improvements to main event. Hard to tell, better to wait for the changes and see.

  • That would be sooo boring if 5% was all they did. I'm far more interested in 105% killer which game changing power, that would be fun.

  • In other words, bring a few infinites back.

    BL is perfectly fine as it is, it doesn't need any changes.

  • As I evade survivors who run away after getting recently unhooked most of the time, very little.

    Far more often I punish those who think themselfs clever and jump on a gen immediately thinking they can get away with it.

  • I mean, yeah but it's not a problem as there can be only 5 heals per game like that which also includes finding and cleaning of 5 totems, overall that slows down the game more that 5 self care heals.

    The reason it doesn't deactivate is because it doesn't get deactivated code wise from getting healed 1 health state overall (by a teammate healing you for example) but by progressing a healing bar = medkit, SC, etc. IS doesn't have a progress bar so it bypasess the condition in a healthy way and creates combos for DS with lockers which already combo with it well and help against tunnelnig even further.

    I don't see why should IS heal be an issue or a flaw when the whole idea of DS is to deactivate upon progressing the most basic kinds of actions that progress the match and have bars.

  • Do you need coaching sluzzy ? Since you're sounding like a broken record with the constant "survivors too weak" threads.

    Seriously, have you ever actually tried to win your matches, you don't seem like you try hard enough. I'm not even that good of a survivor and I win often enough just fine.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087449#Comment_2087449

    I'm not comparing Hag and Trickster in strength, I'm comparing how they were/are seen by the community

    And even when she was bad people still made her work, why can't it be the same with Trickster? Trickster does take skill when it comes to aiming, if you say otherwise then I guess Huntress or Deathslinger don't take skill either.

    Also I'll try to get footage tonight

    Yes hag was seen as bad before her buffs but that's because she actually is hard to play properly, a lot.

    With trickster you don't have strategic, snowball, map & survivor pathing dependant, complex power, you only get knifes with like 4-5 slowdowns attatched to them that require 8 hits to do single damage. The only thing you can work on is your chase and you can't properly mindgame with this power as 1 hit from it does nothing so mindgaming wastes more time than it spares or just gives you M1 which at that point is bettter that hitting 8 knifes wasting time.

    As I said, even if by some miracle, you have perfect pathing, hit 100% of your knifes and don't get looped for ages in a high wall loop, trickster still does all of that slower and worse than huntress or deathslinger do. His only thing is that he's easier to pick up then them.

    I haven't seen a single game where trickster played versus good survivor team on equally favored map and didn't get completely owned in chase. He's got nothing threatening in his power and can be looper for millennials for a 110% killer.

  • I'd say it's a bug but who knows. Probably something broke the same way when certain maps spawn massive dead zones with very little pallets overall.

  • What are you on about, huntress downs survivors close to her 10 times faster than trickster. Please don't compare him to hag who is leagues above him in strength and skill required to play her.

    If you by some miracle actually have gameplay of trickster beiing useful vs good survivors, share it.

    Even when hag used to be bad before the buffs, there still were hag mains that made her work as their trap placement was godly. Trickster has nothing like that as right now he's got no potencial because even if you somehow hit 100% of your knifes, you are slow af with all the added slowdowns, can't beat high wall loops, the snowball is still the slowest of all killers among other isses.

  • This really isn't a standoff, claudette has all the power unless nurse has NOED. She can just do any gens and gates for free as if nurse moves from the hatch and hits her (assuming she even knows where claudette is) she'll get a sprint burst and just opens the hatch.

    Key changes will probably adress this in some way hopefully but it really isn't a standoff at least from my POV.

  • I actually have a YT channel focused on my deathslinger gameplay so I'll just post my 2 latest videos.

    https://www.youtube.com/watch?v=qSKLVArBZh4&ab_channel=Kebek https://www.youtube.com/watch?v=DALnCee1cp4&t=13s&ab_channel=Kebek


  • Ehh sorry, I don't think your wish shall be granted or it's at least extremely unlikely.

    The only thing you can do is imagine it's still there and smash your spacebar through the skill checks anyway.

  • For me, killer is exactly as easy as it was during 2016. Potatoe survivors plagued high ranks back then and they still do now and will do so forever, that's what makes killer seem easy as you don't rely on other 3 randomly (un)skilled strangers.

    Put any of the best killer streamers out there against top level SWF of equall skill to theirs into 100 matches and watch how easy it is to play killer. Even as spirit or nurse they'll struggle if the survivors are on the same skill level as the killer and pressure him properly.

  • They probably can't figure out that the best change to keys is also the most simple one = changing the hatch spawning rules to appear at 5 gens completed or when there's only 1 survivor alive. No need to actually change keys at all while fixing all the major issues with them.

    They fix mories in a very simple way but can't do the same for keys because reasons.

  • Everyone thinks themself a trickster around here lately.

  • It's another good (slow but we're used to it) step in right direction, great QoL change and it makes hook suiciding slower giving chance to make a save and not get punished for teammates quitting as much.

    Now I just need my toggle on buttom back.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2084258#Comment_2084258

    Great, another unnecessary buff to killer. 4K balancing.

    It's a buff to new survivors who couldn't struggle, I tought you would like that.

  • YES ! Thank you, this was much needed, I'll enjoy survivor a lot more with this.

    Toggle options for actions next please ?

  • SWF isn't the problem, it's the fact that devs don't balance around it.

    Make proper matchmaking so that solos can face off against good killers, define win conditions to both sides and make ranking work around them, give solos more information and communication to bring them to SWF level, balance all killers to be able to deal with strong survivor teams.

    Without SWF, DBD wouldn't be doing half as well as it does, it's important part of the game. Devs not wanting to balance around it is the problem, not SWF.

  • What buffs exactly do you want reverted ? You mean the hillbilly overheat buff or nurse blink cooldown buff or forever freddy bufff or did you actually mean spirit collision buff ?

    There's so many, you gotta tell us which one do you mean ?

  • Well you had a crown at one point. That's as close to a king as we'll ever get.

  • Surge's main problem is that it works only from basic attacks, everything else is fine. Remove the basic attack condition and it's perfect, no additional buffs needed.

  • I use it very often on Deathslinger. It's a great perk held back by the M1 condition, wish they made it work with all downs, not just M1 ones.

    Anyone not using it is missing out, it's really a great perk when used properly.

  • From the lore standpoint (I'm no expert ofc, just my opinions) entity is basically sentient universe. If batman ever got dragged inside, he'd be as powerless as other survivors in the grant scheme of things, he'd be able to evade or even defeat most killers (assuming entity doesn't weaken him) but in the end, he's stuck in endless cycle of undying.

    We don't know if there is a way to exit the realms of entity (there probably is as long as you don't get banished into the void) so he'd probably have the highest chance to get out but I don't think there's any way he could beat the entity and stop it from creating trials.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078527#Comment_2078527

    Monstrous shrine would never get buffed like that cause it doesn’t match the theme of the perk about the basement. I get it’s a joke but I’m trying to buff this perk to keep the theme of it while making it strong while giving it a downside

    Ok, I'll to explain why it's a bad change. First off, currently power struggle work in a way that the moment you get picked up, you can instantly throw down a pallet you've been sitting under which is why it's strong in combination with flip flop as you get a free escape if you've recovered enough and are basically untouchable till you die off bleeding out.

    So imagine this with your change. There is no requirement so everyone runs it and undertands how it work so your teammates play optimally around it. 4 people have it every game.

    The match starts, killer finds a person, chases them down and when the survivor feels like he'll go down soon (injured and used a few window only loops) he'll specifically go down in the middle of a pallet. Killer picks them up, survivor power struggles him and is free again for another chase where he loops very safely (or just well if he's good) and repeats the process once power struggles is off cooldown. Basically repeatable original DS that doesn't require hooks (as it works before even hooking) and promotes hard gen rushing with 0 hooks till all pallets are broken.

    "But what if we made it 1 use only" NO, bad design. 1 use only perks mean they can be used 4 times per trial by each survivor seperately as strong anti-momentum tools. It would have 0 counterplay in all scenarios possible and would be EXTREMELY UNFUN to play against as such perk would be possibly even more OP than original MoM and have about the same amout of counterplay.

    Current power struggle is a combo perk that works if killer decides to slug or if you combo it with DS / have a teammate around to delay the killer. It's already perfectly balanced and doesn't need changes at all.

  • @Chilli_man2400 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2078479#Comment_2078479

    It’s not very good it’s not used a lot I’ve played so many matches and Ive never run into this perk once

    More than 50% of survivor perk roster never gets used due to them not beiing meta. That doesn't mean those perks are bad.

    Your idea would instantly catapult it into the meta the same way monstorous shrine would be meta if it got buffed so that all survivors die on their first hook. It's not a good change to a perk that doesn't even need it.

  • Why would you want to make already good perk overpowred ? Just because it isn't one of the free second chance meta perks doesn't mean it needs buffing.

    How about insted we buff actual weak perks like visionary or wake up.

  • For general population, well working MMR would improve the experince. For streamers and top SWF teams, probably ruin it as they'll face only each other playing constant stridor spirits and nurses (unless they like facing that ofc).

    Still I'd rather see properly working MMR than keep the clown fiesta that is the current emblem farming simulator.

  • EGC literally exists to stop giving survivors free escapes after they failed like alarming amount of times.

    If you and your team failed to do gens and all died, you have a shot to get to the hatch first. If you fail that, you have a shot to open an exist gate ( I did it many times even as long as RNG doesn't scre you over completely which it doesn't all that often) without stalling the game forever by pointless hiding.

    Tell me Sluzzy how is it fair towards killer who managed to beat you and your team, have the last survivor escape by guaranteed escape through hatch as you're suggesting. Don't tell me you actually liked the original hatch stand offs that were extremely survivor sided.

  • She is a problem but not as big as many claim she is.

    There are a few things that should be adressed about her but nothing as drastic as many suggest to completely destroy her ( like the recent bug that game you very precise sound cues to always know where spirit is during phasing).

    The main problem is the sound disparity during phasing. You have a hard counter ( IW ) that spirits counter with another hard counter ( stridor ) and if you don't have IW, you get twice as loud grunts making it extremely hard to mindgame during phasing.

    If we normalise the way tracking works for spirits so it isn't affected by perks so much and give her a slight amount of feedback to what's happening during phasing, she'll be perfect.

  • @ClownIsUnderrated said:

    I seriously don't understand why survivors crush Victor when he comes back out in just a matter of seconds

    It resets her slugging potencial and if her main body is far away, you escape the chase for free.

    There's never a time where crushing victor isn't a bad idea. Even better, take him for yourself as long as you can, that counters twins even more if you have good team.

  • It all boils down to if you're having fun. Ofc there will be frustrations as that's inevitable with DBD but if in the end you're having fun most of the time, it's ok to continue playing.

    Still if you really want to quit, it's better to quit. Don't mind the time you've put it, I have 3k hours and I would quit permanetly if the game stopped beiing fun for me but luckily, that never happened to me. I always end up enjoying the game more than I get frustrated with it, the breaks help a lot if there's other stuff you want to play as you mentioned.

    Just remember that this game is addicting in a really weird way, if you're having a bad time, don't continue to play it, it'll get worse.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2077159#Comment_2077159

    Keys are definitely the bigger issues. Having one survivor have a way out if their team brought them down that the killer can find and close isn't an issue. Having one survivor be able to bring 3 of their teammates out of the trial, bypassing a 3 gen and the endgame, because they had an item, needs to go.

    I have nothing againt 1 survivor getting out if he's the last person alive, that should stay.

    I do have issue with opening the hatch and letting any amount of survivors escape (even 1 as ti offsets the pacing of the match) before all gens are done. The 3 gen is the most frustrating scenario as you mentioned.

    As I've said many times, keys should stay the way they are and insted we should change hatch spawning rules so that it appears only once 5 gens are done (no more bypassing the main objective but you can bypass opening gates) or when there is only 1 survivor left alive (you even get higher chance to escape as killer can't pre-find the hatch and insta close it).

    That would be the perfect solution to all the key issues in my opinion, unfortunately it means they won't do it.

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