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Kebek

Kebek

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Kebek
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  • @GoodBoyKaru said:

    This is an issue with keys, which will hopefully be reworked in this upcoming midchapter (I can dream anyway) and less with hatch.

    I always see it more of a hatch issue as if it spawns before 5 gens are done and keys can open it in any way, it will always be a way to bypass the main objective.

    The spawning rules is what should change, not the keys themselfs. Unfortunatley, devs most likely plan to change keys and keep the spawning rules as they are which won't help the biggest issue of bypassing gens. I dread of the changes they have in store.

  • Best of luck to you, if you don't enjoy your time in DBD, it's better to quit.

  • From the problems you mentioned you had with DBD, no nothing changed in that regard.

    Strong chase killers are still strong, if you were getting bad hits before than you'll probably still get them as nothing that I would know of changed in that regard and community is also still the same.

  • @therealcroissant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2075800#Comment_2075800

    I mean, there are plenty of "dead zones" on many maps already. If this is not enough, then idk.

    Dead zones should mainly appear once survivors waste all pallets in the area. If you get them too often without ever using pallets, that's bad RNG which should get fixed so that it can't happen.

  • You don't understand how deathslinger works do you otherwise you wouldn't rank him so low. Eh, it's your own wrong opinion, go watch a good deathslinger player and you'll see how strong he is.

  • No he's not weak but harder to use than you average killer.

  • He is a problem. The kind of problem that a killer as iconic as he shouldn't be so underwhelming compared to the new killers.

  • That would be extremely boring perk to use and play against. Different powers is what makes DBD great.

  • Devs nerf undying = Killers: It's still good, I'll keep running it. It was probably for the best as 4 undyings was kind of ridiculous.

    Devs nerf DS = Survivors: You ruined DS, it's not worth running anymore also there is so much tunnelers now, BUFF DS.

  • That would be ideal Both shouldn't be a thing.

  • Honetly at this point it's a popular opinion with all the threads saying so as well.

  • No, that won't help vs tunneling besides it's not a healthy way to buff the perk. If your team and you suck, you'll get tunneled even with 2 uses of DS vs survivors like that, killer has enough room to tunnel and vs great survivors 2 uses of DS might become overwhelming.

    Far better anti-tunneling buff is to add around 30s of no scratch marks, blood, grunts, etc and possibly a small sprint burt also so that you can get away and hide from the killer = not be tunneled anymore unless you reveal yourself again.

    Asking for 2 stuns is asking for more possible anti momentum swings, not more anti tunneling potencial.

  • Self healing is a way to take pressure away from the killer and let you work on gens much safer so it's an inderect way to progress your main objective besides you having time to self heal means you're not getting tunneled. It should stay the way it is.

    You have a fair workaround with inner strength which is a very solid perk if you want to self heal and keep DS.

  • I love love love using spine chill, it's in my main build but when I play without it I don't have any issues.

    If you look around you usually can spot any ambushes as long as you have escape route. If you don't and are injured, you're clearly gambling and rely on killer beiing eslewhere.

  • They're all decent which more than perks like Visionary can say. You have a single use reverse pop, cross the entire map exhaustion perk and anti-tunnel with friends perk.

    I don't see why are you upset, they're all good, no original MoMs but good.

  • No Way In Hell

    That would make it as broken as it used to be. It's perfectly balanced right now if you know how to use it.

    Also when do you ever need to heal twice in 20 sconds ? That's completely meaningless cooldown and even if it was like 5 minutes, it would still give you 1 very fast heal (which is more than 4 good players need) so that you can remove all the pressure killer gained by hitting you and just rush gens safer.

  • I kind of enjoy playing as wraith but quite a lot less versus him. I don't find facing him as interesting when compared to more chase focused killers. But that goes for me with all killers who are mainly M1 based with 115%.

  • I think it could use a rework so that it can't be abused with camping so easily but retain the strength of very important endgame perk.

    Like for example work the same way No way out works that it would need to gather 4 stacks for some strong endgame effect be it permanent exposed on every survivor that got hooked or something completely different that is woth running for an endgame build.

  • Don't worry, salty people constantly report others and abuse the report system. It's them who'll get punished for false reports if you actually didn't break the official rules in any way.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2071960#Comment_2071960

    To be fair, when survivors are heavy nerfed every patch there comes a point when some killers finally have to be nerfed. Now several needs to be nerfed. It's very imbalanced to have strong killers when survivors in general are extremely weak.

    Would you be so kind and make a thread on which killers are imbalanced & how + how would you properly fix them ?

    I bet it would be a great read.

  • These are the times I wish you were streaming Sluzzy, your godly skill would show us all how wrong we are about Trickster beiing the weakest killer in DBD right now by far, in desperate need of buffs.

    Soon you'll be making threads how OP trickster is when devs buff him which they will or he'll never be played besides few masochistic lunatics called trickster mains. Only you could consider such a pathetic excuse of a killer strong.

  • While working on the adept I played him completely without his power and after many games with a few less emblems than I needed I finally got it, many 3k - 4k games (and obviously fair amount of loses vs some actual good survivors). Do devs know from their data that all my wins were while not using his power at all ? Do they then think powerless 110% M1 killer is strong because data would suggest so.

    Maybe they should rely less on easily misinterpreted data and more on observing the actual gameplay.

  • Personally I don't mind how current BT works (besides the saved person having collision) but making it straight out x meters radius would need to come with some kind of a nerf or a change as you just don't buff meta perks, that might just make them opressive.

    If it went to straight out x meters radius I think it would need to be changed so that it transfers damage to the rescuer, not give free health state with endurance.

  • You're absolutely amazing Firehazard, thank you sharing this, it's so well done.

    Also if you're looking for some editing software I'd reccomend davinci resolve as it's really advanced and free as well. That's what I've been using for editing deathslinger videos on my YT channel.

  • As cool as it is, it would create survivor passives meta and reduce diversity of survivors as some would be just stronger than others. I wish this could work but it just can't.

    Also something like 5% vaulting speed in any form is extremely strong and would be more than worth a perk slot. At that point, it's just passive really strong perk compared to someting as useless as 6% of bonus luck which might as well not exist.

  • Yeah these rare iterations of some maps are really dumb and shoul be fixed. For some reason when some maps spawn 2 T/L walls close to each other, sometimes it causes almost no pallets to spawn at all (or that's at least the most common scenarion when I see little to no pallets spawn).

    I'd like to know what the hook spawn was. I've had several really dumb games latetly where for example on Thompson house, the overall hook spawns (without any offerings) was 6 hooks on the whole map and they were extremely far away from each other with basement in shack. Single bodyblock was always enough to make it impossible to hook any survivor if they got downed even slightly further away from a hook.

    I wonder if that has to do anything with bad spawns of pallets or if it's just bad RNG every time.

  • Why did this have to be today. I hate april fools because people toy with my feelings.

  • @Sluzzy said:

    You killed the party streamer.

    You still scored well and killed one.

    Honestly, in the game state with survivors, a rank 10 is capable of taking most any rank. A rank 1 killer is normally unbeatable.

    You're not facing the same rank 1 killers I face. So many of them don't even mindgame and my teammates die to them anyway.

  • His NS cooldown should be lower yes other then that, he's great killer already.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069984#Comment_2069984

    Almo said recently that he never said the kill rate was high, but that the killrate among the top 1-5% of players was high - implying she's strong and not week.

    It does feel like killer is balanced around the top % of players, while survivor is balanced around all levels of skill and rank

    Yet he doesn't seem to realise that the 1-5% of best killer players constantly face the dumpsterfire that is red ranks solo survivors and occasional half decent SWFs, not a tournament squads on their skill level.

    It's not the killer that's strong when it comes to the top % but the player playing them facing opponents that aren't on their skill level often enough and the added simplicity of RBTs is strong enough to carry mediocre pig players through average red rank survivors as well.

  • They are the reason why her kill rate is so high. Mediocre survivors either die to them just passively or waste so much time that pig just wins by default.

    And because of that we can't have pig buffs since statistics say that "she's one of the most deadly killers". Also because Scorpionz is just too deadly for his own sake artificially increasing the kill rate and making pig look better than she actually is vs even good SWF teams.

  • @fr0sty1223 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2069887#Comment_2069887

    Gen speeds aren’t even that big of an issue. I’m a rank 3 killer and I rarely have issue with patrolling gens and stoping genrushing. People blow genrushing way out of proportion but I will agree it can be really stupid if it’s a 4 man swf running brand new part and prove thyself. Personally I think brand new part should just be removed

    Tunneling/camping aren't even that big of an issue. I'm a rank 3 survivor and I rarely have issue with killers who tunnel/camp. People blow tunneling/camping out of proportion but I will agree that facecamping NOED leatherface is really stupid. Personally I think NOED and LF should just get a some changes to fix these problems and that's it.

    Personal experience is a wonderful and very unobjective thing you know.

  • You realise you're playing asymetrical game right ? You're at mercy of the 1v4 system that allows the 1 to overpower and do whatever he wants to the single 1 out of 4 if he's willing to throw the overall match for it.

    You can't fix tunneling/camping as it's a free decision of killer to focus on whoever he wants, you can discourage it but never completely prevent it.

    Best thing you can do is play better by not throwing yourself at facecampers and help teammates who get tunneled either by doing gens or bodyblocking. There are counters to both, you just fail at using them and want the game to do it for you.

  • I began playing back at release in 2016 and I still play regularly up to this day. I do take breaks every now and then especially when I want to play some other game for a while but I always come back after the short breaks as I love DBD's gameplay and never managed to find any other game with gameplay that entertained me as much as DBD does.

    As someone who played since the beginning, the game only gets better but very very slowly. I don't play as fanatically as many others (3k hours) which is likely part of the reason I stil don't get bored with the gameplay loop.

  • With all the "DS didn't need a change" posts, you actually got me bamboozled until I read the last sentence.

  • Or at least make the double pip take 2 pip points less just like survivors have it. Some killers have powers that don't work with emblems so getting full 4 iris is so dumb as you can't use your power to get it.

  • David could brawl a lot of killers if they weren't armed and powered up by the entity.

  • My overall game time of 3k hours would have about 70/30 ratio of kiler/survivor gameplay but that's mainly due to me playing only killer for like first 800h when DBD was relatively new and I was having such a blast that I rarely played survivor.

    But last two years I'm playing far more equally as survivor is just so much more chill even if I enjoy it a bit less. I consider myself 50/50 player even if my gameplay doesn't fully match it.

  • You're lucky, I'll let it slip for today.

  • Depends if it was mainly due to me failing, I just get over myself and move on, probably still angry or dissapointed by I just need to cool off with a better game so I'll probably go play my main and take good addons.

    If it was an annoying game with terrible opponets or teammates, I might play something toxic in the next match or just stop playing for the day.

    Best option usually is if you get really frustrated, just quit for the day and go do something else. This game can be pretty taxing on your nerves when you cared about winning etc too much.

  • @aknitus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2068264#Comment_2068264

    Psychological effect? Maybe so on lower ranks, but in the higher ranks killers can slug those who have ds and then chase another, creating more pressure on survs. As a part-time killer myself, this approach works. Dunno why DS needed a nerf, it was balanced as it is.

    If you have time to freely slug at your leisure, not caring about DS's timer at all, you're facing chill survivors who can't do gens properly and put that pressure on you. Versus them even original DS with 2 uses would seem balanced.

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/239047/ds-nerf-results

    /salute

    Sure we complained when they reworked ruin and they destroyed undying but if you think about it. No perk killer has ever had was even close to the power of DS.

    I think it's mainly due to psychological impact DS has. You always fear it even if you don't know who if anyone has it due to the stun beiing so detrimental to pressure, obsessionless matches aside.

    It alwys does something even if you don't directly notice it or activate it.

  • @Tsulan said:

    I really hadn´t time to play since the new chapter. On the 3 matches i played today, i had Wraith, Freddy and Bubba. Did people already stop playing that new killer?

    Unless you love his gameplay, it's very hard to play him with how cluncky and weak his power is. I did my adept and I won't be playing him until some changes are done for him. Not even seeing almost any trickster in my survivor games, it's sad.

  • @Viskod said:

    The hatch spawning when all generators are done is a bad idea. The hatch already spawns when there is just one survivor left.

    Because it would make keys as strong as mories are now ?

    No the hatch right now spawns when the amount of finished generators exceedes the amount of living survivors by 1 AND when there is 1 survivor left alive.

  • It's going to be something terrilbe when it takes so long.

    They could have easily made hatch spawn when all gens are finished or when only 1 last survivor remains and it would be perfect.

    But noooo, they just need to create something overcomplicated that won't even help in the end or just keeps keys OP, I bet.

  • But they did, they released Trickster.

    (ok I'm not serious but I just couldn't resist)

  • 1) None of that is needed. All important interactions are already there, no need to overcomplicate it.

    2) No that decreases synergy and you can still get tunneled after self unhook. I don't see a reason why it shouldn't activate on self unhooks.

    3) Or even better, remove the skillcheck alltogether and make the stun passive without needing to hit any skill checks.

    4) Ehh no, that's too drastic and it's too soon for that. And they can still tunnel you even if it activates twice and the stun is longer. Far better buff would be that after you use your single DS, you get a 0 grunts, scratch marks, blood pools etc, possibly even short burst of speed so that you actually can get away and not be tunneled insted of a buff that exists just to waste more time and not help with the tunneling in the end.

    5) Yes

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067636#Comment_2067636

    I really hate that I can't have fun perk loadouts in solo Q because half of them are already used by perks that it's almost a necessity to use in solo like kindred and bond.

    For the years I've been playing solo que, my philosophy always was and is that I run any build I want with whatever fun perks I want as winning is mainly influenced by quality of my teammates and my own performance + decision making.

    Perks are there to help but I don't rely on them nor expect them to fix or completely nullify whatever killer, perks or strategies they use.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067615#Comment_2067615

    That's where I have an issue. Why is solo Q always being neglected? I would consider myself better than average (at least I hope so, I have a few thousand hours in this game), and I feel like sometimes it doesn't really matter how good you are in solo Q if everyone else is below average.

    Even in red ranks, a lot of people got carried there by their SWF, when they below in greens/purples.

    I have said this before and I'll say it again: IMO solo should be buffed to be comparable with SWF, and then balance everything accordingly.

    All these problematic perks, are really only an issue in SWF.

    Yes buffing solos to SWFs level or at least much closer to it was my standpoint for years.

    I don't want to see busted cheesy perks that help solos a bit but are extremely broken in SWF.

    And overall, no amount of perks can help solos. They need baseline mechanics for sharing information and proper matchmaking.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2067579#Comment_2067579

    Ok, so why is that only true for DS but when anyone says anything about people needing to give time to see if the trickter is good or not get basically flamed?

    DS isn't new, the same issue it had before it's still present. Killers can still tunnel, it doesn't stop that.

    Because your average solo DS user can barely hit the skill check. Even the orignial DS (that was extremely busted) wasn't such a big deal vs mediocre solo survivors who get downed easily and can't pressure gens. Where it becomes problematic is in strong SWF teams who all run it and do their best to use it to it's maximum potencial while looping near perfectly. I haven't seen enough games with such good players running it and how it preforms when they run it.

    Trickster on the other hand has glaring visible issues that new and very old players all see and call out equally. Yes he has some skill ceiling but really, how well can god tier trickster preform when his knifes are so slow at everything.

    This iteration of DS is very new and we don't know if it has any abuseable sides. Druing the last big DS rework, all killers said how DS is now healthy for the game and survivors won't get their get out of jail free card anymore but they still did. That's because DS is very hard perk to properly balance so rushing anything with it is a bad idea.

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