Kebek
Kebek
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2015186#Comment_2015186
This is a ridiculous statement.
It's not working like that, so it's not working as intended, so it needs adjusting. That's what feedback is for. Not gaslighting people in the name of blindly defending a broken system. "It's not broken, maybe you're just insane."
Yeah, well you're stating that the traps manage to kill a survivor with 25% chance of sucess each time. As I said, I am very unlucky with trap RNG and I still almost never die to them.
If you want to actually prove that they're broken you need proof, not shouting in the air how OP they are. Record your gameplay and show us how it's impossible to get the trap off if you need to do all 4 boxes so that we can analyse your gameplay to see if what you're saying is true.
Otherwise, you're just making baseless claims on a killer nobody has any serious issues with, meaning nobody will actually listen to you, much less devs doing anything about it.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2015170#Comment_2015170
I took straight lines.
What am I supposed to tell you. If you evade the pig and run straight to each boxes in effecient manner, you are supposed to get the trap off every time, it's designed like that.
If you still somehow manage to fail at that, the issue isn't in the traps but in you.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2015162#Comment_2015162
No that was with sprinting, that's why I got caught. Some maps are huge.
Even on huge maps, the boxes basically never can spawn so far away from each other to make it impossible to remove the RBT. You're just taking inefficient routes.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2015096#Comment_2015096
1 in 4, or 25%, isn't an extreme scenario by any stretch. I've never been able to reach the fourth box in time. Not without sprinting between them, which usually means getting caught.
I have on rare occasion actually been saved by being caught though. I was once on my way to my third box, as I got there the pig caught me, downed me and hooked me. That paused the timer, so that when I was eventually rescued off the hook, I ran to the other free box, the fourth one, and I made it in time to remove. Had the pig just left me to try that third box and fail, it would have been certain death, by carrying me to the hook, she reduced my travel time to the fourth box just enough that I just barely managed to get there in time.
I think they need to increase the timer on the traps by about 15 seconds. Or, every failed attempts gives you an extra 5 seconds, or something like that. That's not a huge difference, and it still takes you out of the game, not doing gens, rescues, etc. for the duration of the timer.
Yeah well see, there is your problem. You walk towards the boxes, you need to sprint if you don't want to die to the timer.
If you're afraid of the pig seeing you, just take smarter route, you have time for that, I do it and never had issues. And even if the pig sees you and chases you, what of it. She's basically M1 killer and the timer stops during chase. If you're easily getting caught by her, you need to work and your looping and positioning skills.
Increasing the timer that is already generous is and unneeded nerf to pig who could actually use some buffs. No good survivor team ever struggles against a pig.
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I'd say certainly yes but imo not as big as the other factors.
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@Aven_Fallen It isn't if you're good or play decent easy to play killer. As long as you evade good 4 survivor teams, you'll have a good time. That's why I'd want to see ranking putting them together properly at highest ranks.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2015050#Comment_2015050
I don't think having a passive power that has a 1 in 4 chance of certain death while you're incapable of doing anything productive for 2 minutes counts as 'fair' personally. Maybe it is once you average it out, but if you're the person who has to try all four boxes and then just barely misses the timer on the last one...
Basic timer has more than enough time to seach 4 boxes each in one corner of the map if you do it efficently. On average you'll get your trap off on 2nd-3rd try, 4 is an extreme (that still doesn't kill you baseline) as is 1 which you can even remove under 30s, such usefull power.
Besides traps, pig doesn't have anything going for her, her stealth is slow and obvious, dash attack is pretty bad anti-loop tool so she's as good as M1 killer without her traps.
Whenever I face pig, I'm extremely unlucky, almost always needing to do all 4 boxes and I still died to her traps like less then 5 times since she released. If you die to the trap, it's completely your fault or the pig hard tunneled you which is a death sentence from any killer even without a trap on.
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Killers - basic kick applies 1-10% of maximum gen regression based on how close to finishing the gen is (stacks with perks).
Survivors - Basic text lines (kind of like in Identity V) with some 30s CD, to expresses certain situations like "Go save", "I'm on a gen", "Don't save" etc.
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Yeah no thank you. That's a bad idea. Pig's far more than fair for low tier killer.
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He's not a bad killer, weaker one but not bad. Mainly outdated and outshined by newer killers.
I'd say yes buff him, he's a freaking Michael Myers god damit. I don't think that many survivors would even compain if he was buffed to freddy's power level as someone as iconic as he shouldn't be considered mediocre choice for a killer.
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If you did it purely to griefe them then 100% yes but if you're doing it as part of strategy to down and kill all survivors then possibly not.
I really can't tell since this is such a weird state to be in, with one body bodyblocking and the other one playing the match normally. If you do it for like 1-3 min it's certainly fine but if you keep that survivor there for like 5+min it might become a problem.
I think mods would tell you to not do it for any prolonged amout of time since they wouldn't want to promote such kind of gameplay that traps survivors in a spot unable to do any actions or get out. But since it's pretty rare to get into such position, you'd probably be fine as long as you don't over abuse it, trapping them for far too long.
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Ragequitting doesn't really allow for such reasoning you know. Survivors know, they have a lot of experience with it.
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Wouldn't it be better then to remove the survivor names rather then add killer ones ?
Show them only when loaded into the match and while at it, show killer's name in the match menu too together with their ping.
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I'd never get a game as deathslinger main. So yes, I would mind a lot actually.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/2012614#Comment_2012614
Yes and ? "People don't quite because something isn't balanced but because they don't LIKE something."
Yup they don't like it, so why force them to play something they don't like ? The game is here to be enjoyed by everyone most of the time. Half the killers are not enjoyable to play against. So they have to be reworked/remove, period.
If half the trials against them there is at least 1 suicide/DC there is a problem.
If the survivor community were as much active as killers are on this forum, and would state exactly the same thing that you then we would be here :
- DS/DH would not need a change - who cares if you don't like it ? We won't change those perks because you don't like them right ?
- Instant flashlight addon would still be around - who cares if you don't like it ? We won't change those perks because you don't like them right ?
- Same for the insta gen addons
And well, Trapper is far from being the weakest and weak lol. Sure it relise on special addons, especially the one that injure when you disable a trap but if you know how to control the map you will get 3k most of the time.
You confuse balancing around people's fun (which is subjective) with balancing around actual healthy gameplay.
No matter how much you want to make everything reworked into fun gameplay for everyone, it's not possible. You can't make every kille fun for everyone as everyone has different veiw of what fun is.
I personally love facing spirits, slingers, nurses, PHs etc. Strong chase killers that most of your average players hate to face, if you rework them into powerless M1 killers, average bad players will be happy since they won't have to think about outplaying them and thus will win more vs them but people like me will be hate your new version of them since we liked the old versions and might begin to quit vs your reworked versions since they aren't fun to face anymore.
Everything that was actually problematic got adressed ove the years by the devs. Should they consider any of the strong powers you mentioned problematic, they'll go over them and adresses the issues they might have but if you think devs will start handing out reworks beacuse a few loud childish players quit vs something they don't like, you're delusional.
We already know devs are looking into huntresses addons and with near certainity will change iridescent heads that everyone reasonable agress are busted but nobody will be reworking hag's base power which was here for years and even if someone might find it annoying, there are others who like it.
I'll say it again. If you're not having fun with something in DBD, give reasonable feedback on why you want it changed and how, insted of quitting. There is no way to make everything fun for everyone as fun is subjective, healthy gameplay by miles far less so.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2012593#Comment_2012593
but we all know devs are literally NEVER EVER going to change this. There is no point thinking they will ever do anything remotely useful when it comes to gen times when all they are doing is nerfing perks that make it take longer and giving/buffing perks that decrease it.
We have the depip squad back to show how stupid the game still is and they brush it off and pretend swf and gen speed are not a problem or don't exist.
We don't really know anything about their future plans. They are pretty slow with any significant changes but they do make them with time. As of now, there is a lot of room for improvement for both sides if they want to win their matches. Usually, average red killer and survivor do extreme amout of mistakes per game that might have lost them the match without even realising it.
I'd say to not worry about it and insted do your best to improve at ones role. Meeting the some of the best SWF squads or godly top tier killers even when they exist is very rare so your average match give decent chase to both sides depending on which plays better.
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@YourNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/2012534#Comment_2012534
Yes, it's the point especially when there are so many quitters/suicides that the devs had to create a ban system lol.
Both combined (suicide/DC) i guess it represents at least 40% of the game i have in red ranks so... it's a real problem and a ban system is not the solution, why do they suicide/DC ? that's the question.
Because they are bad at the game and feel the need to ragequit whenever met with something they don't like ?
People don't quite because something isn't balanced but because they don't LIKE something. I don't like facing trapper, does that mean I should quit all my games againt one of the weakest killers in DBD ? Of course not, I should get over myself and not ruin the gameplay for others by beiing a little quitting #########.
Far too many players in DBD are extremely entitled and think only about themselfs having fun, not giving a damm about others fun so they'll quit for the dumbest reasons. That exactly why we have DC penalties to punish people like this who abuse qutting to always get their own way.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2012549#Comment_2012549
Well shouldn't we find a way to incorporate this into hooks?
The survivors just never seem pressured and no matter how fast you hook gens just keep popping. When i slug on killers that can do so.. the game can grind to a halt when the conditions are right.
The thing is, slugging is strong but also very risky. You get the great benefit of massively slowing down gen progression (when done properly) but if you lose your slugs, your time is wasted. Hooking ensures you always get value from your chase so the wasted time is basically for the ensurance of your time spent in chases.
The issues with gen times are more in early game from my experience and using slugging at proper times so that you can gain time for hooking is part of skillful gameplay from killers, knowing when to hook and when to slug.
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Good perk that helps finishing single gen faster. Meta strategy is to spread on multiple gens so it actually promotes less efficient gameplay but in way that helps you counter 3 gens or gen regression perks.
In my eyes well balanced perk that can compete with the likes of DH, DS etc.
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Since it makes you more efficent.
Think about it, once you down somone, you need to pick them up, take them to a hook, hook them which alone takes almost as twice as long as unhooking and then go find someone else across the map after you wasted good 5-20s. Now do that 12 times.
If you don't do any of that, you just down someone and go instantly elsewhere you didn't waste any time, applying much more pressure much faster and getting someone back up takes survivors more time than unhooking, especialyl because they don't feel as pressured to do so.
Basically, it's just constant smap of fast chases which no downtime, it makes survivors far more occupied with saving slugs thus they can't do gens as much.
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Yeah sure we'll be balancing around quitters who refuse to change their playstyle and insted DC whenever anything poses a challenge.
How could that possibly go wrong.
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Honestly, for me nothing inside of DBD's matches is really toxic behaviour to me. As long as it's part of intended gameplay within the official rules I consider everything kind of ok, at most annoying.
The most toxicity for me comes from endgame chat where people flame you for the way you played because you didn't follow their rules (which is even more toxic behaviour that they don't even realise they have, shaming others for not abiding their made up rules).
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It's been asked for a lot over the years but devs just don't consider it high enough priority. We might get it eventually but since it's low priority, it might just take years. I really hope it will be sooner.
https://youtu.be/Je06f1lkgxo?t=1960Here is the last stream I remember where they gave responce on that topic.
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Both are/were equally badly designed, mories evaded killer's main objective as much as keys do with generators. Finishing generators is literally as easy as getting hooks on survivors, both is doing one side's main objective and both sides are able to do both extemely fast without much effort vs weaker opponents.
They could have done extremely easy and fair fix to adress the keys - Hatch spawns only when 5 gens are repaired or when there is only 1 last survivor remaining.
Easy perfect fix without almost any work, isnted were're waiting for some random overcomplicated change they tought of which might not even adress the main issues keys have.
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I know it's really busted addon combination that needs to get rebalanced but you can still beat it, no need to leave your teammates behind. Looping tighlty and forcing M1 is still the main weakness of that build and huntress overall.
There are much more annoying things to vs than Iri head huntress which can still play nice, she at least has some gameplay compared to other toxic builds you might face.
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Wouldn't that be a good thing ? Last time MMR was atctive, red ranks had to face new rank 20 players with less then 50h every single game (I did 20 games until I gave up and went on a break from DBD).
If they finally fined tuned it so that matches can have properly placed players I would cry with joy even if it meant losing far more games.
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They probably added more pallets since gideon was one of the most killer sided maps. Still, if they wanted to add more pallets they could have at least made them mindgameable.
Overall I didn't really have any bad matches on gideon so far as killer evev vs good survivor teams. The map is still pretty small with no vaults and deceptive TR. It's not all bad.
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@Sbibe said:
https://forum.deadbydaylight.com/en/discussion/comment/2010687#Comment_2010687
Yes sure. Let say I understand and do not walk to the killer. But am I the only survivor? Isn't there 4 survivors? It's not like I am gonna constantly get teammate on my ranks.
I get survivors who get downed healthy vs wraith in less than 15s in red ranks. If it was spirit it would at last make sence that killer is just strong but far more often it's just that so many survivors are extremely boosted and if you get them you lose even vs not blinking nurse.
Don't concern yourself with others, you can't change how they play but you can change how you play, not beiing one of the mentally challenged teammtes that is supposedly a red rank player.
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Walking at her standing still is the worst possible option you can chose, never do that.
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I would say that unreakable is pretty well balanced perk. When it activates, it's extremely strong but killers more often than not just pick up everyone instatly so you have good chance you won't be able to use it.
When paired with DS, it becomes much stronger and consistent but since DS is getting nerfed so you can't cheese objectives, so the use of unbreakable will be again to counter tunneling further.
Peronally, I don't mind unbrekable. Nerfing it at all isn't needed from my view.
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@BitingSea said:
I sometimes call Trickster Dio because of the yellow coat and knives
'Silently waiting for legendary DIO skin.'
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That's why we have DC penalty, evenutally people who quit won't be able to play. Hook suicides evade that but hook stages overall need rework so hopefully it will be adressed then.
It would be even better if MM was designed so that people who quit often get paired with other quitters, that way they can enjoy each other without ruining games for people who don't quit.
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I wouldn't have anything against it. Sill I don't think it wouldn't make as much difference as some might think.
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Nurse is completely fine, she could actually use a few buffs to her bad addons.
Spirit could use a few changes to give her power more feedback but nothing that would nerf her overall strength.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2009325#Comment_2009325
Victor is really fast (150% so he literally has permanent sprint burst and some add-ons make him even faster). He's mostly a melee character and its usually best to not use him long range. His interactions at windows and pallets can be strange, but his speed makes up for it. Usually you can land hits by correctly predicting when a Survivor will vault and meeting them at the other side, don't try to go through the vault it rarely ends well.
Also, if a Survivor is injured. It's really easy to track them down with Victor because he's super good at following blood trails and baiting out Dead Hard. Downing an injured Survivor with Victor is almost as easy as downing an injured Survivor with Stridor Spirit.
I know I know, just sayint that fun factor dropped for me a lot without the ability to stay alive on obstacles. I always wanted such ability in DBD and victor was so close to finally having it, even if it was niche power wise, it woul still be really fun to use occasionally.
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When they released I was deciding if I should main them (next to deathslinher) but since devs decided to not allow victor to walk on obstacles (stay alive on walls, pallets, etc) I didn't bother as that was the main thing I hoped they'd add to them. It'd be so cool to leap on roofs of building and jumpscare survivors with amazing pounces.
Still, I enjoy to play them from time to time. They can be very strong when one controls victor well.
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I hate facing hag but she does have reasonbale counterplay (even without flashlights). Harassing her network of traps is one of the main things to counter her, learning where her traps are and try to lead her away from them etc.
Besides that, to play hag properly vs good team is nearly as hard as playing nurse properly. Almost always it's my teammates that kill me far more than the hag did.
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/2009066#Comment_2009066
You have to spend about 70 hours of your life to get one killer or survivor that are unlockable with shards, a bit much wouldn't you say? You already have to pay 20$ for a game and start out with 5 killers. If you want to buy the killers and skip past the iri shard grind, you have to pay even more money for each chapter or DLC which can get pretty pricey. If you want cosmetics then that is even more money or even more shards.
I don't agree with the OP's statement that all future DLC's should be free though.
I mean, it would be nice if all DLC's were free but that's not going to happen, they won't give up their income from chapters not should they. I can see lowering gametime needed to unlock a chapter as possibility but I don't find it necessary. DBD is already pretty lenient with monetization for a 5 years old game.
One can't expect to get 5 years of content for free, devs gotta pay for the development of that all, not saying we don't have some overpriced stuff but chapters which affect gameplay are qutie fairly monetized in my opinion.
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You don't need to pay money for them already.
If you actually play DBD, you get them passively with playtime, if you don't play, why would you even want them.
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Imagine this face waking you up in the middle of the night and tell me that wouldn't spook you. I'd say he's more than scary enough.
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Climbing on top of them (besides other obstacles) would be much more fun and thematic.
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It was ages ago so it's hard to remember it but I don't think it was as bad as it seems since almost nobody was good at the game so only minimal amount of people actually abused all of the OP stuff properly.
Back than a lot of people camped pallets hard, never looped and did unhooks infront of the killer because they didn't know grabs existed etc. It was, different from what we have today.
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Nothing makes me happier than meeting key uses when I play my 4 man slugging Deathslinger build. With it I don't have to care about their dumb key as they can't use it untill all 5 gens are done due to the slugs.
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@Pig_Is_Pog said:
https://forum.deadbydaylight.com/en/discussion/comment/2006784#Comment_2006784
killers objective is too kill lmao. slugging camping and tunneling are choices that are completely optional.
In other words, survivors can do whatever they want and it's fine because they are only efficient.
Killers need to avoid "optional" ways to kill like slugging, camping, tunneling and do it in a way that survivors claim is correct.
You really don't want to admit that it's exactly the same in terms of efficiency, killing someone early is more efficent that going for 12 hook game.
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Some tiles just have to be forced if survivor knows perfectly what they're doing and are confident in their looping. It's not like either side is getting outplayed by the other one, it's just that maps have these spots where one side auto-loses when they know that to do.
Survivors have more of them for basic M1 looping so killers tend to play the ones with powers that bypass these the midless M1 loops.
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All of your logic can be applied to tunneling. If killers sees weak link and can easily tunnel them out of the match under 3 min, he's not toxic, just efficient right ?
So, does tunneling also not exist ?
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2006712#Comment_2006712
She's hook and proxy camp type of killer with little counterplay if you have no flashlight. Incredibly boring and not fun to play as or against
Area control yes, that's her thing if you get caught in middle of her web, you're done. She does have some chase interaction that you can do to outplay her traps but generally, really good hag with good network of traps will destroy you more often than not, just like good nurse.
Fun is subjective, even if I absolutely hate playing vs hag (and trapper) I wouldn't want to see her changed in any way.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/2006616#Comment_2006616
In what universe hag is fine?
Isn't she ? Strong top tier killer with high skill requirement that gives reasonable counterplay and feedback, more than spirit gives you who is also much easier to play.
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I don't think twins need any changes to adress their strength in camping, hag/LF can do the same (possibly even better) and those are fine too.
Twins player can do just fine without camping but should they face a strong team, it's something they have option to do.
