KettleWettle
KettleWettle
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- KettleWettle
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1287702#Comment_1287702
I mean, it's not exactly unique among perks that mitigate mistakes.
The thing with Noed is, like I said whether you use it or not, it's a perk that just makes you look bad. Yeah survivors are gonna complain that they died to it because they shouldn't have, and there's also survivors that are gonna complain about it even though they still escaped because even though they didn't die, it made the killer look even more worst the fact they didn't get a 1K with a perk that instant downs and it's something to be happy about and brag about. Yeah it sucks when you don't get a 1K as killer and they still ######### talk you, but those are really just the ######### that have to get mad at everything.
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The reason why survivors get mad at Noed is because it's a perk that rewards for doing bad whether it activates or not, you're still using it. Yesterday I didn't get hooked the whole entire match because I played well and was able to loop the killer almost every time. I ended up dying on my first hook during endgame because of Noed even though I played well. I know it sounds like i'm complaining, but it's just a very bad perk that shouldn't be used.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1287616#Comment_1287616
https://forum.deadbydaylight.com/en/discussion/comment/1287617#Comment_1287617
My longest as killer was about 50 minutes.
My longest as survivor was easily like....almost 2 hours.
Oh my goodness π
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Yeah, I have had a hatch standoff that had lasted around 10 minutes, yes it was possible believe or not.
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I used to love and hate Hatch Standoffs. They could be annoying as hell cause you'd be standing there for 10 minutes, but they were also hilarious sometimes for both sides, whether you get grabbed or you do jump in π
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Omg this is awesome ! Clown would have the best chase music in the game no doubt <3 !
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@Entity_Hugs said:
You guys realize the team that works on bugs & the team that makes Killers & Survivors are separate? Having one does not mean the other is missing manpower.
The nature of coding bugs is ALWAYS 'Fix one, 10 more pop up'. No game is EVER bug free. Even going back to Atari & NES; there were bugs with 5 lines of code. :P
I know that no game is perfect, and yes there are bugs that are always going to be in the game. But the bugs this game has are very very noticeable and can be either game-breaking or unfair. I also understand that it takes some time and hard work to get rid of them, but I just want all of the main game-breaking type bugs to be fixed, and I also just want the game to be more balanced. That's why I just think we need a little bit of a break away from more DLC's because every time they add another DLC, yes it'll add more bugs, but it just adds a lot more balancing issues. It's better they get rid of the bugs and try to make the game more balanced so that way there's less to worry about when they add another DLC.
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@Supernaut said:
I would also say a Progress meter would help out immensely, or at least something to show that you are fulfilling the criteria for the challenge; killer stuns, chase escapes etc..
Yeah that would be nice, there's a lot of helpful things they can add into the game but for some reason it just takes them forever Lol
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@GrannyonAcid said:
It took multiple years for them to figure out how to make SWF stay in a lobby. This kind of change would take so long that you will most likely not still be playing. But maybe someday.
Yeah it's crazy how long it takes them do get anything done in this game π
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@Xaggy Idk if i'd rather play against a Nurse or a Spirit all day, but I think Deathslinger might be more boring of a killer to play against than Hag !
His chase is just so oppressive, it's really hard to loop the guy and a chase against him can last 5-10 seconds depending on how good he is. I'm not complaining about him, but that's just my main opinion oh him. If he did get i guess a " nerf " I would like if his terror radius was a bit bigger, because if you're one of the 95% of Deathslingers that run Monitor, you literally have to kiss the guy to even here his terror radius π
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Hatch is perfectly fine and it's needed in the game for obvious reasons. Keys aren't OP either, and if you wanna know why keys aren't overpowered then go to my forum posts and check it out.
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@Chordyceps said:
Well, first of all, you only need to power 3 gens for the hatch to appear. Say everyone has split up and is working on a gen, the killer finds one person and chases them. I the time the killer has managed to down and hook on person, chances are at least one of them has finished their gen already, cause it took the killer some time to find the first person. With 3 people soloing gens, thats 3 gens done around the same time and the hatch has spawned. The only teamwork I can think of this requiring is if you want everyone to get out using the key. You don't have to work that hard for it, you just have to do basic objectives and then find out where hatch is. And if this is a SWF, this can be done with much more effeciency because of the endless intel mics provide.
I don't think moris should work only off of death hook, that takes away almost all their power. If you kill someone who will go onto death hook, you will save yourself the few seconds it takes to walk to a hook, maybe not depending on how long the animation is. The mori has the power to give killers some sometimes much needed slowdown. I like to run ivory moris for example. At the rank I play at, its not uncommon for one gen to be done by the time I hook the first person. If the team is always sticking together, chances are they'll power through another gen by the time I get the next hook. While they've got 40% of their objective done, the killer only has 16% of his objective done. This is where the mori comes into play. I find a person I hooked, and mori them, and they're a man down. This makes it harder for them to power through gens, slowing down the process. Playing against an ebony mori can be frustrating sure, but they can give the killer the power to close the gap between them and the survivors.
I'm not sure how I feel about the statement "neither is overpowered" but I know I disagree with the idea that only moris need a rework.
I love the idea, I personally don't think keys need to be changed right now, but if you gave me and idea of how they could change keys I would love to see it !
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I totally agree with this argument. It makes perfect sense and this is as best as this man is going to explain this whole SWF issue that's been going on. βΊοΈ β€οΈ
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@Zoophage said:
I too think keys are pretty well balanced. Imo, the problem with Moris is that the only thing balancing them is their in-game rarity. Currently, I think that Moris are too powerful; but if you add the stipulation that they only work on death-hook, I think they then become too weak. Something in the middle then... But what?
I agree and I love your opinion, if they stook to their name and they were both " Ultra Rare " to find in your bloodwebs, I wouldn't mind that at all.
Thank you for the feedback and I love the idea <3
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281861#Comment_1281861
Are you seriously comparing gen tapping to slugging?
Lets say it takes 15 seconds to down a survivor, teammate comes along and it takes (idk the actual number) 5 seconds to pick them up. Thats play and counter play. Now compare that to 3 secs to kick a gen and .06 secs to tap it.
Theres no comparison to these two things because one has a fair mechanic and the other doesnt. And its not about pop. If i kick a gen with pop and somebody comes along and just taps it for half a second then runs off for 30 secs, then i lost 30 secs worth of regression because of a broken mechanic
Yes I am comparing Gen Tapping with Body blocking for an injured teammate. Now why ? Because they are both unique strategies that both sides created that are both annoying. But my point is, they are both counterable. I don't care how annoying both strategies are, if a strategy is counterable, i'm not gonna complain about it because it's not game-breaking and it can easily be countered and that's it.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1281802#Comment_1281802
If its not a legit strat by survivors why do they do it?
Survivors and killers have both their own unique / annoying strategies. For example, body blocking for a teammate if you're healthy and they're injured while running to an Exit Gate. It's not OP it's just a unique and a smart strategy survivors do. Slugging is a strategy that a lot of killers do, it's not game breaking, sure it may be annoying, but again just like the gen tapping strategy survivors do, it's not game breaking and it's an unimportant strategy that is very counterable, and that doesn't need to be touched or looked at. Slugging is a unique strategy that killers started doing, just like survivors came up with the strategy to body block an injured teammate while running to an Exit Gate. Like i said, if you wanna counter gen tapping, use Pop and / or Ruin. And if survivors wanna counter slugging, use Tenacity with Unbreakable, I get that there's a few annoying strategies both sides do, but the point is, almost all of them are counterable.
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Okay but here's the thing, imagine getting 4 good solo queue survivors that are just as good as a 4 stack of SWF and they're using 6+ perks. You're hurting yourself with that argument. SWF doesn't need a nerf. I play a Duo with a friend of mine everyday and we never, and I mean never play the game seriously, we mess around the whole entire time and we hardly ever try to win. That goes for almost all of SWF. If you've ever played SWF yourself, i'm sure you and your friends take the game seriously.
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I completely respect you're opinion. I'm sure it is annoying, but I just don't think it's a very game breaking strategy. Like i said, Ruin is a complete counter to gen-tapping and yeah I understand that it can get broken early into the match if you're very unlucky. But i feel like it just doesn't need to be touched. It's just a simple strategy survivors do. I don't think it's an OP strat at all and I personally don't think BHVR will do anything to it just because it's not game-breaking or even really something important to really look at. A nice tip I could give you, is don't even kick the gen if it's too low, it's just not worth it. That's why every killer uses Pop, because it can really hurt the survivors a lot and kicking the gen can actually be worth it !
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I agree, I think it should still apply while injured. The perk itself even while healthy isn't even extremely game changing either, don't get me wrong, I think it's a great perk to use especially when you pair it up with Sprint Burst and Vigil, but I think it would be a pretty nice change they did and I don't think it would be overpowered if they did change it.
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@BloodMoneyMerc said:
Now I have a feeling this is going to be a controversial opinion, but just tapping a gen to stop it's regression is so idiotic. I don't think it's a game breaking issue by any means, but its definitely annoying from a killer perspective. As a killer, you have to undergo a kick animation of a few seconds in order to make a gen begin regressing. All of that can instantly be undone by a survivor simply just tapping M1 on a gen. I've seen plenty of times where the survivor doesn't even go into their gen fixing animation & it still counts as stopping regression. Not only does that not make much sense logically, its honestly so cheap that a survivor can easily undo something the killer took time to do.
Now if I were to propose my idea on how to prevent tapping gens to stop regression, it would be to force the survivor to work on the gen for a set amount of time before regression can be stopped. The timing would not be much, being anywhere from 1 second to at most the amount of time it takes for a killer to kick a gen (though I personally think that's bit much). The survivor should at least have to get into their gen fixing animation. Maybe they also have to make a charge's worth of progress on the generator in order for it stop regression. I'm just throwing out my own solutions to this since I'm bringing it up. It's really annoying how if you kick a gen that's on a loop & begin chasing the survivor around it that they can tap it as they are looping. Generally, it doesn't have much of an effect on their looping & still rewards them by undoing a killer's work. And this is not just a me being a killer complaining for a survivor nerf. I just don't find it fair that a survivor can so easily undo the killer's work, & in front of the killer's face too. I play both killer & survivor equally, & as a survivor I still think it's a bit cheap.
Sure it may be annoying, but this is a simple fix, use Ruin, Ruin literally counters Gen tapping, and if you really wanna dick the survivors even more, just use Pop in case they do break Ruin. I think this is a very unimportant issue. It's just a strategy survivors use that I don't personally think is even I guess "Overpowered." I'm a survivor main myself and when I do play killer, I just don't think it's a big deal.
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@VentingSylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1280692#Comment_1280692
I mean it should be getting that at minimum, but for what category? Survival or boldness? You don't think a 2 minute cooldown is too much for such a weak perk?
Tbh, either category would be acceptable for picking up a dropped pallet, but I guess I personally think it should be getting bloodpoints in the boldness category, and no I don't think it needs a 2 minute cooldown timer because like I said, the perk is very very situational and it's barely ever useful because 95% of killer usually always kick pallets. I just think giving it a cooldown timer is gonna just hurt the perk even more and just make it even more not worth running because it's barely even used right now and just too situational.
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@VentingSylar said:
https://forum.deadbydaylight.com/en/discussion/comment/1280663#Comment_1280663
Then what do you suggest to buff it? And what is your opinion of it not giving any bloodpoints for resetting a pallet?
I think if anything, the only way they could really buff it is just make it so you get maybe 500 bloodpoints each pallet you pick up, i think that would be a very simple and balanced change they could do to the perk.
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It doesn't need to be an Exhaustion perk because it's already a very very situational perk and most of the time i have it equipped, i barely even get to use it because 95% of the killer's usually kick it. I just don't think it needs to be, it would just hurt the perk and wouldn't be worth running.
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@Kate_cx said:
https://forum.deadbydaylight.com/en/discussion/comment/1264541#Comment_1264541
Ok first of all, quit using this argument because it's getting old and overused.
- Pennywise isn't a clown, it's just how he appears. His true form is a spider, he manifests into a clown to pray on people's fears.
- We had hillbilly, who is a chainsaw killer by the way but we got Leather face as well. I don't see a reason why we can have two chainsaw killers but not two "clown" killers.
Yeah I guess i didn't really think about that, I really just wanna know what the killer's new ability is gonna be.
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For the whole meta perk situation. You know what I wish the perks in Dead By Daylight were ? I wish they were like Friday The 13TH's perks meaning, they aren't very reliant, but they still give you hope. And in order to do that, I think BHVR should get rid of perk tiers. A lot of the perks in this game are very very reliant which, in my opinion, isn't great perk design, and some perks are also very useless once they're purple tier 3 so really it's not even worth leveling them up, but obviously we do anyways because it makes us feel more comfortable and more effective even though some of them aren't. I like Friday The 13TH's perks because they're very basic, but they can also be pretty effective at times, and they're pretty creative. I know we're not talking about Friday The 13th here but I just wanted to compare Dead By Daylight's perk with Friday's just because I think we can kinda learn from them and it could possibly fix useless perks in the game and turning them into new metas.
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We already have a clown we don't need another one