Kind_Lemon
Kind_Lemon
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1370072#Comment_1370072
Buffing Head On, yaaaaas
😑Hadn't really thought about that, but this makes me more annoyed by the change.
Regardless, my position on the placement of the locker not being beneficial for a horror experience and my position on the placement creating unnecessary clutter in paths of travel still stands. In fact, I'm going to further it: this locker placement reminds me of the kinds of changes done to Lery's in terms of clutter placement, and I really don't like where all the debris is put on that map. It serves little gameplay use other than annoyance and a source of wonky hatchet hitboxes. Hitboxes in general, even.
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I feel you. It was a sad day for me when this change went through.
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I think this is more of a **** Ghostface's current state thread than a thread about Spine Chill.
Spine Chill is an awesome perk. If you want info on where killers are coming from, just switch to Premonition or Bond, or just stare at crows in your area really hard.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1401840#Comment_1401840
You see here's my issue. Comms are helpful yes to swf teams but the really good swfs teams don't even need comms. The really good swf teams that everyone hates is good because all 4 players individually are extremely good.
At the minute solo q is extremely unreliable and most good players lose because their teammates are pretty bad. So once they see a player who is good at looping and seems smart then they will say "I should become a swf with them, that way I have at least 1 guaranteed good teammate".
The bad swf teams do well because of comms but the really good swf teams don't really need comms to beat most killers in the game. I only find comms useful in meme builds and when a killer tunnels/camps.
Ah, we have different issues when it comes to SWF. If an SWF has just as much chance to fall for an Insidious Bubba trap as does a group of intelligent solo players, then in that situation, SWF is balanced (for example).
I'm a solo survivor player, so I fully understand that situation of "wt* are they doing?", but sometimes I get really good other survivors and I manage to not be a potato myself, and I consider that to be perfectly fine.
I don't consider SWF without comms as an issue in the slightest. If people want to play the game with their friends, great! Go for it! But my issue comes when I know my position and intentions are being relayed to other survivors as I'm trying to juggle chases with mutliple survivors on a map such as Hawkins.
I recently faced Paulie Esther and his crew, and as soon as I saw them in the lobby, I had to change my entire plan, because I knew that whatever fun thing I was trying to do with Hag and Granma's Heart was not going to work because comms would ping me like a beacon. I ended up switching to Billy and equipping Caulrophobia, Huntress Lullaby, Unnerving Presence, and Overcharge just because I knew that the instant I got more than one survivor downed and picked up someone else to hook him/her, the rest of the survivors would be swarming the downed person and reducing my pressure instantly because that's what most SWF players do when given the chance.
If I know it's an SWF before the game starts and I have time to change my build, then I'm going to manage to make do with the annoyance, but when a game starts and I've planned for a spooky game where I reduce as much information from solo survivors as possible but it's SWF, then I have a big problem.
The one time I've gotten added enjoyment out of facing an SWF group was recently on Grim Pantry when I equipped Devour Hope and managed to kill all but one. In the post-game chat, I was informed that the survivor hadn't known what Devour Hope did and had looked it up mid-match. They had been wondering, "Does this one-shot effect go away?" One player came back with the full perk info just as I had gotten my fifth stack, and it was then that they had all apparently gone, "Oh, s***" . It was amusing, and made my experience that much better.
I would actually prefer to face a hearty SWF group without comms than an assortment of solo players. To me, it would make using Third Seal or something of the sort that much more exciting.
This is not meant to disregard your opinion in any way; I just wanted to further clarify my position on the nature and issues of SWF.
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@Customapple0 said:
Nurse needed a handicap to her power. The recharge time gives survivors a chance to get away to a stronger location at least.
She did not need a "handicap". She needed less ability to detect survivors, and that's an issue present with all killers and survivors. Everybody has too much information on everybody else for a successfully balanced horror game imo.
And yes, I hate playing Nurse now. Moreover, I dearly miss the Jenner's Last Breath and Anxious Gasp combo that was my life and soul for several months before she was changed. Reappearance time reduced by 30.3%...*sniff*😪
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I disagree with the first suggestion, and the other two suggestions are a result of the developers not appropriately designing her add-ons in her poorly executed "rework". In short, your suggestions are too shortsighted for me to support.
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There are too many survivors in high ranks, and this creates a vacuum that draws up killers from lower ranks. This means that it should be harder for survivors to pip, not easier. However, I do feel your frustration about escaping and not pipping (not that it's a common situation for me cus I die....a lot), and I would support suggestions that make escaping sure to not depip a survivor.
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@CashelP14 said:
So we are going to punish the 95% of terrible swf teams in the game? Think this is extremely harsh tbh.
@animalmak said:
I could see the argument for capping perk slots at 3 for any number of SWF players for slight balance, but forcing people just playing for fun to have only one perk slot is excessive. It takes away the fun of curating different builds for varying game experiences.
So, I agree with the OP, considering that I've also made posts about this topic, and I thought I should do my best to perhaps give you a logical argument convincing enough to change your mind.
Briefly, the issues that arise with SWF are due to communications otherwise impossible between survivors. There are several perks, items, and add-ons (Bond, Blood Amber, Aftercare, Gold Token, Empathy, Kindred, etc.) that come close to being as powerful as two players talking to one another, but nothing in-game can be as impactful. I say, "can be", mainly because as you two point out, many SWF parties don't utilize their outside advantage to its full extent. However, something as simple as telling another survivor without any killer-detection perk that a cloaked Wraith is coming his/her way can be enough to sway the course of the game. Side effects of this may manifest as survivors being boosted out of ranks appropriate for their skill level.
Even the knowledge of an SWF group changes how I play the game. I will not run perks such as Third Seal or Insidious because I know that voice comms will "cheat" around the game's structures and reveal information the survivors shouldn't have. I'm wary of running totems in general simply because I know that even if I chase one survivor off, voice comms have revealed it to at least one other survivor.
In short; SWF survivors, whether they use their potential knowingly or not, have immense power equivalent to at least six different survivor tools and power enough to negate/diminish several killer perks and abilities, and it would make a lot of sense to try to compensate for that fact in some way.
If "taking away" perk slots doesn't appeal to you, it would probably be better if there was an "SWF comms" perk in the game that would be automatically equipped in the last available slot on any character chosen when in an SWF group.
A simple description could be: "Enables the user to connect to other survivors by means beyond the Entity's reach, replacing several other information perks". I would love to have this effect scale for each survivor added to an SWF, but that is probably too hard of a pill to swallow for some right now.
I hope this comment has given you some insight into the reasoning and logic behind suggestions such as these.
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@nursewannabe said:
Suggestion: killer brings a mori = less perks slots. Cypress: lose one perk; ivory: lose two perks; ebony: lose three perks
How does that sound
Are you trying to be passive aggressive by making a counter suggestion that's entirely feasible and reasonable as one course of action for balance (not the best, but a course of action)?
I don't believe your post had the intended effect.
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As I commented on a different post, yes, I agree that the PTB music was far better.
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Uhh, not brighter. Just not reeds in my face everywhere. And just more contrast between separate obstacles.
But Huntress on Yamaoka with the right tiles is horrible. No lockers anywhere, and even though Huntress can't hit over the rocks to any beneficial end, survivors can see over just fine, which is an issue imo.
As a survivor, I usually have no fun on either map, particularly Sanctum of Wrath.
To conclude: Yes, I agree with the sentiment of **** Yamaoka.
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OBJECTION!
Having killer-specific effects on perk is excellent design. It allows for killers to have interactions with perks outside of just the perk affecting what any M1 killer can do i.e. variety. It's exactly why Spine Chill and Premonition should have a line of text that say "Does not work on The Shape in Tier One," and return that perk of Tier One to Myers. No other killer (Go away, Ghostface; you're 115%) has to stare at survivors close by in order to become what most all other killers have at base.
It's also why sabotaging lockers when a Huntress is around should be possible. Lightweight should decrease trap trigger radius on Hag, Iron Will should prevent noises when walking over Pyramid Head's trails and when affected by Plague's disease, Nurse's should show survivors trying to Snap Out, and many more, most of which are debatable, but there are some to which I'm very attached.
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Also on the survivor side; if a grab visually would look strange or if a grab shouldn't be happening, just turn the grab into a hit point of damage as it can be painful to be grabbed from several meters away.
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About any means necessary: it should just have no cooldown and not be a green perk. The time required to pick up pallets instead decreases every tier.
imo, pallets used a second time should be inherently weaker, but I doubt the devs are going to do that any time soon.
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I dislike vehemently what we have now for "insta-heals". I wanted the previous version to only work outside of a chase and have nothing else be changed about it.
Currently, I have no way of knowing whether a survivor has just used the add-on that means I shouldn't hit him/her or the add-on that means I should hit him/her ASAP. I played a game of clown where a survivor used the latter, and I didn't hit the survivor during the first 8 seconds only to be unable to reach the survivor in time before the heal kicked in. That is frustrating. So is chasing after a survivor only to have him/her heal in front of you with no loss of momentum (unlike previously when there was loss of momentum).
I very much want these add-ons to be changed, and if not in the way I suggested, at least in a way like that described above these comments.
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I want to be able to place my own totems as killer (which includes the basement), and I don't want the devs to just continually have to find new totem hiding places.
i.e. : Totems
The killer receives seven dull totems at the start of every match. The killer may at any point in the trial place down a dull totem (Default E key) directly in front of the killer's own position (including inside the basement). Pressing the button again when within 20 meters of the totem will apply the first Hex perk positioned in the killer's loadout. Dull totems cannot be within 20 meters of one another and take a total of 2 seconds to place into the environment.
Why is this an important and necessary change (as opposed to some other changes regarding the mechanics of Hex perks)?
Having the devs be the sole originators of totem spawns inevitably means constant work on their part to think of new totem spawns to compete with the ever-growing knowledge base of the players. It's a situation not unlike if the developers chose spots for the Demogorgon's portals instead of the player choosing. Gameplay and tactics that evolve with and through the playerbase are far more sustainable and healthier for a gameplay experience than if the devs want to continue doing totem spawn locations all by themselves.
Below are a few hypothetical situations illustrating the effects of the proposed change:
1. Four generators have been completed and four survivors are alive. Bubba knows that the fifth generator is about to be completed. Even through his thick brain, he knows that he is in a bad situation. Luckily, Bubba has NOED, tier 3. This is, in fact, the only perk he has. Bubba has also not placed down any totems throughout the entire match, not wanting to waste any time setting up appetizing diversions for survivors, so he has seven dull totems at his ready. For NOED and this group of survivors' demise, however, he only needs to use one. Bubba waddles through the corn rows of Rotten Fields off on his generator patrols. Almost as if by some artful craftsman's design, Bubba reaches his targeted generator just as it is completed. The NOED icon lights up. Bubba couldn't apply it to a totem before, but now he can. It is his time to shine. The survivors scatter around the corners of the T-L walls while Bubba reaches deep into his apron and pulls out a small skull. Barely slowing down, he drops the skull onto the tilled soil, where upon contact it spouts bones and skulls around itself, forming a totem ripe for Bubba's newly acquired power. He grins, or grins as much as he is able to through the stiff skin of his stolen face, and Bubba's mind does something more powerful than it ever could have done without the presence of the Entity permeating every nerve in his body. Bubba lights the totem. 8 meters behind him, as Bubba begins to chase the survivors, the dull totem crackles to life, the fire dormant in the ground below it jumping up to fill the bones with supernatural powers.
Bubba knows that the survivors have seen him offer a totem to the Entity. Bubba grins. Bubba also knows that the Meg he is following has no chance of survival. His totem can't be broken quick enough to save this team.
2. The Wraith treks through the reeds and muck that fill the Swamp. The mists envelop him in his own world separate from the eyes of those without The Entity's blessing. His pockets heavy with seven skulls, he passes through obstacles and wildlife with only a shimmer and a cold draft. With his speed, he is able to place diversions all around the map-- totems seen from kilometers away--only reachable by survivors travelling long distances from their generators. The Wraith doesn't expect all the survivors to fall for his decoys, but he knows that for some, it is too tempting of a prospect to pass up. With six laid out, he brings his final skull, his most coveted, to the depths of his domain, where his power is most connected to the one above. Here, in the basement, the last totem finds a home, tucked just around the corner of the stairs out. The Wraith, with his Territorial Imperative primed, breaths life into the totem, his Devour Hope, and sets off in search of victims to slaughter.
4. If a killer chooses Hex: Haunted Ground, the perk is unable to be applied until two dull totems are available and the killer is within 20 meters of one of the totems.
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**** EGC. No.
And what about those survivors that are trying to doors stealthily little by little? Suggestions like these are what suck even potential stealth opportunities out of the game.
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I disagree. Partly because afk killers can make great comebacks sometimes and partly because I had a killer go afk for a while today, and it allowed me to get Dwight's crown without playing 8+ matches for it.
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I'm not sure what you can do, but as long as you've played under 80 hours in the first two weeks and if you've bought it on Steam, there should be a way to get a refund. If the matchmaking delay doesn't eventually get you to incredibly long timers, the dc/not dc ratio might eventually get you banned, even if it's out of your control. As much as this game likes to support casual (survivor) players to a degree, the dev team is merciless when it comes to bad things out of your control happening to your internet. I'm sure there's a statement somewhere saying how "maybe you shouldn't be playing" if you have internet connectivity issues as justification for banning players who accidentally dc somewhat often.
Best of luck, and wishing you well,
Kind_Lemon
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It should definitely be inverted, and the problem Peanits alludes to could be solved by leveling perks outside of the bloodweb, but if neither of those good changes happen, Discordance should not longer create explosion sound effects and instead just highlight survivor auras on gens when 2 or more and for 1/2/3 seconds afterwards
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Counter suggestion:
MoM requires three protection hits to activate. Your aura is shown to the killer for 6 seconds after taking a protection hit. Once hit after the third time, your on-hit movement speed bonus duration is halved and your movement speed is reduced by 25% until healed.
If Obsession: Gain a 5% haste status effect when within 10 meters of injured survivors.
If not Obsession: no additional effects.
That would make this a better balanced perk.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1383968#Comment_1383968
And secondly, why is 5 minutes to completely negate a survivor's progress on a gen pitiful?
300 seconds to completely negate 80 seconds of progress. You do the math.
Ah, Orion the math wizard. Hello, and thank you for that post about how charges work waaaay back.
Story: I've been in a number of games where there are less than four survivors left and the generators are all very close to one another. In those situations, where dead zones surround the gens and the killer has hooks nearby, five minutes can seem like a very short amount of time in which to see your 80% gen go down to 15% because no one is allowed to come close to it while the killer is there.
Yesterday, I was in a trial against a Huntress on The Game. Meg and I were the only survivors left, and there were three gens relatively close to one another. I'd gotten the washroom gen to 80-85% three different times and another gen to 60% twice, and it was a pretty exhausting feeling knowing that you were a better stealther than the huntress was a finder and yet she could keep me locked in the trial with her simply because the gens would regress so much between the times I was repairing. (Meg was downed three different times in this process). It was a ****ing LONG game all because of that one mechanic: gen regression. I enjoyed the stealth part, but the repetitive M1 part was not entirely pleasant and did not contribute to the horror atmosphere.
Edit: got out through an exit gate because Meg bled out the last time the Huntress downed her and the Huntress closed the hatch (between the three gens).
Not because I don't know math, but because I'm considering the amount of time regression can elongate a game is the reason I questioned the adjective "pitiful". Also, yes, I'm aware it's .25 charges per second.
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Back off of my Insidious, bud. This Third Seal avatar is looking you right in your soul for that one.
In all seriousness, it's not the perks' faults (other than predator), but rather game balance and how survivors have been conditioned to play the game.
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I feel you, man. Keep venting.
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@Zubsmile said:
pop is the only thing in the game that gives purpose to kicking gens. as it stands it takes somewhere around 300 seconds for a gen to regress from 99% to 0% which is pitiful. If they nerf pop then gen regression speeds need to be increased, Regardless, corrupt intervention is a better perk anyway.
Overcharge doesn't exist?
And secondly, why is 5 minutes to completely negate a survivor's progress on a gen pitiful? .25 charges a minute amounts to a significant amount especially in situations without 4 survivors.
Edit: Added additional knowledge so I don't come across as ignorant of how gen regression works.
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What do you mean by play fair? You should be using every in-game opportunity to its fullest, whether those are slugs or hooked survivors. If you're using Pop, Ruin, Corrupt (to a lesser extent), etc. you're fabricating a false reality that the game is already built to give survivors three hooks each when it's not.
You using Pop and then making a post complaining about survivors revealing the unbalanced nature of gens in this game (if you're not on your A game in three genning survs) is something that shouldn't be the case. You should be making posts about the state of the game and how Pop ****s with future balancing so hard.
If this post didn't make sense, it's probs because I wrote it out of annoyance bc Pop.
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Don't call the moon offerings dumb ☹️. They were cool design.
I'm now reflexively disagreeing with your post even though I'd disagree anyway. I hate people burning Ormond and Yamaoka offerings, but I tend to either go stand in a corner if it's a really laggy / low fps day for me or I just find a survivor and camp them to death just to get the others to rush gens and leave.
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Just fyi, in the past three months, rainbow ranks has become a common thing not indicative of SWF. I am often put into lobbies above and below my rank by more than two colors.
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counter suggestion (still includes no sound heard from Spirit)
- Spirit when phasing now sees the frozen models of survivors where they were when she started phasing.
- Spirit can no longer see scratch marks when phasing. Scratch marks reappear after she is done phasing.
- Spirit can no longer hear any sounds when she is phasing (whatsoever) other than her phasing sound.
- Spirit has no power gauge (eg. no cooldown). This compensates for not being able to hear any audio cues (crows, survivor noises, generator noises, etc.). It also means her power can be used similarly to Hillbilly's in traversing the map (infinite duration).
- The phasing sound is heard by all survivors outside of her terror radius. Spirit's terror radius is increased to 32 meters.
To me, this would make Spirit quite a bit more fun to play as and against.
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So, if I walk into a pedestal as a cloaked Wraith and it disappears, does that mean I have acquired a crown? And if not, how was I meant to secure that crown until the end of the match?
Nvm: I have my answer. No.
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@Rydog said:
https://forum.deadbydaylight.com/en/discussion/comment/1377496#Comment_1377496
This type of a la carte perk system would be a vast improvement. I think removing tiers (taking away tiers 1-2) would be a big improvement if they stayed in the Bloodweb.
Either way, these would both just be band-aids for what amounts to a system that has scaled really poorly, and has created an (increasingly) endless grind.
I wanted to also separate perks because of how easy it is to accumulate piles of ultra rare add-ons I'll never use and how unbalanced that makes the game mechanic of add-ons. If perks are separated, bloodwebs can be made more expensive. I'll probably edit this at some point to put a link to a relevant thread.
But yeah, being able to chose to spend bloodpoints for BBQ rather than Monstrous Shrine three times in a row would be an awesome change.
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Yes, perk tiers. Remove perks from bloodweb (outside of the first tier) and implement a system where we can level them up externally from the bloodweb. (eg. pay 7,000 bps to upgrade Spine Chill Tier II to Tier III, Ultra Rare?)
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It seems to have capped again at 1,095,000, and probably whatever bug was causing it has ceased, but my curiosity still stands.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1376251#Comment_1376251
My attentiin came to rank BECAUSE you said his power requires no skill. Thats just 100% false, and if thats true then everyone, including you, should be able to pick him up and get to rank 1 with him. That was my only point, I was touting my own skill as killer in anyway.
Ah, then, yes, I do believe that every killer capable of getting to rank one with Wraith/Bubba/etc. (no powerful add-ons) is able to get to rank 1 with Doc (no powerful add-ons). It's just a difference in powers, and switching to Doc's current power does not require any significant amount of skill past game sense developed from any other killer that shares his movement speed (or not).
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I want it to do the opposite of sloppy butcher and increase the time between blood pools (moderately/considerably/tremendously or by 5/6/7 seconds). Perma no blood is bad balance imo.
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unfair?
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Were you around when that awesome Game map glitch was in the game? It was pretty amazing imo. I def would play on a map like that again.
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Unrelenting is wonderful; I just wish it increased movement speed while in the successful and missed attack cooldown phase.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1374643#Comment_1374643
Alright cool. So uh, that means you can get to rank 1 just using doc right? Comparing doc to uncloaked wraith means you have 0 idea what youre talking about. But hey, why not show us? As easy as doc is according to you, you should 4k almost evety game till you hit r1 right?
I'm not saying killer is easy, and I'm not doubting your inherent skill with a killer. I could care less about rank (I've removed the part in my previous post that seems to have drawn your attention to rank), and the only reason I mentioned it was to point out that according to the game's standards I could do well. I think I got 2 kills every game, and the game thought that was enough to rank me up *shrug*. I'm not even touting my ability above yours, which probably isn't even the case anyway.
Again, I never once said Doc was easy; I only said his power required no skill, and I thought that it was understood that this statement applied once a player understood how to play the game. Regardless, I don't like playing Doc any more since his changes mainly because of the chase music but also because of how constricted and simple (not the good kind of simple) his power feels. I run loops as a M1 killer, and I shock in places to make sure that the survivor can't drop the pallet or has to drop the pallet early. Doing his static blast isn't satisfying in the slightest to me, and so I have no more fun playing him than an uncloaked Wraith, per se (in fact I have less fun bc chase music).
When I compare and contrast Doc to an uncloaked Wraith, it's to demonstrate how closely Doc can behave in chases to a killer stripped of any special abilities. You don't have any substance behind your statement of this comparison/contrast between Doc and Wraith implies I have zero understanding, so I have no way of knowing what your mind is thinking to say something that is both harmful to a constructive discussion and detrimental to people thinking you understand how Doctor works.
@DudeDelicious that second statement applies to any killer (maybe except Nurse and Hillbilly on occasion?), so that skill you mention is the skill required to play the game effectively as killer and is not specific to Doc. Doc has some extra tools to waste survivors' time, but putting them into usage is simple and doesn't require additional skill past a killer's existing skill. Shock survivors whenever there are props nearby in a chase and you wouldn't be able to get a hit from just M1 killer tactics, and use static blast when a killer has no info on survivors or has been unable to apply sufficient pressure. That's all anyone needs to know, and that's not hard to remember or do in a match.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1374615#Comment_1374615
Good thing you didnt make that assumption. Would have been wrong, and if you think doc takes 0 skill youre high as a kite. His power is easier than nurse or billy, that doesnt mean it takes no skill at all and those 2 are uncounterable. At tge end of the day their both m1 killers and very loopable if they dont know what theyre doing
Ye, it takes the same amount of skill to chase survivors as a no-cloak Wraith without slowdown perks, which I myself have done. I never said playing an M1 killer doesn't take any skill, but the powers of those two killers have been modified to only serve to reduce survivor ability in chase. It's like playing no-cloak wraith but with the ability to prevent people from dropping pallets and vaulting windows and doing interactions from time-to-time or (in Freddy's case) from looping a tile more than one time.
Those powers aren't skill-based. They are use-em-to-deny-survivor-abilities powers. Nothing those killers do with their base powers is surprising to or exceptionally challenging for a survivor. The powers are designed just to wear survivors down and are a way for the developers to continue ignoring certain aspects of the game that are problematic with looping for the majority of M1 killers.
The reason Freddy has essentially two powers is because without his snares, he faces all the issues an M1 killer faces when in loops but with none of the perks other killers have. #fixtherealproblem devs
Edit: removed extraneous info
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I'm not judging you because of your username, but it's very hard to ignore.
I used to enjoy playing against Nurses before her changes. She was actually scary then. Now she's just boring to face.
I used to have fun playing against some Hillbillies until the devs increased the size of his chainsaw hitbox by about 200%. Oh, and remove a number of pallets I could just waste to avoid his chainsaw. But pallet number and strength is a whole different issue I'm not willing to go into rn.
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@Dead_by_Gadfly said:
https://us.v-cdn.net/6030815/uploads/3VG1XA7PQIL1/screenshot-20200619-132811-chrome.jpg
As it should be. It is completely absurd that you expect a person to spend literal hundreds of hours with 1 specific character to be good enough to play the game in a functional manner. ESPECIALLY when the other side doesnt have that same requirement. You go back and look at billy and nurse and my only thought is "######### were they thinking making it that difficult." The changes made to doc, freddy were perfect. Pyramid geads a little harder but not stupidly so. Deathslinger is only easy if youre good at fps games. GF is really great too (receal mechanics aside).
I noticed tgis trend as well and applaud it.
I hate playing new Doc, and I dislike going against both new Doc and new Freddy. Why would you enjoy that? Do you not experience any satisfaction at downing survivors with your own skill rather than having the devs severely limit the survivors' base ability to evade you? I would like to say that you're the kind of killer that hates when survivors hide and also blames survivors and not the devs for the state of BT and DS, but since I don't know that, I'm not going to make that assumption.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1366071#Comment_1366071
To clarify what I mean is; There is no reading with his power. If you are reading you're probably playing greedy. Just go for guaranteed hits at vaults. Otherwise fake out your power as much as you can this causes the Survivors to dodge at nothing (this causes the space between the Survivor and Killer to shorten) and if the Survivor chooses not to dodge a good PH will just use his power to react to the non dodge. If the Survivor does dodge, PH will instantly cancel his power and get a free normal hit.
I wish his power were all reads then he'd be my favorite Killer, no joke. But right now he's brainless and not even that good. Its more about the fun aspects of the game rather than balance. Which PH has neither and just because he isn't top tier doesn't mean he can't have unbalanced aspects. I'm not looking for """"tips""""" on how to dodge his power I just want the devs in the future to consider what people find fun to play as and against. This logic applies to both sides obviously not just Killer.
Edit: Spelling and more clarification.
This is my feelings about the state of Nurse rn in a nutshell. Thanks for posting that; it's nice seeing some other people talking about fun rather than being powerful.
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@Orion (because I disagree with your comment being left uncontended) The fact that the Plague just removes healing from the game rather than incorporating it into her power is why I don't like her design (sign of lack of ingenuity and of desire to care for complexity), and Doctor doesn't "counter" stealth, he just makes it harder, or, at least that was the case before his power was reworked, so now he's just boring and ignores stealth at unimportant times.
@OperationMintyHippo In regards to Pyramid Head, I find it much more enjoyable to play against him and avoid his trail at all costs even if it causes me to die more. I just try not to bring in items or care about things in the game all that much, just focusing on myself and how I'm going to get myself to have fun. I'm pretty much always carried to hooks. It's not frustrating to me just because of how my brain works in prioritizing in games against Pyramid Head.
Deathslinger still takes the cake on the most annoying killer to face, followed closely by Oni (because animations) and Freddy because of various reasons (one is because he makes my game freeze when he hits me).
TL;DR I do not find Pyramid Head annoying, but I sympathize with your frustration.
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Yes, Doctor has been solidly less fun to play as and against since his rework even though he probably performs "better" according to a kill standard. Sometimes, I really just can't understand why the developers make the changes they do. If a killer does poorly but is amazingly fun to play, and the someone want to change it so that it's incredibly unfun but extremely effective, don't do it.
The above sentiment is basically my same opinion about Nurse. Still very strong, but has decreased in fun (compared to her previous self and other killers, so that amounts to an objectively less fun killer) for all players. I say that because I've not had fun in matches against Nurses, of which I've only had 4 (significant decrease from before) since her changes, 2 on Lery's, all of which resulted in all survivors escaping with barely any hooks or no hooks at all (save one Meg who died after being three-hooked on Lery's).
I used to play a significant amount of Nurse (around the same time spent as Hag, Huntress, and Hillbilly, and I guess Doc too), and now, she's down at the bottom of killers I'd ever want to play, right above Doctor.
In essence, I'm all for Doctor changes because I don't like how he feels to play rn and I really don't like the chase music I'm forced to listen to. It feels like the devs decided to just highlight the most boring parts of The Doctor in the rework: preventing survivors from doing things, brainlessly revealing positions basically whenever The Doctor gets the hankering for it. I mean, it tells quite a lot about how healthy he is when the only add-ons I seem to see when facing the Doctor are his Iridescents. Sure there are add-on combos that are run to just make the Doctor experience more miserable for survivors, but other than the satisfaction of gifting a survivor with monotony and lack of agency, it isn't that much fun to do.
#changetheDoc #whatisEthandoing
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I was quite literally going to post the same thing, so yeah, you're getting my upvote.
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Thank you for doing this. I don't think I would have been able to watch the stream without my brain breaking from the amount of incredulity I would have over the stupidity of some of the answers. It's nice that you took that all out in your post; it allows me to have some confidence in the future of the game's balance for a small while.
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Dislike Zanshin. I would prefer it stay active all the time and work as follows: Shows all auras of interactables within 28 meters / 36 meters / 44 meters. Simple yet informative.Why should getting a stun as a survivor punish the survivor? If anything stuns should be made less powerful, but solving core issues with perks is never a good idea.
For WoO, I suggest the same treatment as above: Shows all auras of chase interactables within 28/32/36 meters of you. As previously stated, stuns should not be made more powerful in any way that isn't a 5% change in stun duration or the like (as an example).
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Quick question to you on why you're making this post, and this is not because I think it's incorrect to post this kind of thing:
Does your frustration stem from not being able to do anything while being camped or tunneled to rid yourself of the killer?
If so, would changes made so that survivors can more easily slip away from the killer/lose the killer even when the killer is in hot pursuit be beneficial in removing this problem. Additionally, would making it so that if a killer camps you, you have a small chance to escape the hook at the cost of a permanent debuff to future repair speed and movement speed at all interest you?
I'm just throwing things out there that instead of punishing the killer (as it so often feels good to do) would give survivors more agency and decision into how they go about their demise.
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I think slugged survivors should have their heal capped at 91.5% rather than 95%. That alone would help deal with scenarios in which a killer downs two survivors, goes to hook one only to find the other slug picked up already.
Personally, I think Caulrophobia should decrease Medkit efficiency by 80/90/100%, and that would further prevent quick heals inside of the killer's terror radius from being less possible as the match progresses.