KingOfGhost
KingOfGhost
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@Komodo16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1698535#Comment_1698535
Im not whiteknighting im pointing things out. Also That's dumb, NO ONE needs to celebrate Halloween. And they do have an event for it, even if it isnt as good as other games like COD which make WAYYYYYYYYYYYY more money. Also the game has been moving great the last 2 updates were trash though and game breaking
Normally you will be right they don't need to celebrate Halloween but the game they have is a horror one so they are forced to to celebrate. Because you see this time of year is the best time to buy the game and yet they do nothing. They don't have an event and only add a second objective that give and do nothing.
Devs always have done the bare minimum because they have no idea how they game works.
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@sudintlink said:
Maybe but they can't give out this much shards or everyone would own every non licensed character in the game by just logging in
They can give 2000 every 2 month no one will say anything right now they give for "free" 10k as apology for not having an event this year .
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The chince event will be good.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/198072/#########-second-chances
First of all, you as a killer also do many mistake all the time (for example bad movement, wrong prediction etc), but those mistakes dont result into anything "dirctly" most of the time. If a survivor does a mistake, he is dead or gets hit - if a killer does a mistake, the chase goes on for another 10 seconds or so.
If you are in a chase and it takes you longer then 12-15 seconds to get anything (like a down, a hit or pallet) you did a mistake. Do you find yourself in those situations? If you are honest, you have to say 'Yes'. Do you count those siutations as a mistake? Probably not.
So, to relativate those mistakes you do in chase (those you most likely not even realise they are mistakes), Devs gave the killer Entity blocker and Bloodlust. Those are already your second chances by default.
On top of that, you have tons of 2nd chance perks. Lets talk about some of them:
- Ruin
- Undying
- POP
- Corrupt
- Bamboozle
- Spirit Fury
- Enduring
- NOED
- Play with your food
- Safe the best for last
- Haunted Grounds
- Thantophobia
- Brutal Strenght
- Surge
- Devour Hope
And MANY more!
Killer need to realise that they also do mistakes, but the EFFECT of a mistake is not as dramatic like for survivors.
Kind regards
perks that devs make to slowdown the game and not as a second chance , Ruin, POP, corrupt,thana,surge.
perks that killer have to work for then in order to have any effect POP, PWYF,STBFL,Devour Hope.
perk that killer have to go out of they way in order to work Spirit Fury , any hex perk + undying
perks that devs make with low numbers that can't work alone and need another perk Spirit Fury, Enduring,brutal strenght , thano and any hex perk in the game.
and finally perk that can be total useless if the survivors have two brain cells NOED, bamboozle, thano and any hex perk as long they do all the totems they see.
Killers can make mistekes but they can't afort to make alot because there are 2 perks that can help the recover for them Unrelenting and spirt fury thos perks are the only perks that are truly second chance perks.
Survivors have many chance to escape the killer even with out the perks they have, killers don't have the chence to kill survivors if they are in the same skillcap.
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No most survivors DC if they like it with the penalties at least they give same point to the others PLAYERS. And besides is you remove the DC penaltis you will REWARDING survivors that' want to be toxic and have an easy game so next time you will DC because killer find you or hit you remeber you are one toxic useless survivor that's give nothing in the gmae.
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36% is 28 sec more you can sit for 28 sec or heal for 32 sec or use WGLF to heal in 24 sec.
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@Snapshot said:
Honestly this is just ridiculous. Survivors DCing all day:
- get hit first --> DC
- get put in basement with Bubba (not camping) --> DC
- not getting a chance for DS because Pyramid Head --> DC
- Realizing the killer is Spirit --> DC
Over the past 3 days I played like 50 matches or so and in 39 AT LEAST 1 survivor DCed.
There needs to be some better punishment in my opinion
You mean there need to be a punishment becaure right now there is non and i don't think they will put one .
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1629739#Comment_1629739
Also there's more survivors complaining about DS than killer complaining about hooks.
So what both are equaly bad for the game
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I won.
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Look mate i can see you are new in the game but here the thing you want to add another way a survivor can win the game wild giving nothing to the killer . If you idea put in the game we will just see more slug. Slug the last two survivors take the 3k that you probaly get and move one. Why should survivors have so many way to escape but killer have only one ?
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@ArthurDent said:
Exactly. The killer will go to the gates to try and find you.
A lot more interesting for both sides. The killer now has an idea where to look for the last lost and slugged survivor. And has a better chance of hooking them than randomly finding a survivor crawling around hiding
and the survivor who is slugged still has some hope of survival
what happens now is you have the last survivor crawling around aimlessly on their stomach waiting to bleed out and a killer fruitlessly looking for a needle in a haystack
Ok here how your idea will work the killer after he/she down the last two survivors will follow the last survivor they down and about 10 sec before the second one die they will pick they and hook them. Why will do that ? Well in oder to stop the hatch and your dog door.
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@ArthurDent said:
You have to crawl all the way to the door plenty of time for the killer to find you. Deerstalker snd you are stuffed
also stops the long winded end game where you end up bleeding out and killer can’t find you and there is absolutely no chance to escape
No you have to crawl to a door any door you want will the killer try to find you in both gates. As for the end chat i have no idea what are you talking about
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@ArthurDent said:
My idea is during end game collapse at the main doors. If you are slugged, hatch is closed, and doors are still closed last survivor and crawling to the door which is closed a doggy door appears for the survivor to crawl through for a final chance to escape
Ok let's seehow many FAIL chances you have.
1) Do the gens.
2) Hatch
and depend of the killer playstuly and your build
3) Doors after hatch close
And you want to add one more in which the killer can't stop you execpt if the doors are very close or play i killer with hight mobility.
I will say it's a very bad idea.
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Just make all the second chances perk deactivated when all gens are done.
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I made this post because is a race against two team in Devs headquarters. They say it multiple time that they have many teams working at different problems at the same time. So that mean they have two different team try to solve those problems as fast they can.
That's why I made this pet what team can solve what bug first not right but first. It's was never about killer vs survivors. It's all about the effectiveness of the devs.
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Here the thing every single killer have a skill cap that you can't pass when you reach it not matter how good you become ( and for most killer this cap is way lower of that of the survivors) . So what you will do when you reach that point and you killer can't deal with thoes BS? Then you are force to learn a beeter killer that can deal with this BS and use the best perks other wise the game stop been fun.
Every time a killer ask for help in order to combat anything survivors do the answerd is " git gud" follow by end chesies fast ( even tho only few killer can do that) and petrol the gen ( and again few killer can do that and only the top killer can do both).
In the end after you reacth a X lvl as killer and rank you are force to be competitive in oder to have same fun or go survivor and don't care about anything other than how you can have fun.
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@CheyeneKL said:
LOL I'm gonna use Ash just cause of this post. Imagine telling people they can't use any of the killers that have the DS bug right now/any other bug. Wouldn't that be silly?
Well this happen every single time killer have a bug that help them or make the life of survivors hard ( legion)
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The idea was to create strong loops for survivors and let the killers "choose or not " to destroy them if they want. The thing is they made yet again a very bad job and create either utra strong loops you need to destroy (SH DLC) or pointless wall that help nobady.
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@mostlyghostly said:
https://forum.deadbydaylight.com/en/discussion/comment/1601225#Comment_1601225
my argument is that in order to get a 2k/2e the killer needs to play nurse/spirit/PH and play dirty (tunnel/camp) I'm not saying that these things should not be allowed, it just shows that the killer needs to meet very specific requirements in order to stand a chance
don't forget the 3 gens too
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@MadLordJack said:
Uh... What perks have had their synergy nerfed? I'm genuinely curious, I cannot remember a single killer perk nerf except Ruin, Hangmans and Gearhead, and they never had synergy with other perks to begin with.
The big one are all the perks ( and same addons) that effect the gen time after that are the perks that used to work with the power of the killer not only with M1.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/1572202#Comment_1572202
Survivors will just take over as killer and play by the survivor rule book and lose every game. Perfect scenario.
And then they will go back to survivor or stop playing too yes I agreed a perfect scenario
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@MeatBycicle said:
Why would you nerf something that would effect 4/5 of your player base? It's much simpler and you lose less money if you nerf something that only effects a small portion.
But this the thing killer are 50 % of the game. Surviore bring more money but killer are the one that keep this game alive. You see if 400 survivors stop playing the game 100 killers will have longer Q times but if 400 killers stop the 1600 survivors will have longer Q times. And they see that thats why the meke the crossplay.
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@RbLen said:
short answer: bhvr just want to slap a cool down on everything
So because the new Devs don't have any idea how perks should work we have to see this monstrosities ?
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@dugman said:
It does feel like the effect should be stronger since it’s a Hex with a cooldown. Maybe if it preemptively blocked pallets periodically during a chase? So while you are chasing someone, every 30 seconds the first pallet you are within 10 meters of becomes blocked for 15 seconds. That would make it so the survivor can’t drop the pallet during that particular chase segment. It would be much more dangerous but still could be removed by destroying the totem.
The best this you can do with the perk is to make it not hex perk make the cooldown 90 sec and say for the next 20-25 sec the first survivors you hit will have an aura (12 meters) that block all the pallets.
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I belive they doing that to test the water and see if the players are ok with that and if they are they will give us more uselles hex perks that do nothing in the game. But i am sure the will not remove the cooldown in order to put it there it's must go throw a lot of people and if is there there most of the devs will leave it there.
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@RizeAki said:
This is what I comment in every “nerf a great 1v1 killer” I ask would you be fine then if killers moved faster, had an ability they share that allows teleportation or speed boost, or to have objectives made harder? And ofc the answer is no but they want 1v1 nerfed when that’s not the part that matters it’s the 4v1
I mean this is what happen every time survivors want more "fair" 1v1 from there sides but don't want to give anything back because if the killer can play the game with zero mistekes and survivors make same kill will win.
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@AbsolutelyImpossible said:
https://forum.deadbydaylight.com/en/discussion/comment/1563707#Comment_1563707
No the survivor should never be able to 1v1 the killer in an asymmetrical game lol however, I do think that in regards to survivor objectives that it’s fine the way it is. Gens don’t need to be slower otherwise the killer is going to pummel his/her opponent every time. Survivors can die really fast as well. And it’s up to the killer to have great attention to detail and map knowledge to apply pressure. I don’t think it’s fair all 4 should die while the killer is given more time to watch someone die on a hook or tunnel Mori survivors off of hooks. It’s just too easy that way and you’re giving killers a free pass at that point without having to work for the kills. Killing a survivor should be a big deal in this game because it really does slow the game down by crippling the survivor team. but instead this game is known for getting caught being an inevitable happening and dying tends to happen way too fast quite often in my opinion.
Here what you forgot. Killers can apply pressure only with wining 1v1 FAST so by make a survivors with no perks or itema capable to 1v1 any killer in the game thenkiller can apply pressure or have a fun game because they know that every single survivor can win 1v1 against them no matter what they do.
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@CashelP14 said:
Sounds extremely fAiR. I'd say since the game is a 1v1 then anything that affects other people outside of the 1v1 should be removed. So goodbye Infectious Fright, BBQ, Thrilling Tremors and many perks that effect the 1v1 unfairly.
Also killer abilities will need slight nerfs. Myers needs removed since his stalk can unfairly effect me if he got stalk off someone else. I shouldn't get sick when a sick survivor interacts with me and corrupt will need massive nerfs. Oni will need nerfed and so will Legion.
Alright Behaviour, time to get to work.
Soon they will nerf them again like they have done in the past. But sence for the survivors the 1v1 is the most fun thing in the game then wh ydon't they just but bots to follow survivors and alway be so close to hit you but never do that ?
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@AbsolutelyImpossible said:
Omg gens won’t get done if they slow it down. Tbh they need to remove Mori’s if they’re going to slow gens down.
Ok let's say we remove moris and keys how this will stop survivors for asking to win any 1v1 against any killer ? The point of this post is simple that survivors want a "fair" 1v1 in a game that is 1v4
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1562354#Comment_1562354
You forget that huntress can shoot over loops and has insane slug potential she is a fair 1v1 the better player typically wins.
Well i kind say that with the range attacks but ok. So you agree with me then good.
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@azame said:
The whole strength of the 1v1 argument comes from the fact that its more fun than doing gens. I dont like gens nor do I encourage hyper focusing gens unless its spirit,ph,slinger. My point is you are asking to make th boring part more boring in turn losing players. Huntress is fair in 1v1 and shes strong right?
That the thing tho this is fun for the survivors most if any killer find the looping boring and anoying because if you need to follow the survivor until they make a mistake and you as a killer are allow to hit them ( ofcourse this is not apply if you play killer like hag etc). The reason huntress feel fair in 1v1 is because 1) she have limit ammo and she need to reaload very often in the game ( literally letting the survivors go for free) 2) because she is 110%.
If you try to apply all this to the other killers then you will destoy them because anlike huntress and DS the other killers don't have range attacks.
You may think it will make it worse if you make gens take more time but the truth is is the only way to have "fair" 1v1 ( in a game made for 1v4) without make all the killers leave the game for good.
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@AhoyWolf said:
I think that the "Gen Rush" would be kinda fixed if Survivors spawned together.
Not rly you see 2 survivors wil ldone a gen in 44~45 sec and most gens allow 2-3 survivors. Your idea may give 5 sec more before the find the next gen. But this post is not about the gen rush ( a rly thing) it's about the 1v1 same survivors ask for to be more "fair"
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@Artick said:
I just wish you were around to see 30 pallets per map, all safe pallets, pallet vacumm, stuns at the begging of the animations, structures without holes in them, jungle gyms with 2 windows and 2 pallets, double pallets at every loop, main buildings with 3 god windows, no entity blocker for windows, being able to fast vault from any angle, faster survivor vaults, much slower killer vaults(3.0 instead of 1.7), much slower pallet break, gen break and hooking animations for killers, sprint burst on 20 seconds cooldown that never paused/slowed down, no exhaustion so people could run BL + SB at the same time, instablind flashlights that could blind a killer even if he was moving and you couldn't look up/down to avoid it, insta heal medkits, 4 man swfs with 4 brand new parts, where each BNP could instantly repair a full generator, much short distance between pallets and tiles(from 8m to 20+ meters depending on map), actual infinites where you could not catch a survivor, gens that took 50 seconds to repair instead of 80, faster to open exit gates, self care that was as fast as a normal heal, DS that could be used at any time and didn't go away if you missed it, no end game collapse, toolboxes with 200 charges, much larger maps, hook that never respawned so you could prevent a killer from hooking(except basement hooks), no penalty when repairing a gen with multiple survivors, windows without blockers which could be fast vaulted from both sides, no bloodlust.
And there's more, that's just off the top of my head.
"bare minimum"
I was there when the game start in 2016 and i have seen it how it chains over the year but what you don't see is this IF the devs have removed this thing i don't think any killer will like to play the game. When we were playing back then we didn't have experience so we didn't know what is balance or not back then but now we know and we only ask for that. So tell if 2 or 3 of those things haven't chained will you play killer?
@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1466834#Comment_1466834
I didn't conveniently ignore anything. OP said devs don't make changes that help killers and I gave a lot of examples to contradict his statement.
About killer changes that impacted the game, the only nerfs that happened are the following:
Nurse got a nerf and she is still insanely strong if you are good, if you were bad before you'll be worse now. But a good nurse can still defeat a very good team.
Spirit got some minor nerfs and she is still top tier.
Freddy got a a small nerf to forever freddy addons, but he is still one of the top tier killers.
Billy got a cooldown in the PTB, it didn't make it to live yet and they said they will make changes to make the chainsaw generate 60% less heat so I won't comment about that yet.
Legion got a rework to his power because it was literally broken: extremely annoying for survivors and not even that good for the killer.
Apart of that, all the other reworks(Doc for example) are wildly regarded as positive changes.
About survivor buffs, I'm not aware of any impactful ones, besides QOL changes like small invulnerability window after unhooking or the Kindred Buff(which was good but people still don't run it so it ended up being useless). This is not to say no survivor buffs ever happened, but I honestly don't remember any. So if you want to stand by what you said please make a list of survivor buffs, like the one I made with survivor/map nerfs. It will be interesting to see what I missed.
I never said that devs don't don't make changes that help killers i only said that devs do the bere minimum in order to help killers.
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@Peanits said:
I'm not really sure what the aims to solve. One safe unhook would bring you back to the same chance as it is now. If someone decides to slap on Borrowed Time and unhook a bunch of people, they would have a much higher chance to unhook themselves than they do now. The end result either way is the same; they still have a chance to escape the hook.
Though again, I'm not really sure what this is meant to solve in the first place. I very rarely hear any complaints about self unhooks.
Again you can do it for the extra time too
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@BeHasu , @AChaoticKiller , @BigBrainMegMain , @ChainsawCharlie
That's the thing right now the 4 % is a nether skillful or good mechanic. With this idea, survivors will need to make a safe hook if they want to have extra benefits. At the same time if survivors rush hooks with BT and the killer don't camp we can punishes survivors for doing that.
And if you don't like this idea then thinking about it like this why we expect from killer to do skillful thing in order to get any kind of rewords but from survivors we don't ?
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@venom12784 said:
Why should it be changed?
It feels very cheap when you Kobe and it's a free second chance ( but not grande). At the same time if we say need to earn anything in the game like kills or hooks why don't we put the same logic to the survivors too?
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@ASurvkillivorer said:
https://forum.deadbydaylight.com/en/discussion/comment/1257752#Comment_1257752
Anything encouraging people to do that horrible idea is automatically a No from me. In normal situations a kobe attempt is pretty much never worth attempting.
Only thing worse than that is actually making it more likely to succeed.
Yes but if you read the second part you get 3 sec on the second face for every safe unhook you make in the game.
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@ASurvkillivorer said:
no
ok why ?
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The game is survivors sid, devs make the little they can do to help the killer. No matter what killer you chose if the survivors want to win they will win and besides no matter what killer you chose to main or play they will always be bad on half the maps in the game. You can try to improve and surpass the survivors in terms of skill but they will always have perks and mechanics that will help them close the different in therm of skill. My advice if you like the killer and you really enjoy the 1 out of 5 games you will win continue to play killer if you want to go rank 1 continue to play killer but if the killer is too exhausting/frustrating/depressing/etc then just stop it at least you will be a little happier.
Besides, you said it yourself when you were play survivor you do 2 things and you cloud to get an escape.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1251856#Comment_1251856
Easy guide to apply Map Pressure:
- Hit Survivor
- Down Survivor
- Hook Survivor
- One Survivor needs to go for the Rescue, meanwhile you find another Survivor for a Chase
- Congratulations, you got Map Pressure! Only one Survivor can work on a Gen at this point.
Surely it can be a lot harder than that, but the goal is to force Survivors into altruistic actions. This is also something Survivors want, because getting chased or going for Unhooks is more fun than sitting on a Gen. Of course it requires the Killer to make decisions like "Should I really chase that guy here?". If the Survivor seems to be good at Looping or is at a strong Structure, it is better to leave them. In the end its the Killers fault if he gets run by 5 Gens, because he is too stubborn to ignore that guy he cannot catch.
And the Killer should not get rewarded for being bad, just so that he can tunnel quite easily.
I see you don't understand killers, fine. You see normally most of the cheese lasts 15-25 sec for the first hit the second one can take even more if the survivor drops pallets early. That's means in order to down one survivor that's good you need to spend 35-50 sec on him. Now do it all over again 3 times for this one survivor and then 9 more for the rest of the survivors. Time is something killers they don't have and they will never have. Now to all this time add perks DS, BT, Adrenaline, Unbreakable,Deliverance, and many others
The thing you don't understand is survivors don't have to rush hook or heals because they know they will have time for this. A survivor can spend 59 sec on the hook before they will be in any real danger and still be fine after that.
That's why i say that DS needs to lose time as the game progress.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1251847#Comment_1251847
So the Killer is bad and not able to apply any Map Pressure and the Survivors get punished for that?
Ok then tell me how every single killer can apply map and gen pressure to all the survivors all the time and punished every mistake they do. I will make it easier for you killers can use any perks they want and survivors have zero perks in this scenario.
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@PrettyFaceKate said:
I don't understand the underlying logic. The more the survivors complete their objectives, the more the killer gets a pass for tunneling? Why?
If you do gens fast that's mean killer is not on you or your teammate. So if the game lasts 5-8 minutes why survivors need a perk that protects them for a minute and can synergize with the other perks like BT, Adrenaline, Unbreakable, Deliverance, and many others.
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1193812#Comment_1193812
1) No matter what you do to the game, experienced players will not fear the killer. Just like any other horror game, after you play enough, the thing that is supposed to be scary becomes less and less threatening as you learn more about how to play around them.
2) I'm guessing you're a relatively new player seeing as both BT and DS have already been significantly nerfed. BT used to have no counter play if you were near the hook as both the unhooker and unhookee were both given endurance. DS on the other hand had no time limit, a survivor could use it at any point in the match.
3) Hex totems are designed to be high risk high reward for killers, not survivors. You go into a match with a hex perk knowing that your totem may be cleansed. If you want to punish survivors for cleansing totems then run haunted grounds, it's a perk that can apply a significant amount of pressure on survivors seeing as they waste around 20 seconds just cleansing the totem just to be one shot for a full minute.
1) I know that but you can make the game more interesting and more skill base.
2) I play the game from day one BT cloud uses only once from the survivor have it per game and DS cloud be counter by endurance or propping and picking the obsession close to the hook, other survivors need 30 % in the wiggle bar.
3) That the thing tho is with the exception of NOED almost every other hex perks are useless. There are supposed to be strong game change perks but in order to work, you need to use them with other perks just so they can work properly and that only if you want them to work not to have any protection.
On the other hand strong survivor's perks that can change the game have zero counter once you activate and even weaker perks nave no downsides.
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@Murdle said:
https://forum.deadbydaylight.com/en/discussion/comment/1193770#Comment_1193770
I am jailed, not banned, for telling other survivors on forums what NAT typing is.
I'm just saying having survivors perks as hex totems is re.. tarded. Only someone who just plays nothing but killer all day and somehow remains at rank 20 would suggest an idea like that.
I'm sorry if I'm being harsh but these idiotic ideas coming from killer mains need to be shut the ######### down.
What do you want survivors to permanently crouch walk, constantly reveal their aura everytime they move, instantly die when the killer hits them?
You want survivors also to not have any way of escaping? Should we just also delete exit gates and hatch?
Scratch that. Let's just not have game play at all. Let's just cut straight to the endgame lobby and show "killer won" in bold letters and award them 1 mil BP every game.
Cause apparently a lot of toddlers main killer and they also APPARENTLY need all the help they can possibly get to make it an easier game for them
So you want survivors to not fear the killer ( in a horror game)?
Look I never say I want survivors nerf to the ground I said that same perk survivors have are too op and should have a way to control them. But because devs will never give killer that power let's give the chose to the survivors itself.
And at the same time make the hex perk at least better. Tight now survivors have zero risk for destroying a totem only rewards and the killer take all the risk with the hex. That will be ok if both sides have the same logic and dissing in mind but perks like BS and BT don't have it and can help the hole team passively even one survivor have it.
Is this fair to you ?
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@KingOfBadRNG said:
No that a terrible idea 1st that would place more dull totem spawns 2nd it a bad mechanic due to other survivors who play solo causing frustration and would benefit coms and the pure RNG factor is a terrible idea.
1) not they will not they can keep the same totems place and say that only those 5 survivor perk will trigger that .
2) that will give thrill in the game and maybe force you to change your play style.
And before you say if we force to leave DS, Bt that will make camp and tunnel easier . Then devs can put more punishment for those type of killer.
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@Murdle said:
Okay can we somehow ######### ban these dumb ass killer mains from making these ######### ass ideas and posting them on the forums?
Fow what I see you are the one who is ban . But never mind that tell me why is that bad idea. Right now most hex perks are not worth using it ether because that a lot of time to have an effect or get destroyed in the first minute. With that idea you will have more interesting gameplay ether play survivor or killer ?
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1186033#Comment_1186033
I like how "gen rush" is just another term for literally doing your main objective. M1 is super toxic. 😂
The same goes for tunneling and kill rush. Killers do the only objective they have to kill all the survivors.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1186020#Comment_1186020
There you have it then, you just answered your own question 😊 Even though in both cases there is minimal interaction with the killer, survivors prefer genrushing to slugging because genrushing gives them bloodpoints. Not everyone considers interaction with the killer to be the best part of the game.
But the thing is in this game you only have two thing to do either do gens or interact with the killer if you think that siting on gens for 4 min is more interesting why to bother buying this game just play gen simulator. On the other hand, i don't think slugging all the team is very interesting for the killer too but when i see people like you i understand why slugging all the team is need it.
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For what i see more people hate slug because they don't get any point as survivors and they may not even black pip. Even tho in both case you have the minimum interaction with the killer .
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@IceCreamPrincess said:
The difference between them is that a slugged survivor can't really do much beyond slowly move around, whilst a killer is still able to move around the map, hitting survivors and properly play the game. Yes the game is shorter for the killer, theres still gameplay for them
How you know what is a proprly playstyl is for the killer devs say do anythnig you want.