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KingOfGhost

KingOfGhost

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KingOfGhost
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  • @YaiPa said:

    in a 4 man slug you can still escape through hatch and the killer can still get cucked, OMEGALUL

    And the same goes for gen rush. Iask about the differences.

  • @HypnoEmpire said:

    When you mention slugging, I'm just going to assume you mean downing and one-hooking everyone. The difference is that survivors are rewarded for rushing gens while the killer is punished for slugging. The killer would be lucky to get a black pip ending a game that fast and getting so few hooks. The bp earned for slugging is minimal while bp earned for gen rushing is much higher considering you can farm for more points while the gates are at 99%.

    Actually with everything devs will do in the future slug is good for the killer. If you worry about rank soon it will be out of the game and we will have an MR system and if you worry about BP on average you can 23-25 k.

  • @WeenieDog So at the same time survivors can do anything they want because at worth only one killer will have a bad killer right ?

  • @WeenieDog said:

    inb4 some variation of

    "four people having a bad time vs 1 guy having a bad time"

    Only that ? So if the killer have fun with this playstyle that's mean he/she can't play this way because up to 4 survivors may have a bad game ?

  • The survivors do generators at speed 1 Charges per second on the other hand when a killer damage a generator regresses it at 0.25 Charges per second and even if he uses ruin that effect goes up to 0.6 Charges per second. That means one survivor can repair 4 generations alone by the time the killer we fully reset another generator.

    Opening exits take 20 sec and most of the time you can open it before a killer come to you ( if the door are not very close) and the reason is most killers doesn't have the mobility to stop 2 doors for opening at the same time.

    Cleansing totems take 14 sec to cleansing them and after the nerf to ruin you don't really care about them.

    Healing is not needed it to escape a game and there are many perks that give you extra bonuses for staying injured.

    Mending takes around 10 sec and can be applied by only 2 killers in the whole game.

    Reverse bear traps take 10 again and can be used by only one killer in the game.


    As survivors, you will not face those problems in any of you game but as killer, you will lose a lot of time for every action you do.

  • Generator (or map) pressure.

    This is semi-useful since you only stop one or two survivors for doing one of the 7 gens in the game at any given moment.


    Kill and Hook Pressure.

    This is the only truly useful thing killer need because you stop one survivor for doing any gen at all and you force at least one survivor to come and help him wild you can chase the third one meaning you only have to worry about one survivor doing gens.


    Injury Pressure.

    it's not a real problem for the survivors since they don't only have ways to make it useful ( like DH) but at the same time, killer perks that are useful when the survivors are injured are a complete joke.


    Right now the games are way to fast meaning you don't care if you are injured or not and you don't care if a killer chases you way from a gen without hooking you because you know you can go to the next gen.

  • @snozer said:

    eh.. you can apply pressure against solo players.

    SWF with coms just removes anything and everything from a killer so against that no, you can't

    Ok explain how you can do that with every killer and without a specific perk.

  • @StrainedSky said:

    https://forum.deadbydaylight.com/en/discussion/comment/1086774#Comment_1086774

    Gotta love when someone not on the Dev team or a programmer calls something easy to implement. 😂🤣

    You need to make so if the player DC the character still exists but lose all the ability they have like movent.

  • I believe there only to two ways to fix this problem

    1) Make it so when you destroy a hex totem all the survivors lose one random perk

    Or

    2) Just make the hex perks normal perks with hight scaling like dying light and completely changed perks like Haunted Grounds andThrill of the Hunt

    Devour of hope add two more hook in every effect

    Haunted Grounds if one of more gen are complete in 1:20 sec or less every survivor can me one shot for one minute.

    Thrill of the Hunt bloodlust come 5 sec early in the chase.

  • @SpaceCoconut said:

    While totem spawns are a problem, fixing it won't solve the overall problems with Hexes and Totems.

    Instead, I'd like to know if the devs are or have considered placing more risk onto Survivors when cleansing a totem instead of placing all of the risk on the Killer when taking the perk.

    Survivors take 0 risk when cleansing a totem and get 100% benefit by eliminating a killer perk.

    Shouldn't survivors shoulder at least some of the risk of cleansing a totem further adding to the decision when finding a totem whether or not to cleanse it for fear of the consequences?

    Thoughts?

    I just wasted your video and I see your point but here the thing the devs will never do that and even if they try to do something like that we gonna have something like Hex: Haunted Ground. I think the best thing will be just remove the totems and give the game an actually second objective.

  • It's was the only problem they can "fix" in order to slow the game

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1028932#Comment_1028932

    In that very same Q&A, we also mentioned that we are looking into ways to address the more abusive side of Decisive Strike.

    I'm not sure what you mean by that last part- of course if you total up the usage rate of two perks it'll be higher than a single perk.

    It's took you years to change DS and after the feedbacks and the many videos on YouTube and twitch you still have done nothing you only say "we look about it " witch mean it's not hight in our to do list so just wait just a little longer.

  • @Peanits said:

    That's a very creative way to interpret it, but that was not what was said at all. We mentioned the usage rate in response to a question asking about survivor perks that shared the same usage rate (there are none, barring Self Care). We also mentioned looking into the more abusive side of Decisive Strike right after.

    Here the thing tho as devs you say it in the Q&A we thought that ruin has problematic AND have hight pick rate, you "fix" the perk because was a problem for the game not because has 80% pick rate. At the same time you denied that perks like DS and BT are problematic for the game because reasons and to justify that you say that those perk are not close to 80%.

    Reason why ruin was it help passively the killer same with DS and BT as the killer you don't know how many survivors have those perks and you are force to play in a way that help survivors having or not those perks

    Now regarding the pick rate of a perk let's play a game we have 100 killers and 400 survivors now all of them are red ranks. Using your data and our experience we know that 80 killers out 100 use ruin and 50-75% from the survivors side use at least one of those two perks ( DS and BT). What we get from that please leave you answer.

  • @whattheheck123 said:

    Ruin shouldn't be a Hex. It should also be slightly weaker though, make it 100%/125%/150% regression.

    As a hex the perk is near useless.

    Devour Hope does need to be a hex otherwise you will win every game with it.

    The others aren't really strong enough to be used as a Hex perk, yeah..

    Right now the 200 % from the ruin is 0,6 g/s.

    Devour Hope they can just add 2 more hook for the insta down and the mori and everthing will be ok

  • I know it's joke but it's feel like samething Devs will say. Good job

  • @Aven_Fallen , @Sasori_puppet

    Nurse feel and play different with the new change you see with the old nurse you can use your power to travel for one side of the map to the other and start a chase now you have to walk for one side to another because otherwise you can't start a chase ( you can but you will never hit them) and in order to counter you they ( survivors) need to run in a straight line. With the spirit, they remove the mindgame with the window and left only the "mindgame" at the pallet ( in witch a healthy survivor with no knowledge of the game has 50% to win it). 


    Exhaustion: Nerf it because the way the map are can allow survivors to have a long chase that will give them the time they need to reset the perk and start another long chase. So the nerf it because it's the bare minimum they can do instead of fixing the maps. The addons killer has to "stop" them are very few and for what i remember only 2 killers have it ( i don't count Doc sense they remove those addons for him).


    Removal of a lot of Pallets: Again if you are a half good survivor you can run a killer around 3 times one pallet. So instead of fixing the looping ( and BTW that survivors force it in the game) and the maps, in general, they remove in the blind pallets that after some patches they put back a lot of them and add new ones in better places.


    Healing Nerf: Instead of trying to fix gens they nerf healing hoping this will change the game will nerfing slopy and adding better medkit ( yes this on that some patches) and a new perk that no only heals you but help you fight NOED and hex perks.


    Map Design: The philosophy they follow is BIG maps almost every map we get is a big map that tries to fight the 3 gen problem. The dark map we have at the past ( which was so dark because of the unreal engine at the time) are start coming back those maps right now is the oni and spirit map and soon with have the new Léry's Memorial Institute. The 90 % of unsafe pallets are a problem the devs have to understand how the maps should wok if you think about it they ether will put a small number of pallets that are safe and the killer have to break them in order to continue the chase ( like the game) or they put a large number of them that are unsafe (like Hawkins National Laboratory).


    Lastly, i think its pointless to say "if you remember the old-time " because you don't play the game that was 4 years ago you play the game that's today and you need t focus on the problems that have now, remember how was 4 years ago is only good in order to not make the same mistakes and only for that.


  • @Aven_Fallen said:

    Funny how people are acting as if the Ruin Change would read "Killers cannot use M1 anymore".

    And always forgetting over a year of Survivor Nerfes before, when Killers get Nerfs in 3 patches (the Nerfs to Nurse and Spirit were well justified...).

    Can you plz give me some of those nerfs that change the survivor gameplay so much that you feel like you play a different character. I am not asking for all but for the biggest you can think.

  • @AshleyWB said:

    https://forum.deadbydaylight.com/en/discussion/comment/984038#Comment_984038

    It'll probably be +10 seconds to each generator followed by noed and surveillance nerf because they are actually useful.

    They say multiple times that then not gonna put more time to the gens but I do think that they will do is to make surveillance work only when you kick a gen .

  • Doc feel bad you can't stop loop and you follow the survivors all the time with no power most of the time.

    Ruin is just bad for the game the idea the have don't work in this game and it will never work.

  • I play 20 with ruin and with my best killer. New ruin add nothing to the game and have all the negative old ruin have with nothing new. I have to said tho that ruin + Surveillance is a good combo that will be nerf to the ground.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/976666#Comment_976666

    I can confirm it. :D

    However, you can equip both. So when the Survivors cleanse the totem, BOOM they just activated PGtW. :)

    So have to perks that can't work together and have at best half the value from both of them. Sorry but what are you taking this logic is bad and don't help you at all.

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/969736#Comment_969736

    new killers go generally against new survivors ,that means most of the time they wont have it since its behind a paywall, hag, however is free in some plataforms

    Can you name those platforms?

  • @PB182 said:

    I thought they already nerfed ds

    5 sec stun , 60 min immunity , force killer to play in away that may make them lose the game,is the possibilty yo have 1-4 and you don't have a way to know who have it and the only counter is to play in a very boring way that give you almost nothing

  • I was right about the doc and the new ruin is just the 3 worse perk in the game.

  • @RobMeister88 said:

    I honestly want to believe that the devs are reworking doctor for the better, I really do. But judging from how killers have been treated in the past (and even recently with Oni and Freddy), I'm expecting nerfs and/or anything that'll make him less viable. Don't get me wrong, the devs have been stepping in the right direction with buffing killers, but they're starting to show signs of going backwards with the nerfs to Oni's mobility and Freddy's add-ons. Oni is literally an M1 killer, that's all he is, there was literally nothing about him that needed to be nerfed. Freddy's forever build was completely counterable. People could wake up, they could even use perks like Botany Knowledge, We'll Make It, Prove Thyself, Leader, and use items (toolboxes and add-ons). But no, most survivors are too scared to let go of their precious meta builds and instead cry for 'balance'. "Gen speeds were too slow, it was unfun/boring". Was it boring? At times yes, especially when your teammates couldn't even last 10 seconds in a chase and Freddy completely destroyed gen progress. But guess what? It wasn't impossible to get all gens done. I escaped multiple times against forever Freddy, by looping him for ages so my team could get gens done and waking up and using speedy perks. Despite the plethora of strategies to counter forever Freddy, the devs just decided "yeah we'll nerf this build even though it's 100% counterable". This just goes to show that the devs don't want the killer to be in control. Gens get done too quickly and killer has no fun? Screw the killer, leave gen speed alone. Gens get done too slow? Better see what's 'wrong' with what the killer is doing to slow gens down. Sorry for the mini-rant, but I'm just using history to predict what will happen to doctor. I'm guessing they'll limit the use of his power, maybe even give him a juicy nerf to his base speed, anything that'll make it easier for survivors to survive against him. All of this is coming from a survivor main, who just can't stand the injustice killers face: pointless nerfs to the few advantages killers have over survivors, advantages that can be countered by perks and play style.

    154 votes and 204 comments so far on Reddit

    Here you are doc main try not to break your screen

  • @DBDfan12 said:

    without a doubt the killer community is extremely toxic and bullying towards devs. there are 2 sides to this game and i don't see survivors bullying devs like this . its disgusting. devs should not even pay attention to these kind of players

    Well survivors have DC and suicide on the hook in oder to force the devs to do what they want.

  • you do know that 1 killer = 4 survivors if 100 survivos stop play the game 25 killer will have harder time to find game but if 100 killers stop play the game then 400 survivors will have harder time to find game. You need killer even crybaby

  • @terumisan said:

    The devs said in the past ds is in a good spot

    But DS have is used the same as ruin and DS is problem for new killers

  • @Larisa said:

    He can be annoying on lower ranks and definitely for begginers, but he is below average after. I thought they are reworking him to make a buff so more killers play on him?

    But how what new he will get that make killer say yes i want play him in the rank i am right now ?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/968255#Comment_968255

    Shock Therapy is also getting a slight range buff as well. So you are both moving faster when lining up the shot and have a bit of extra range when firing.

    Also, what you are saying makes no sense. Why would you want to shock them from as far away as possible if you only have two seconds to M1 them before they can vault/drop a pallet again?

    We know that the base shock will get a small rang buff and we know that the range addons will get a nerf so this will keep it the same.

    I never say you want to shock them from as far away as possible i say you cloud not hit them and change mode when you shock them from as far away as possible.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/966161#Comment_966161

    Removing Treatment Mode means Doc doesn't have to move 110% to use Shock Therapy and can more quickly attack someone after stopping them from vaulting or dropping a pallet with a shock.

    With the range, shock have you have to be close in order to use it that's mean in the 2 sec you have you can hit them. Only if you use the best addons for range and try to shock them from as far you can and only then you could hit them after a shock. This seen to me as nerf because you gain nothing but you lose your track ability.

  • @SlimyTaco said:

    Kill this thread already, it is obviously not a bias but in fact a buff. Let real topics show up.

    How is this a buff to the doc ?

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/958552#Comment_958552

    lol....

    'All we have is anecdotal'

    Proceeds to explain that 'far more people' is statistically significant and claims my point as an outlier.

    Here's a tid bit for you.

    Over time the devs have consistently removed or nerfed the aspects that allow survivors to survive (vaults, pallets etc.), while buffing killers (bloodlust, more one-shot/instant find mechanics, end game hatch). Survivor mains did one of 2 things since release. Left the game or migrated to playing killer. The only survivor mains left are ‘new’ survivors who have no perspective or my favourite; killer mains that ‘play both sides equally’ -.-

    If anything your 'far more people' is just an indication of bias, because survivor main have disengaged. Why stick around and comment when you just witness nerf after nerf.

    I even have a list for you , that was put together BY A KILLER MAIN. Who didn't realise he was showing me all the survivor nerfs killer buffs. He's tried to highlight it as 'things that have helped survivor' but they've either been nerfed or removed.

    1. Pallet Vacuum

    2. Exhaustion recovering while running, meaning potentially 2 Sprint Bursts, 2 Balanced Landings, 2 Dead Hards, in one chase.

    3. No Entity blocker, meaning infinites were truly infinite.

    4. Instablinds

    5. Instaheals

    6. Self Care pre nerf

    7. Many killers were in a worse spot, Hag, Trapper, Wraith, and especially Freddy, all of them being great examples before getting a few QoL changes.

    8. Insane amounts of pallets on maps.

    9. Old DS

    10. Old Mettle of Man

    11. Survivors prolonging the endgame for no reason before EGC.

    12. Hatch standoffs

    13. No Bloodlust. You could run a killer around the Shack for the whole game.

    14. window vacuum,

    15 insta gens(old old bnp),

    16 half of the infinite windows (now half of buildings that had infinite windows have them closed/nerfed/50% to spawn or its ironworks of infinite)

    17 Ballanced landing creating infinites

    18 hook respawn

    19 gens took less time

    20 no exhaust (so you could run every speed perk)

    Almost everything you wright are QoL that makes the game playable. Do you want to tell me you will play a game that you know you can't win no matter what you do?

    Look we know that both sides have BS thing and those thing needs to be fixed but survivors have 2 weapons that can use to force devs to solve there problems faster DC and money.

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/959876#Comment_959876

    They did say! Now he doesn't have Treatment mode anymore and can shock at the same time he is with his weapon, and now he have a new power called Static blast, this new ability increases by one madness tier everyone in his terror radius, but it haves a 60 seconds cooldown

    I will like to remind you that the nurse will have a small change in her base kit that never say what will be. That change ends up making the nurse have 44 % kill rate at red ranks. So we never know what will do.

  • @Waffleyumboy said:

    Static field is being replaced with something interactive. Stance change is also going so hopefully that means Doc can shock into a hit much more easily and apply tons of pressure at loops.

    Very rarely you couldn't hit a survivor after a shock. The problem with the shock is that sometimes take effect after the survivors' vault.

  • @Brucecastro81 said:

    https://forum.deadbydaylight.com/en/discussion/comment/959850#Comment_959850

    Can you please stop being an reddit killer main, you can just say what I you GENUINELY think that they're changing but just don't complain about it in a salty and entitled way

    Ok let's say you are right what the new doc will get that will give him the uper hand against survivors ?

  • They will take away all the things survivors don't want to face and doc will get almost nothing more. If you want i can make you a list of all the things doc will lose and what maybe will get.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/954182#Comment_954182

    No. The Survivors are from the same pool of experienced players. So they play full rounds with each playing the Killer in turn. Takes a while for the full session. Methodology is very important in these things. As I can't go into 100% detail about all this, it's possible you guys will have some questions about it I can't answer. But we have data scientists around who help us construct these sessions. :)

    You do for every change you gonna do to killers?

  • In most case it could be but :

    1) We don't know if they gonna buff the range from his base kit shock

    2) We know the new addons and they took away the exhaustion and make the addons that give range to you shock less effect.

    3)The new ability has a way too much cooldown for the game. Yes, i know it gives one full madness but it can be counted with a locker.

    4) All those things don't help doc in gameplay and only make him easier to counter.

  • @CLAUDETTEINABUSH said:

    https://forum.deadbydaylight.com/en/discussion/comment/954144#Comment_954144

    Í agree, nurse is doing pretty good and the survivors have more opportunities to counterplay.

    Unlike pre nerfed nurse which had almost 0 counterplay....

    the 44% kill rate say otherwise but ok

  • @ZoneDymo said:

    This just in, Astronauts dont build their own Rockets either!!! what madness is this!!

    But they know how to do it any given moment and know if samething is worng with the rocket.

  • @InnCognito said:

    (reply to poster) Most people that make games are probably NOT going to be 100% amazing at their game. Even with overwatch. Jeff Kaplan doesn't play above the rank of Platinum he said, and that he said that there are other players that are so much better than he is. I am not going to be making a bad response to a dev for "not playing their game". As there is a big difference between the two parties.

    Just like someone like JK wouldn't be playing Overwatch league in contendors instead he builds the game. makes adjustments that are based on player feedback and goes from there.

    That's true but you should be at least in the middle right now our devs can't do that. If they were in the middle evert problem legion has and create could be solved with a second reading of the power. Most player know what can break the game but our devs have no idea.


  • @Almo said:

    Regarding Nurse, the idea was to give Survivors some breathing room if they managed to juke a multi-blink. It's working fine, and Nurse is still ridiculous in the hands of an expert.

    The numbers say she have 44 % kill rate so this mean she is not OP anymore.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/952629#Comment_952629

    When they escape you can catch them again and carry them there, getting there eventually.

    You can't do it always in 2 min tho

  • @LetsPlayTogether said:

    You dont need to be good at your own game, you dont even need to play it. Thats some stupid logic of yours. Also Doc changes arent even releaqsed yet and you already complain about something totally unknown, another stupid logic of yours. And the challenges werent meant to be done in one game, just look at how much time you have for completing them, well and thats another stupid logic of yours. See? Just unreasonable rants.

    That's true but ur devs have zero ideas about there own game. The best example is Legion every single problem this killer creat for the game from moonwalking to nemesis can be solved by reading how FF works. This show how much the devs know about there own game.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/949733#Comment_949733

    I haven't seen them say that, could you link me to your source?

    I will try to find it but it was in a respond to another post .

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