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Kongtwenty12

Kongtwenty12

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Kongtwenty12
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  • Personally I like the new ruin and doc changes. I'm looking forward to seeing how things play out and what changes they make before the release. I never really use ruin as killer anyways but I might actually use the new version.

  • @The_Second_Coming said:

    They don't need to go, nor do they need to be reworked. That goes for both keys and mori's. What needs to go is people taking the game too seriously. It's just a game. Stop trying to suck the fun out of it. It's a CASUAL game.

    Yes a casual game that forces you to play ranked

  • @UwUMyersUwU said:

    I got coldwind. I got first chase. God loop. Pallet. Gen done. God loop again. Gen 2. Pallet right.next to god loop. God loop 2. Down. Gen 3. Hook, gen 4. He gets unhooked. Chase. Down. Gen 5. Hook, walk away, they escape. 5 minutes 38 seconds. No ruin. How's that fair?

    Damn you must be real bad if this happens to you often. Why are you chasing one survivor for the whole game? Sometimes you gotta let him go so that you can stop the other 3. That's on you.

  • I'm not really sure how I feel about this. On one hand removing ranks would greatly help matchmaking and maybe I could actually play more then 2 killer games in an hour but on the other it really isn't fair to new players to be with expirenced killers.

    My solution would be to have a grace period for new players where they put new players in a pool of new players for a certain number of matches so that the noobs can get a grip on the game before being thrown into the rest of pool.

  • @CLAUDETTEINABUSH said:

    I know what you are thinking "another forum that complains about keys and moris great" but,well maybe true,but I'm trying to be as fair as possible.

    Keys are "escape from prison" cards for dbd. The raw element of the ability to completely escape of a match AND having aura reading abilities makes it completely unbalanced. My suggestion is to keep the reading abilities and make a key add-on that allows you to escape through the hatch with an animation,containing skillchecks. That way,not only you won't find free escapes free that easily,but will make it fair since ultra rares change the game.

    Moris,the one raw offering that completely change the game. What you have to do is to hook a survivor in order to Mori them (red/green) completely unbalanced. My opinion,make them able to activate at a certain point of the match,like when there are 2/3 survivors left,in order not to have such early deaths

    How about you guys? Do you believe they are unbalanced? Do you agree with my suggestions? If not,what are yours? Let me know down below!!!!

    I don't think keys are all that unbalanced or that they should even be compared to moris. For moris all you have to do is hook survivors once to win but for keys for even 2 people to escape you have to complete 3 gens , have 2 teammates die, then you have to search the map for your escape and the more people you want to escape the harder it is.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/966482#Comment_966482

    https://forum.deadbydaylight.com/en/discussion/comment/966461#Comment_966461

    Seriously, Doc has no counterplay!? Then which killer has counterplay?

    No offense, but why don't you tell new players to get good?

    If you balance the game around new players, then have fun playing lobby simulator as survivor

    And you're not seriously support devs to balance the game around rank 20, right?

    Most killers have counterplay. For Myers and ghostface you break line of sight, for hag you crouch to avoid triggering traps, trapper you disarm or sabotage his traps, for billy/leatherface/oni/demogorgon you use the surrounding to see stop their weapons, ECT.

    But with the doctor you pretty much just have to take it. It is near impossible to never be in the killers terror radius for the entire match and once you have madness you can't get rid of it.

    Sure you can hide in lockers but the more time you spend in lockers less time you spend on gens.




    @Polychrome_Baku said:

    https://forum.deadbydaylight.com/en/discussion/comment/966482#Comment_966482

    Hide in lockers to reduce madness levels. Hit the shaky skill checks. Snap put of it if you're madness three. Don't be a boosted animal. Have more than two brain cells. Doc is an absolute joke. His base shock therapy range is trash, calm spirit deletes his ability to track with screams, and he only shines during a three gen strat or using the "impossible skillcheck doc" build. Every other killer outshines him.

    Every killer in the game has counter play. Inclusing nurse. I'm so sick of people using this lame ass phrase to reinforce their ######### opinions. Your profile picture is icing on the irony cake since a lot of people think the plague currently has "no counter play".

    @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/966482#Comment_966482

    I don't think I said anything of the sort. My comment about the devs prioritising fun over balance was in reference to their decision to rework Doctor, who is a fairly balanced killer already but not a lot of fun for survivors in particular, over someone much weaker who needs some balance adjustments, like the Trapper.

    But for the record, if you're talking about Doctor's current power, it definitely has counter play.

    I'm sure a lot of people say plauge has no counterplay but this community does a lot of spewing garbage out if their mouths and I'm sure you would say I am too. I'm not saying doc is good and I agree that he is not fun to play against or as but I will never agree that a power where you just have to accept it with no real option is ballance

  • @Fibijean said:

    He's not being reworked because he's weak, otherwise it would be a buff, not a rework. He's being reworked because the devs are prioritising fun over balance, and Doctor, more than most killers, has a reputation for being frustrating and unfun both to play as and against.

    Are you saying a killer power with no counter play is balanced?

  • @ThisGuuy83 said:

    Because doc isn't any fun according to survivors, and there opinion is what seems to matters.

    So I assume you love having to play against a killer with little to no counter play? Out of all the killers doc is definitely the one that scares off the most new players because the first few times they play against him they get absolutely destroyed since there is nothing you can do about his power. He's not fun to play against and I think with his rework he actually will be

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/964348#Comment_964348

    it only works with Toolboxes and Flashlights. Of course, knowing the devs, it would probably be bugged and exploitable for all items for the first month if they decided to use the idea and make this perk a reality.

    Ahh i missed that. Thanks for clearing it up.

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/963277#Comment_963277

    The 3 survivor perks I have in the linked killer concept:

    Tools of the Trade: When supplies are low you have a keen instinct for finding the right tools for the job. While carrying a Flashlight or Toolbox item of common/uncommon/rare or lower quality during a trial, the first chest you open will be a guaranteed Match or Upgraded rarity item of the same type.

    Safety First: Your knowledge of working around electrical circuits outmatches others who tend to ignore the basic rules of repairing. When you start repairing a generator it powers down over the span of 8/6/4 seconds and remains powered down while you work on it. Leaving an affected generator for more than 6 seconds, failed skill checks, and damage from the killer will immediately power it back up at its current level of progress.

    Delay Resistors: Experience has rewarded you with an advantage against the Killer’s situational awareness. After you completely repair a generator, the generators full power up and notifying alert to the killer is delayed for 3/4/5 seconds or until another survivor begins working on it. The generator can be damaged by the killer within this window of time.

    I don't see these as being too powerful on paper, but I imagine that if a killer was going against a team of survivors with these perks, it would be difficult to tell if gens are being worked on or not for the killer, which gives survivors a huge stealth advantage. Also survivors could bring in a rare toolbox, and before it runs out of charges they would search a chest and get a matching or upgraded one, which means that killers with low map/gen pressure would have a hard time slowing the survivors down.

    I could see this working pretty well but I'm a little worried about tools of trade and keys. Depending on the chance to upgrade it could be really strong with green keys because you can just search a chest and go from not being able to open hatch to being able to

  • @TWiXT said:

    This:

    https://forum.deadbydaylight.com/en/discussion/72152/killer-concept-the-dolls-updated-survivor-map-perks-back-story-mori-and-tl-dr-version-below

    It's My OC Killer that does something much different from what we've been getting recently. Many have commented that GF is a combination of Shape and Pig, and others have said that Oni is a combo of Billy and Shape, and honestly they're not wrong. It seems that the devs are running out of New game-play mechanic ideas, and have resorted to taking existing ones and coming up with "Hybrid" killers that, while can be fun, don't really feel original. I submitted this concept back in 2018, and the one I'm linking here is an updated version from the summer of 2019, but even back in its original concept... I feel it was still a far more interesting idea than some of the killers we've been getting recently.

    Sure this is me shamelessly promoting my own idea, but honestly, I believe that its a good one and it would add a fun new game-play mechanic and killer to DbD. It's a bit of a long read, but I included a TL;DR version to give everyone the basic idea, but to put it more simply for those of you who don't want to read the full concept:

    10-16 Creepy, Victorian style porcelain Dolls the size of totems spawn on a map based upon map size. The Dolls have to be practically touching survivors to strike them, and they play a mean game of Red light, Green light with the survivors. They move faster than the average killer because they can be transfixed in place by the inner 30 degree cone of a survivors vision as long as it's unobstructed, which as you might imagine would usually render a killer useless... except this killers power is to quickly switch to any other Doll on the map by targeting them, or by just hitting the power button to transfer to the closest one. Once the killer transfers to a new Doll, the previous Doll has a red stain + Terror Radius and reveals the aura of a survivor transfixing it for the next 6 seconds. This killer is designed for high map pressure, ambush tactics, and a whole "Weeping Angels" mind game style game-play (for all you doctor who fans out there), and the perks are built to both compliment this play style as well as be useful to all killers.

    Don't worry though survivors, I didn't leave any of you high and dry here. Although the included survivors motivations and backstory are a little underwhelming, I focused hard on their perks to give survivors a crazy edge when it comes to Items and Gen repair.

    If you read and like this concept, by all means show your support by up-voting/commenting on the concept post in the link above. If you have creative criticisms, then don't be shy to leave any comments expressing your ideas or concerns.

    Overall, I really believe this is the type of concept that this game is in need of: It's original, introduces new game-play mechanics, and seems like it would be a lot of fun to both play as and oppose.

    I like the idea but my worry is that if you give the survivors really strong perks to help against the new killer then the other killers are gonna get hit really hard. Do you have any examples of what the survivors perks could be?

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/951181#Comment_951181

    Because its a 9 rank gap and likely not a one off? If i was a new player this kind of thing would be infuriating its 100% worth complaining about.

    If no one complained and everyone just moved on instead of sharing issues they would never be fixed.

    If you are a new player you wouldn't be rank 12. Rank doesn't even really matter anymore there a lot of potatoes that are red rank that doesn't mean they are good.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/945753#Comment_945753

    Like i said, 3K before a single gen is done and last one escaping through hatch or just a NOED 3K at the end does not change anything, the outcome is the same. You might say to yourself that you actually won but thats not the truth.

    https://forum.deadbydaylight.com/en/discussion/comment/945745#Comment_945745

    So you think ballancing the Emblem system will solve it? The killer is always superior to the survivor above all ranks? (a rank 15 killer is better then the 4 rank 15 Survivors)

    If thats the case, why would those killers come here and complain about it all the time? We assume they run vs survivors with the same Rank as they have.. in your book they must be better then them

    @xEa except that matchmaking is screwed so killers and survivors aren't playing against like ranks. I play both sides and as a green or yellow rank constantly get paired with high purple and low brown ranks. That tends to scew the data. I agree I don't understand why everyone complains but it's not just killers. Survivors complain too much too. That is the biggest hindrance to the game at the moment. People on both sides spend so much time complaining about each other that we can't even get to what actually needs to be fixed like matchmaking and the ranking system

  • So I always see everyone complain about keys but I've never really thought they were a problem. Is there something I'm missing? For the game to be a tie a out still have to finish 3 gens and two survivors have to die and that isn't even really a win.

  • @Stitch7833 said:

    https://forum.deadbydaylight.com/en/discussion/comment/943139#Comment_943139

    the people who have ago at you endgame or anything are the toxic half of this community which is sad, i did write a full comment to someone else but for some reason it didnt post but the idea is as long as everyone in your team is doing something the game will go fine. i know im a good survivor, by no means am i the best but i can loop really well and hit ruin but that isnt needed to be a red rank survivor, before the change iv had red ranks that cant hit ruin and others that cant lead a chase. but the game is a team game, its why if someone DCs or struggles on first hook escaping is a hard task no mater how amazing the other 3 are. overall have fun and play, try your best but dont worry about it, the more you play the better everyone will get and it makes the game more fun when everyone isnt so good the killer dont have a chance. but i had a hag,doc and huntress today as rank 2, dude i havent seen a those in ages! before all it use to be was spirit, freddy, ghostface so this new change iv actually really enjoyed seeing some of the less popular killers get played

    Sadly more than half of the community is toxic.

  • @iamscumqueen101 said:

    People who play swf say they do it because it's more fun with friends yet refuse to play in private matches... The main reason is because it enables them to get ez wins/bp without having the skill required. They could make it so you sacrifice 50% of earned bp if you play in swf, force comms to be in game somehow so killer can hear.

    Swf can be easily fixed but stubborn people are not wanting to compromise they just want to roll over 90% of killers, you'll never evolve as a player if you hide in swf fact.

    @iamscumqueen101 For a lot of us it's not that we refuse to play private. I wish I could find enough people to do private but sadly I can't. The only people I play with semi regularly I bought the game for. It's not fair to say if you want to play friends play private because a lot of people don't have 4 others to play with. I personally only have 1 or 2 that play regularly out of the 5 people I've bought it for.

    On the other hand I agree that voice chat should be in the game similar to how it is in f13 because people will feel less obligated to use discord, they have to be careful about what they say, and they have to be close to each other to talk so no across map info sharing.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/935796#Comment_935796

    Assuming I'm a crying killer main again bud? I said 3k. The game is balanced around 3k imo. You should only fail to get a 3k on a balanced or killer map because you have no skill. Again, please read.

    That doesn't even make sense. Why would the game be "balanced" for a statistical win for the killer and That's not an opinionated statement. Your just wrong and your missing the point. The point is that you think you deserve to win and that's wrong. No one deserves to win and it's people that think that they do that make it so hard for any progress to made that would actually improve the game.

  • @Revansith said:

    I see that matchmaking is so broken the devs hid ranks saying it was a mistake they could be seen. There is no way a rank 5 should be getting ranks 10 lower, I was playing solo (rank 15), and the matchmaker is supposed to stop at six ranks higher (rank 9 I guess). The other option is to remove SWF from ranked matches. If players "want to play together" they can do so using KYF only.

    https://us.v-cdn.net/6030815/uploads/740/ADKPX5I841ML.png

    Its bad enough the stupid rift challenges are making it impossible to have a normal game as Killers are desperate trying to get 4 kills in the basement today.

    In future rifts consider challenges that dont cause players to ruin the match for others be they killer or survivor. Personally I would like to see more skill (less luck) based challenges. Example escape the match using no perks, escape the match using only No Mither, for Killer sacrifice three players using no perks or addons.

    @Revansith while some of what you say is right it's not fair to limit people wanting to play together to kill with friends. Personally I struggle to find even 1 or 2 people to play with let alone 4 to play kwf. I agree that swf shouldnt be ranked but putting them in kwf is not the answer.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/934423#Comment_934423

    I'm not satisfied with being outplayed as killer. If you disagree, that's your opinion.

    @Waffleyumboy that's fine. What made me feel the need to comment was that you said that if the map was balanced you deserved to win. It's a game of skill. No one is obligated to win and especially not if the map is balanced.

  • @Waffleyumboy said:

    Loss as killer (less than 3k) is never satisfying for me. If I play well and get a balanced map I deserve the win.

    Loss as survivor can be satisfying if my sacrifice helps my team get out. If you're counting derank as loss then it is impossible to lose as survivor. Loss is not satisfying if I lost due to silly mistakes or inexperience facing a certain map/killer. Being unsatisfied overall helps me improve and appreciate the satisfying losses/wins.

    @Waffleyumboy I have to disagree with your definition of a killer win because no one is ever obligated to win just because of the map. Sometimes you'll get out played because this is a game of skill. A truely balanced map shouldn't make you feel like you should win because it would be an even chance for either side. I feel like the upmost factor that should be important factor is that you had fun.

  • I'm looking forward to the change to doc. I understand that he's not the best killer but I struggle to play against him because his passive has no counter play you just have to accept that stealth isn't really possible. Maybe I'm just bad but that's how I feel.

  • @DwightOP said:

    https://forum.deadbydaylight.com/en/discussion/comment/927302#Comment_927302

    You are short minded. Imagine someone things ANY change is the same. FYI: there are good and there bad changes.

    @DwightOP I understand that there are good and bad changes but to most of the community that doesn't matter they still complain. I'm not saying the game is perfect but you have to agree that this community complains about way too much that it's hard to have discussion about what actually needs to be changed. Just think about how many threads devolve into killer vs survivor complaining about BT,DC, camping, tunneling, ECT.

  • @concious_consumer said:

    I just want to play vs semi competent killer. I played 5 matches today and didn't pip in any of them because it's impossible to pip vs noob without ruin in a match that lasts 3 minutes.

    I feel like I'm gonna uninstall this game for good this time.

    The incompetence of this dev team on every possible corner is like telling everyone to do that

    Why does everyone blame the devs when its the communities fault for being so whiney that they equate to a two year old. The devs are screwed no matter what. They change things everyone is mad they don't change things and everyone is mad. It's a lose lose senario.

  • Bill for BT and David for bloodpoints

    I main plauge as killer.

  • @dont_ask_me_again said:

    I had an SWF complain I was slugging while they were being an SWF telling each other where they got “Knocked Out”... yeah I know what you mean... can’t use mechanics in the game without them policing the one’s they can’t beat as the game would normally intend.

    If anyone has a screenshot of what you saw during the basement bug I’d love to see it... everytime an SWF player gets knocked down or hooked it should be what they see tbh.

    @dont_ask_me_again I have to disagree with this point because unless you as the killer are using the one perk that prevents the outline of knocked survivors outlines from being seen the 1 second saved by being told vocally doesn't make a big difference of you are slugging.

  • I personally like the idea of voice chat as a normal part of the game but I think it should work like it does In f13 where you have to be near someone to communicate and the killer can also hear you.this prevents the across map communication while also allowing for survivors to coordinate their efforts

  • I will never oppose having more variety in a game

  • @Dr_Loomis said:

    If I had been transported to a sinister world with three strangers whilst being hunted by a bloodthirsty killer...then only win would be myself surviving and getting home. 🤷‍♂️

    @Dr_Loomis who says you get to go home? The entity doesn't release survivors when they escape. You just escape to a different trial

  • For the most part I consider two or more escaping a win but I also count myself escaping as a win. But to be fair I refuse to leave people behind unless I'm the last person unhooked and already Injured

  • @darthvader501 said:

    I had actually meant as the main weapon

    then i would say no because a killer whos basic attack is long range would be way to powerful. escape would be near impossible. you would get hit and get your speed boost then get immeadiately shot again.

  • I said other because my main is plague who is both injure multiple survivors and ranged attacker.

  • My biggest problem is that i will start matchmaking as killer and then watch a full 40 min episode of Gotham and im still waiting

  • One of the main problems right now is gen speed. The main reason ruin is such a staple of the killer arsenal is because it is one of the only reliable ways to slow gen speed. If you make gens take longer then less people feel the need to run ruin and the diversity of builds will increase which is better for the health of the game in general

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