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LastShoe

LastShoe

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  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783181#Comment_2783181

    It's not necessarily true that Legion is weak in the 1v1 - what makes a lot of m1 killers weak in the 1v1 is needing to hit survivors twice for them to go down. Clown or Doctor for example.

    As I'm sure you're well aware Legion can 100% guarantee the first hit, meaning with 1 survivor mistake, bad pathing or a good mindgame and they go down. You should never chase a healthy survivor as legion if you can avoid it.

    It's easier said than done, obviously - you're gonna eat a few pallets and have to play around tiles but I think that's part of playing M1 killers overall. I'm hoping his rework makes his power more dynamic in the end.

    Well, clown and even more so doc can utilise their power to get a hit on harder loops or for more complex mindgames, legion on harder loops will have a problem, unless survivor blinds you during a vault... legion also had a nice trick where you could hit a survivor with your power get stunned by a pallet and then hit them again but it was made to be extremally hard if even possible

  • @ERROR404NOTFOUND said:

    To preface, I'm a gold 2 survivor and my buddy is a red 1 survivor, so it's fair to say that we play a lot of this game and have a lot of experience with it. Over the course of about 2 weeks and maybe a few dozen games, I don't think that we faced more than maybe 5 killers who were above ash rank. Not people who just haven't played in a long time, actual brand new ash 4's who bought the game that day. They got maybe one or two hooks and barely found anyone the rest of the time. Why is this happening? It's very clear that this is not a casual game by any means, so games with ranks that are this randomized and out of balance should not be happening. If this game is going to be skill based, it has to make sense. And this seems to only be happening to killers, because I'm a bronze killer and I consistently get put in games against red and gold survivors where I will be lucky to get a few hooks, let alone a kill. I can't remember the last time that I got a killer that was even remotely near my rank, let along comparable to my skill as a survivor. I know that this game can't be perfectly balance, no game can, but this isn't even close. This system is making the game less fun because there is no challenge to the survivors and no chance for the killers. I genuinely believe that this system is the reason why camping killers are becoming such a problem because that is the only way that low rank killers have been able to win at all. I'm not going to pretend like I know how to fix it but I do know for a fact that it is a significant problem that is a detriment to the longevity of this game.

    The problem with mmr is that it's terribly implemented, which is visible.

    Now, devs should make statistics in a form of graf that shows number of players in certain elos. If mmr is at least close to being well implemented then it should have some characteristics of normal distribution, which i really doubt and expect that it has 2 higher peaks for lower and higher lvl'ed players, which makes you either hard stuck in such group or constantly jump between 2 of them.

    I quess it's the case because of how my killer matches looks like, as an slightly above average killer, i rarely get people on my lvl, most of the time i get really hard games or really easy games... similliar thing seems to be happening on survivor, but i play survivor less, so it might be a random fluctuation.

  • @Brokenbones said:

    My advice would be adapt your playstyle against what you're facing

    You'll know if COH is potentially in play bc you'll hear the boon notification sound, so maybe if you hear that - don't split pressure as often, commit to chases and get downs. Legion's power is also good for making people trade hooks and waste time mending.

    And if not that, remember a survivor hit with deep wound cannot heal until they mend so you could stack both mending addons to guarantee some extra slowdown to circle of healing gamers

    Well... the problem is... if you commit to chases as legion you will have serious problems, this way of playstyle makes people say legion is weak and that is the best way to play against legion, split up, so he is forced to commit on single chase. It's a bad idea to play into your weakness.

    As legion you have to split your pressure and force survivors to heal because of it and waste time. Which is another problem with legion pin (it's a good addon, but only when paired with mangled/thana, so survivors won't rush gens like crazy.

  • @[Deleted User] said:

    Use legion pin or defaced smiley pin? (both if you want lol)

    Ah #########, i hate being addon dependent ;-;


    @Phasmamain said:

    Try a different killer. Plague can force heals in a similar way which is not affected by healing perks and benefits you with red puke

    Well, the problem is i want to play legion, i often play as any killer (except nurse... i enjoy being sane)

  • ONI SMASH PESKY SURVIVORS!!!

  • agitation is better, but iron grasp multiplies effect of agitation because less swaying makes you actually move slightly faster.

  • I don't know how to play spirit, i don't know how to learn playing her, all i know is that [redacted].

  • @GaslightGabby said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783063#Comment_2783063

    Trapper is easy. A better example would be Billy, who is arguably the second hardest killer after Nurse.

    I disagree, to play trapper effictively you have to know a lot of trap spots and know how will survivors move in certain situations, to either make passive traps, that will trap survivors after certain gens are completed or loop traps. You also need to understand how falling works, to put trap in a proper position, so survivor will fall on it and not next to. You need to understand the concept of mindgames to better utilise his traps in a chase and know on which loops place a trap and on which fake it. Trapper is at least intermedtiate.

    Not to mention that in certain positions you are reduced to m1 killer, which makes mindgames that much more important.

  • @Ryuhi said:

    if a killer gets to bloodlust 3, you already won the chase. why complain when you gained absurd pressure away from the killer? its fine just the way it is tbh.

    Why complain? Because mmr rewards only surviving the trial, anything else is unimportant and if you get bloodlusted then facecamped you will lose mmr, even if everyone else escapes. Therefor you will end up with worse teammates, so your chances of escaping will be lowered. At certain point you can get into elo hell, which escaping is true hell, unless you will constantly play hatch game.

  • @Mooks said:

    Eh. It’s only one match that won’t influence your score greatly.

    if you are so skilled you won’t die every match.

    and no, I don’t think the current implementation of MMR is great. But this is not a good example to prove that.

    Well, to prove how bad mmr is you need more than examples.

    I can prove it's bad in a simple way:

    Emblem system was implemented because pips based on kills was proven to be a bad one. It means that mmr right now is nothing more but a step back.

  • Blood warden- makes perk junk

    Insidious- still only useable when camping

    Predator - extremally op, especially when used on the executioner

    Spies from the shadows is already strong, there are just better choices

    Claustrophobia- it's so op... i can't even state how many ways to exploit this perk there would be

    1. I already see this one: 1 person on gens, 3 people doing nothing, 1 person who was on gen dcs.
    2. The problem with noed isn't that its unbalanced, it's just unfun
    3. Impossible to execute in practice for solo que
    4. With how maps are balanced it will be always the same picks, rn many maps should be reworked
  • Well... it nerfs self healing speed when in radius by ~10% XD

    such a massive nerf /s

  • Yep, as i understand the system they implemented, problem here is that game looks at it like its four 1v1's.

    Which also creates a problem of this kind:

    mmr of killer 1500

    surv 1: 2000

    surv 2: 2000

    surv 3: 2000

    surv 4: 10

    4 man escape? Killer doesn't really loose mmr from survivors 1,2,3... but he loses 500 mmr because he lost to much lower rated player.


    Another problem with mmr is that it's 100% hidden, so we have no actual visible proof that matchmaking is fair and there are not cases of solo q doing something like that.

  • While it might sound good... it won't work well... it will become a real mess, especially with difficulty of defining a niche builds...

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2761018#Comment_2761018

    Take it easy then. Play chill, you'll lose a couple of games and eventually you'll find a decent spot. That's how it played out for me - mostly.

    Hear hear, a man of wisdom has spoken!

  • "Playing as the killer was easier"

    *LAUGHS IN: infinites, instant keys with 4 man escapes, no bloodlust with super safe pallets, killershack with 2 windows, very slow vault speed, instaheals, healing midchase, exhaustion depletion mid chase and more bullshit i don't and i wish to not remember or know about*


    Nurse deserved a nerf and frankly... she is still extremally powerful, only harder.

    With deathslinger the problem was he was unfun to play against with quick fire, the problem is, he was nerfed also with terror radius and got nothing to compensate.



    While i agree that game has a lot of unfun mechanics and gimmicks i can't aggree that it's survivor sided. I have to give a point to the devs that they are actually somewhat are balancing this game for average 2 man escape, the problem is they do not balance it to be fun.

  • For self healing it would be still 87.5% healing speed... a very minor nerf...

  • Well, i don't think a minor speed nerf would actually solve the issue it has.

    The problem is that it has 2 combined effects:

    1. It gives self care
    2. It gives 100% speed buff

    if it had only 75% speed buff it would still be selfcare with 90% healing speed.


    In my opinion to fix it without completely breaking one of the effects you either have to nerf both of them at once in a non numerical way (because of the effects is a non numerical effect) or make both effects not affect each other.


    So, i know of 2 possible solutions that might work without breaking this perk completely:

    1. Make speed bonus not affect self healing either at all or self healing that was made possible by boon itself (you get healing speed buff, if you have a selfcare or a medkit).
    2. Make effect scale with distance from the boon, making it more beneficient to heal closer to the boon also making boon more vulnerable to be found by the killer.
  • Ah yes, nerf twins... a killer no one plays as because of how terrible and unrewarding it is. Let's face it, twins need a rework.

  • I like when they do that when im playing as the deathslinger ]:)

  • Ah #########, hag. Both teleport and i haven't played either of them for a while XD, thanks for pointing this out.

  • Flashlights need a rework, not just small changes like this one, they are just trash tier, unless facing a few killers, then becoming a really powerful tools...

    Are you facing trapper for example? Flashlights are useless... Are you facing  ̶n̶u̶r̶s̶e̶ hag? You have a perfect tool to counter her power by disarming traps and seeing them easily midchase... it's ridiculous, as ridiculous as old trap sabo against trapper.

  • Both sides can have terrible rng, yesterday for example i had 4 survivors all with medkits and healing perks... one of them even had 3 healing perks... i was the plague and they rolled a swamp map with hex spawn somewhere in the corner facing the wall...


    Many people claim this game is terribly balanced and they are right, not because it's statistically unbalanced, but because it's balanced in a very unfun way, instead of having all maps balanced to me almost equal, there is equal amount of maps that are either survivor sided and killer sided.

    Another thing that clearly shows the way this game goes are perks, both sides have very powerful perks that are a must, making both sides equal, but its not fun to be dependent on perks.

    And the thing that clearly shows the way the game is statistically balanced is last man escape/kill.

    Last survivor can escape thanks to the hatch and doors, killer can get one kill by camping after gens are completed. It equalizes itself making it closer to 50% kill 50% escape ratio... but i don't have to explain why it's unfun.

    1. You can drag the hitbox to make it artificially wider and by making it wider directly it will be easier to lose it on the corners and way worse at windows


    4 It goes against number 2 and yeah, vaccines are very situational

  • His terror radius is way too big for a 110% killer, now M&A is must on him, which reduces build variety.

  • @Hoodied said:

    He is smiling at you now :0

    Which worries me even more...


    Anyone, who watched a movie... do you know how you can stop Myers?

  • Another question, BE cant sell demogorgon, but will steam keys that unlock this dlc still be working?

  • Pro nurse mains: Im gonna end this man whole career

    in ???uh Comment by LastShoe
  • Trapper needs buff ti his base carry capacity, so he can have 2 traps at once without addons and all addons, which increase his carry capacity, will increase 1 less.

  • Short answer: No

    Long answer:

    It would work if many things would change as well. Map design, killer design, the way how loops work (pallets/windows/breakable walls)... unless, it was a perk that gives you a haste status effect for x time for x time of something else... but hope shows clearly how strong this haste status effect is.

  • Nah, its better with the age of empires 2, where they censor persian douche, so if you want to warn you opponent about what you are going to do, you can't XD

  • @Northener1907 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2108271#Comment_2108271

    That is not case, my dear buddy. Case is they dont care. They are just looking stats. And Nurse has worst stats. So if only stats important for this game, Nurse need buff. %40 killing rate is so bad.

    You are forgetting, that they look at the stats, that are coherent with what they want to do. So with nurse they will look at top players stats and say she is fine and if anything she needs nerf.

    With the new clown they will look at new players stats because survivors there are falling like flies and say he is fine and strong after the buff.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2106266#Comment_2106266

    Overwatch are the biggest scammers when it comes to lootbox, just look at the how duplicates are handled, the amount of bloat and how many skins are available for a limited time vs permanent skins. Overwatch lootbox practices are almost as bad as gacha games. Its worse than league of legend's, a free to play game.

    Well... their time exclusives are better than the ones that are used most of the time, where you can't get them in the future.

    And while duplicates are truly giving no the best amount of money, i never actually had problems with affording the skins i want, while playing just casually.

    And on top of it, you only get cosmetics out of the lootboxes, nothing that gives you any adventage.

    If you truly want an example of scammy lootboxes, look at the shadow of war and what this game had.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/2103023#Comment_2103023

    disagree, on disc DLC and loot box hold that crown

    Maybe not lootboxes by themselfes, but the way they are commonly used. Overwatch for example has lootboxes that are in no way a scam.

  • Ah yes... console subscription... one of the greatest scams in the history of gaming industry...

  • No, there are still scenarios in which unhook will be unsafe no matter what.

  • @Amelio said:

    https://forum.deadbydaylight.com/en/discussion/comment/2070187#Comment_2070187

    oh that game, yeah I tried it for a month or so but for me it gets boring fast, dbd is not about the grind: the rift is meant to the really invested players that have already played the game a lot and love to play the challenges after completing the achievements of the game, casual players are not meant to complete the rift but it's cool to get free stuff from time to time, I like to do some challenges from time to time but I don't see why you want so bad to the rift to be easier, I mean, it would be cool to get more stuff but it's just some skins it doesn't change the gameplay

    Yea... if its not about the grind then why there is as much grind, if not more, than in warframe. If you want something from the rift you need to grind the heck out of it, while bp grind remains unchanged and no, you often can't really grind both challanges and bp at once.

    And if you dont want to grind then you are so far behind with all the perks that it is just insane for competitive game.

  • All you need to know is known for being extremally grindy as a game, which main focus is around the grind...

  • @Astrian said:

    You play him like you would play Demogorgon, completely ignore your useless powers and just M1 people. Except your killer is worse because instead of 115% movement speed you have 110%

    Stop right there.

    Demo have not the worst power.

    Portals are great, sadly games are to short, so you cant prep with him fully

    His m2 is great at scoring easy hits at some loops.

  • @Amelio said:

    It's not that grindy especially compared to other games but you have to play daily the game and do a lot of mission so I think that if it was slightly faster to getting points it would be good, you already get 1 point per game? if not maybe that's what we need

    "Not that grindy"...

    Man warframe's battlepass is less grindy...

  • Run wraith perk if it truly bothers you... and considering you dont really want more narrow scratchmarks from his perk, you want to nerf killers...

  • @Kolossoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2062724#Comment_2062724

    "Having multiple strong killers is a good thing because that means that there are more different kinds of killers you play against. Nothing is more boring than having to play against the same thing over and over again."

    No no no. Don't say that. It should be the opposite!

    The more strong killers there are the more common they'll be!

    Like with strong perks, they'll dominate the game with the presence and that's not good!

    If you want all killers to be strong then all the survivors will have to be strong too, and that's absolutely a big NO NO!

    We should be making everyone less strong overall so that weaker ones don't get to be seen so weak!

    "The more strong killers there are the more common they'll be!"

    https://www.youtube.com/watch?v=_-04_frVkcY


    So you are saying that if all killers would be equally strong, then you will face even more often spirits and freddies?


    Also, unbreakable (after ds + unbreakable combo is not so dominant) and dead hard are not too powerful, the reason why they feel like it and are used most of the time is because most of the perks are as powerful as left behind. They have too small of effect considering how situational they are.

    Unbreakable is powerful situational perk, just as adrenaline and they are pretty good.

    Dead hard is decent, but not as powerful, but also there is no situation where you will tell to yourself, yeah, this perk did nothing.



    Also, if clown is F tier, the trickster is one tier below... He is m1 110% killer

  • @EvanSnowWolf said:

    https://forum.deadbydaylight.com/en/discussion/234759/were-going-to-live-forever-was-over-buffed

    What? You want to drop it to 25%?

    You want to drop a VERY SPECIFIC form of healing that may never come up in a game to 25% when Botany Knowledge works at 33% to all healing? Where did you come up with this 4D math?

    It needs another effect that will be useful more often, while not being broken in specific scenario...

    Lets say that it gives 5% faster healing for each stack.

  • @Lemoniax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021254#Comment_2021254

    I've yet to encounter such a swf. I play in high ranks and I watch a lot of DbD streamers (like Otz, tru3, fungoose etc.). I've never ever seen someone using this strategy or even use wglf for that matter. Just like with sweaty tryhard swf's which I encounter maybe 1 in 15 games (with crossplay on of course), the chance is fairly low to run into that specific kinda swf you are describing.

    And the chances into running 10k hours nurse main are low as well... does that make nurse ok? Well, no, if played almost perfectly she is uncounterable.


    Thats the problem with this buff, it can be broken if used properly by swf, while giving no value for normal games.

    It's such a f*ck off buff, from the devs that its just dumb.


    BE actually did something amazing, they buffed a perk in such a way, that it is straghtforward broken in specific scenario, while also almost useless in any other case.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021230#Comment_2021230

    I've been hit by soul guard maybe like 3 times in the past month of playing. It's hardly a big deal. Unbreakable is what actually gets used most of the time.

    WGLF is basically just we'll make it but active all the time and only on slugged people, it still takes time to pick them up, and quite often by the time they reach them, they have already mostly recovered anyways. If a survivor is on them too fast, they were probably in the area and infectious fright hit them, or the killer saw them and is now getting a free new target.

    It's not that bad; it can be VERY good mind you I want to make that clear it's far from bad and can clutch games sometimes- but mostly people use it for the blood points more than the effect.

    You really dont know what i am talking about... do you?


    Killer attack cooldown is 3 seconds.

    With wglf survivors can pick each other in 4 seconds (if both are picking up).

    Soulguard lasts 8 seconds, which is enough (if you have 200% healing speed) to heal each other while killer is hitting healers.

    Healed survivor can tank a hit for next 8 seconds, while healing with another one, who has 4 more seconds of soulguard the downed survivor.


    In short, 3 survivors can hold the killer infinitely. Earlier it required medkits and when they run out, there was a problem for survivors, but now...

    Now it's almost like the old sabo, where killer can't do anything, unless it's killer with power that downs survivors, or he has StBfL...


    So yeah... this perk is still meh (almost 0 buff value) for low lvl players, but is insane for swf on higher skills...

    So yeah... devs got a brainfart...

  • Im sorry... it does what?

    Did devs just got a brainfart?

    Its a we are going to ive forever on slugs without need of unhooking...

    Did they lost their minds?

    I wanted to return to this game after a break... but i don't want to deal with soulguard + we are going to live forever squads...

    It was a cancer already, but now they don't need a specialised build for that and they have wider window to do that already...


    No, thank you.

    Devs are dumb.

  • A switch to connect mouse and keyboard,

    lemon balm tea

    5.1 headphones

    Padded cell in case you snap


    Or just play anything before you get deppresed

  • Choose your own huntress change:

    1. We decided that huntress can throw too many hatchets in short period of time, so we decided that after each throw huntress has to wait 5 seconds before she can throw another hatchet, to make it more rewarding, when player hits survivor with the thrown hatchet.
    2. We decided that while reloading is important on huntress, the ability to do it without any thougth after wasting all hatchets was found unbalanced. Now huntress has to wait 30 seconds before reloading hatchets. With this change, we also added addons, that reduce this time, by 1 second, or reduces it by 50% of remaining time, when you are out of hatchets.
    3. We decided that, the ability to reload hatchets during the match without any thougth on saving them for future, does not really fit dbd, where killers has to make decisions, if they wont need the power for later. Because of that, we decided that each locker can serve only one reload action for the huntress.
  • @Snap_Tobiyume said:

    https://forum.deadbydaylight.com/en/discussion/comment/2001372#Comment_2001372

    Ive played him on ptb on a friends pc. I m1, then down with knives. Like a reverse huntress basically.

    Good luck doing that with any surivor with iq higher than of a potato.

    Following your logic right here i can tell, that burger king myers or walking nurse (without matchbox) is good.


    Burst of speed and attack cooldown will always allow survivor to reach save area...

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