Lemming
Lemming
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- Lemming
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It's possible. Different maps, different graphical elements.
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Meh. End Game Collapse only stops griefing and doesn't really fix the end game of the game. Many killers are going to be nerfed because of it and Legion is getting hit with a sledge hammer to make him useless. The devs will ignore the feedback and move forward with the changes anyways. After the Plague can't say I'm looking forward to another clown show. The PTB is a terrible way to get data back, with everyone using it as a playground for the most powerful add ons and items that render that data pointless.
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I'm all for hiding the offerings that have no bearing on your match. If someone wants more objective points I don't care. I also wish the secret offerings were truly secret. This would pair well with hiding blood point offerings that Killer uses.
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If the rarity of the perk actually had an impact on the Bloodweb, for example if you had green perks available they would appear in place of a green add on or item and wouldn't cause the entity just for taking it, it would allow the devs to target the player base with what they consider less used or baseline perks. It's a pity they don't do that, and so we have randomly different colors of perks for no good reason.
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@Kamikaze_Rose said:
If this "experiment" had been done in rando lobbies, I'd be more willing to accept its findings, but cherry-picking 4 survs who've been playing since release and then acting like it's how the average survivor plays is seriously flawed. Besides, I'm skeptical of anyone who puts "one of the best killers in the game" in their Twitch profile.
Marth recently did just that. He took a new account from rank 20 to rank 1 and did it in about 80 games. It isn't hard to rank up, even with randos. It's that players are playing the game wrong, coming back for saves when they don't need to or is risky to attempt. When a player gets his emblems and just leaves the killer can barely do anything.
Edit - Links
https://www.youtube.com/watch?v=r289pnADD6M&t=437sRank 20 - 1 Solo Survivor Rank 20 - Rank 1 Fresh Account Killer,Map,1st Gen,Final Gen,Escaped,Hatch Used Y / N,Ruin Y / N,Ruin Destroyed,Blood Points ,Teammate DC Y/N,Mori Used Y / N,Killer DC,Lightbringer,Unbroken,Benevolent,Evader,Total Game 1,Myers,Thompson House,1:40,N/A,N,N,N,N/A,13,618,N,N...What I found most interesting was the averages. Nearly 20k blood points per game, first generator at 1:53 and last at 7:33, nearly a 70% escape rating, and around 41% of all matches having Ruin but only about 3% of the matches had a Mori in them. That means games are lasting much longer with randoms (about another 1/3 to what I'm personally seeing when I do Killer) and Killers don't seem to be using Mori that much, but quite a bit of the Killer base is using Ruin. It also means he was earning on average one pip per a match.
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Welp, that was disappointing.
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What they need to do is take the tree we commonly see on most maps, make a version of it that is hallowed out and put it as a possible spawn location on the maps with a totem inside of it.
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It's out of date. It was talking for example about Decisive Strike.
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Fine, here we go. All the Killer nerfs.
General killer nerfs:
- removed the ability to be able to prevent the unhook prompt from popping up by standing in front of a hooked survivor (since you listed the fixing of an exploit as a "nerf", that's what I'm doing right here aswell)*
- buffed pallets from the stun happening at the middle of the pallet drop animation to the start of the animation
- the ammount of pallets have been increasing each time shortly after they supposedly made less pallets spawn on the maps
- Nerfed bloodlust (3 times)
- increased the hook timer by 15 seconds per stage
- Removed the ability to be able to bypass borrowed time with insta down mechanics*
- removed the ability to be able to consume decisive strike without it having any effect on the killer when dropped*
- Made it harder to rank up for killers with the victory cube
- nerfed the ivory and ebony memento mori offerings
- Changed the killer's fov to make it harder to see survivors at a very close range*
- Changed the scratch marks to in many instances not accurately represent where the survivor ran off to*
- Changed the sound occlusion multiple times to make it harder for killers to hear where survivors are*
- buffed mist (offerings) making it harder for killers to find survivors
- added indicators for survivors to tell them when certain hex perks are being used
- increased the (default) duration of the stun after wiggling out
- Increased the wiggle penalty for dropping survivors from 25% to 33%.
- reduced the size of the target lock-on hitbox of survivors
- added the ability for survivors to be able to enter the hatch from all angles
- removed the killer's ability to be able to see survivors on hooks
- added that the killer blocks the aura of the hooked survivor when the killer stands or moves in front of the hooked survivor from the point of view of a survivor looking at the hooked survivor*
- removed the ability to be able to use items that belonged to other killers (i.e. myers with a chainsaw etc.)*
- added tiles in which there are areas which are unsurpassable for killers, but passable for survivors (the so called "fat shaming" spots)*
- increased the angle from which you can blind killers
- introduced pallets which can be broken from only 1 side*
- introduced pallets which are standing upright that cannot be passed or broken by the killer until a survivor performs the "drop pallet" animation*
- increased the range from which killers can be stunned with a pallet drop
- added the pallet vacuum for survivors
- changed the combine harvesters on coldwind farms to be more survivor sided (twice)
- removed the killer's ability to be able to fly*
- reduced the ammount of crows that spawn on the map
- changed the way survivors interact with crows by making it so that when a survivor crouches near a crow it will not alert the crow
- removed the ability to be able to earn bloodpoints from hitting a survivor that is on a hook*
- reduced the ammount of information that is available to the killer about the survivors in the pre-game lobby
- reduced the overall skillcheck chances of survivors working on generators which decreases the overall effectiveness of perks which affect skillchecks
- Removed the 3 O'clock skillchecks which decreases the overall effectiveness of perks which affect skillchecks
- Made it so that survivors can blind and force the killer to drop the survivor they were picking up during the pickup animation (twice)
- Removed the ability to have no cooldown when you hit a survivor right next to an object*
- Removed the ability to be able to reduce the effects from wiggling by hitting a wall while carrying a survivor*
- Removed the ability to be able to push survivors away from hooks
- Nerfed the mangled status effect from 25% to 20%
Perks:
- nerfed shadowborn (twice)
- nerfed spies from the shadows (spies from the shadows did not work at all for a long period of time)*
- nerfed bloodhound
- nerfed No one escapes death (twice)
- nerfed Play with your food
- nerfed Save the best for last
- nerfed unrelenting
- nerfed thrill of the hunt
- nerfed iron grasp (twice)
- nerfed brutal strength
- nerfed deerstalker
- nerfed a nurse's calling
- nerfed franklin's demise
- nerfed sloppy butcher
- nerfed thanataphobia (removed dead survivors affecting the living)*
- nerfed knock out (made open handed affect it)
- nerfed whispers (increased the volume of the whispers to make it harder to hear survivors)*
- nerfed tinkerer
Trapper:
- removed the ability to be able to trap hooks
- increased the minimal distance at which the trapper can place a trap next to another one
- changed honing stone from putting someone into the dying state guarranteed, to having a mere 50% chance of putting a survivor into the dying state after having been caught in a trap
- shadownerfed the size of the hit box of the trapper's traps several times
- changed the setting trap indicator to no longer match where the trapper actually sets his traps (twice)*
- removed the trapper's ability to be able to place traps on the hatch
- decreased the time it takes to disable a trap from 5 seconds to 2 seconds
- removed the ability to be able to set traps through staircases and certain floors*
- changed the trapper's traps to get stuck into walls or other objects when the traps were disabled or the killer would grab someone out of a trap near a wall or object*
Hillbilly:
- increased the duration of the stun when bumping into an object
- removed the ability to flick*
- removed bloodlust from when using his chainsaw*
- reduced the effectiveness of the addons which reduce the volume of the chainsaw
- increased the cooldown on the hillbilly's chainsaw
- removed the ability to be able to instantly break a pallet with the hillbilly's chainsaw within a 3 second window when the hillbilly had revved up his chainsaw and afterwards didn't hit anything at any given point after the last time he broke a pallet*
- removed the hillbilly's ability to be able to put a survivor into the dying state while simultaneously breaking a pallet when a survivor slides over a pallet as the pallet is being chainsawed*
Wraith:
- added an increased cloaking time on the windstorm addons (white and blood)
- increased the rarity of the blink (previously mud, now blood) addon without changing it's qualities
- removed the ability to be able to gain deviousness points by cloaking and decloaking in front of a hooked survivor*
- removed the ability to be able to appear as cloaked for survivors while not being cloaked*
Nurse:
- reduced the ammount of default blinks from 3 to 2
- reduced the nurse's movement speed from being the same as trapper, wraith, hillbilly etc. to being even slower than the movement speed of survivors (while running)
- nerfed every single addon she has
- nerfed the range of her lunge after a blink (three times)
- removed the ability to be able to look up during her fatigue*
- removed the ability to be able to break pallets, interact and grab during the nurse's fatigue*
- added an attack slowdown when swinging while carrying a survivor*
- removed the nurse's ability to be able to blink on top of the shack
- added the ability to be able to lightburn the nurse while she is charging up a blink
- changed the way the nurse's blink works to make it so that the nurse would always blink into the basement when blinking near it*
- added the weapon swipe animation after hitting someone after a blink before going into fatigue*
- added the ability to be able to pallet stun a nurse (although they removed the ability to be able to stun her mid blink and not just after a blink, it has been confirmed that this will be brought back in the future)
Shape:
- removed the ability to be able to stalk multiple survivors at once
- reduced the movement speed on the vanity mirror
- reduced the point generation on the vanity mirror and the scratched mirror
- removed bloodlust from evil within 1*
- added the vulnerable indicator for survivors when the shape goes into evil within 3
- reduced the ammount of bloodpoints the shape gets in the deviousness category from stalking
- removed the shape's hitbox while stalking
- removed the ability to be able to end a chase instantly by stalking to gain tokens on PWYF rapidly*
- removed the ability to be able to stalk survivors in lockers*
- removed the ability to be able to stalk survivors who have left the level*
Hag:
- added the ability to not trigger any traps when crouching over them
- removed the hag's ability to be able to recover from decisive strike and a wiggle out instantly*
- added an indicator for survivors to tell them when they are affected by the waterlogged shoe addon
- removed the terror radius from the hag phantasms*
- removed bloodlust from using the scarred hand
- changed the scarred hand to no longer bodyblock the moment the trap triggers, and can also no longer trap survivors when a survivor is stuck between a phantasm and an object*
- removed the ability to be able to have traps triggered by dying survivors
- changed the hag's pallet breaking animation in such a way that it makes the hag look downwards when she breaks a pallet, instead of forwards
- removed the outline of the hag phantasm when a trap is triggered*
Doctor:
- added an attack slowdown when swinging while carrying a survivor*
- removed the doctor's ability to be able to shock injured survivors from a massive distance*
- snapping out of it no longer counts as healing (thus perks that affect healing no longer affect snapping out of it)
Huntress:
- changed the iridescent head to remove 4 hatchets from your inventory, instead of removing only 2 hatchets from your inventory
- removed the ability to be able to throw hatchets without losing any tokens on play with your food*
- added that the huntress slows down massively when she puts away her hatchet after she pulled it out*
- Reduced the effectiveness of the addons which reduce the huntress' windup time.
Cannibal:
- removed bloodlust from when using his chainsaw*
Nightmare:
- added an indicator to tell survivors when someone is asleep
- increased the size of the nightmare's terror radius from 16m to 24m
- added a 3 second slowdown after putting someone to sleep
- added that you wake up when you recover from the dying state
- removed the ability to be able to rapidly put multiple survivors to sleep (this has recently been re-added again)*
- changed adrenaline to make it wake up the survivor who is using it when it activates
- removed the ability to be able to put survivors to sleep who are in lockers*
Pig:
- Removed the ability to be able to kill someone with a reverse bear trap by dropping them behind an exit gate*
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I'm sure someone will be by with the Killer list.
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Evolver. I bet the license would be on the cheap, it's a B movie but a B movie a lot of people saw, and the devs could do something fun with the Killer's vision giving us the old early 90s robot tracking style of vision.
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Around a 3/10 I would guess. It does address problems that Legion has, but strips out what I think Killers see as his core vision and usefulness of his power while also removing UI elements from the killer's view and making us count again like against old Borrowed Time. What is the point of that?
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Mettle of Man allows you to take an extra hit, but have your aura revealed if you heal.
This is faulty logic. MoM is becoming part of the new Meta which means you are seeing 3-4 on average per a match. Same with Adrenaline in the game's current state. If the perk is not fun to play against and it has become meta it is a problem.
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Would rather only have 1 tier of perk. The amount of grind for the average 200-300 hour player to finish a load out is extreme and will only grow. Either perks become 1 tier or we suffer greater and greater levels of bloat.
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I'd rather have more perks that run off of dull totems to encourage people to hunt them down over hiding lit totems in blindness.
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Why it should of been was "Being put into the dying state from the healthy state grants a token. At 2 tokens Mettle of Man activates preventing the next time the survivor would be put into the dying state from the healthy state. Healing to the healthy state after the perk activates provides aura reading to the killer."
That would of made it good against the better killers and perks while allowing for counter play and changing survivor behavior. Right now people go out of their way to get hit so they can MoM at crucial times. By tying it to instant downs you make it more of an instant down protection perk and decouple it from items providing extra hit economy.
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MoM isn't a fun perk for a killer to face. It's yet another second chance perk with little interaction on the Killer's part and recreated the bad feelings Decisive Strike had. Detective's Hunch didn't suffer from this level of outcry for example. Killer's don't like feeling robbed because someone slotted in a perk and they really don't like having those perks stack on top of each other. For example...
Borrowed Time into Dead Hard into MoM into Decisive Strike into Adrenaline is not only uncommon it's becoming the new meta. That is not fun to face, especially when in mass. Eventually we are going to have to create a debuff for second chance perks to prevent them from stacking.
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@DexyIV said:
Yikes. Considering the end game changes they announced that are blatantly killer sided, this post didn't age well. Good changes imo but if you really think this, it's kinda sad.
BHVR has a history of making a few select aspects of the game blatantly strong while leaving others in the dirt. They do this for perks too. MoM vs Slippery Meat, BBQ vs Monstrous Shrine, Spirit vs Freddy. This isn't a killer-exclusive problem. It's just how they balance their game. Do I agree with it? Not really, but to claim yourself as a victim of getting a lack of priority in updates is just false. Killers as a whole have gained a lot of power through their own buffs and survivor nerfs in the past year alone.
Yes I do wish there was more variety at higher ranks, and it's something I hope they address in time. They are painfully slow to address problems like this, but they'll get there.
And claiming that survivors have it all just hurts me a bit on the inside. It's statements like these that make me think some killer mains haven't played a single minute of survivor in optimal levels of play lol
How is the end game killer sided? Most games last 3-5 minutes at higher ranks.
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Only thing I would change would it be totally dominating Freddy at the end game. Otherwise, the reason it's strong is how the generators are designed and the time they take to finish compared to how long it takes to transverse the map and for survivors to degrade on hook.
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Simple Solution. Blood Warden blocks the gates for 1/2 the collapse time, however long it is.
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@Saint_Ukraine said:
https://forum.deadbydaylight.com/en/discussion/comment/428729#Comment_428729
@NoShinyPony Yeah, I don't play like that at all. Typically, I hook once, then I slug them once I find them again. It wastes a lot of time, because then the survivor not only has to get healed by another survivor, thus taking them away from gen repair. Once the survivor is healed, they're immediately going to prioritize removing the rbt before doing any gens. I usually get 4k's out of it. Sadly, people will sometimes d/c when I do this.
Devs already said they are changing the Pig and various other end game perks to account for the collapse. Most likely that means is when the Collapse starts the reverse beartraps will not kill you if you use the exit gates. Evidence? Look at Legion.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/427816#Comment_427816
Legion is weak currently, I still play him. Unless now Legion will be so weak that he won't even be able to injure survivors, then I would understand. But Freddy is the weakest killer and for good reason, but people still play him. Look at any other game, people will play weak characters, because not every one cares about winning, or being the best. They just want to have fun and not see a game as a chore.
What can the proposed Legion in the changes do that a Wraith can not do or do better? The Wraith can clear pallets/windows faster. He delays more with mangled, moves faster WHILE CLOAKED and keeps his tracking while the Legion announces to everyone he is there for roughly the same or less speed and same damage and regains the use of his power much faster than the Legion will. Coming out of cloak and attacking doesn't stun him and he actually works with many perks that the Legion doesn't get to use normally. And this is the Wraith we are talking about, not even upper tier.
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Thought, are the Pig's traps still going to kill you if you exit an exit gate without removing it? She might have stronger end game than freddy since she can now remove the hatch.
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@RSB said:
https://forum.deadbydaylight.com/en/discussion/comment/424631#Comment_424631
When can we expect "minor changes" to the Plague? I mean, nobody plays her now, because how much you nerfed her, and our feedback says you should do something about it. Rever the nerf, or something else.
Everybody, during the PTB, said she is fine, but you still wrecked her due to some survivors crying (really a few, 90% of survivors were OK with the Plague, and that says something).
Same for Clown - nobody plays him.
Freddy?
Bubba?
Trapper?
They all need changes, and we are consistantly telling you this.
Why are you so stubborn in making changes? You have a pretty big team of people, why can't you project, propose and make some changes to those killers/balance/survivors? I mean, more than one times per 1,5-3 months? In other games developers can make patches even everyday. And they are teams of 1-10 people, not so large like yours.
There are plenty of issues in this game - genrush, hatch, camping (although it is fair in most cases), looping, survivors having way stronger perks than killers,despite it is 4vs1, lack of stealth gameplay and too much "YOLO" gameplay with looping and taunting the killer, infinities... I can go on an on, where are those changes?
I know, Peanits, that you are a good guy, and you have nothing to do with said things - this post is not directed towards you, but towards the people in charge of making changes.
They can't afford to make patches every day. DBD is a console game now, so xbox takes their cut if you submit too many patches too quickly. And it isn't cheap.
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You know who travels the map quickly and doesn't emit a terror radius while doing it? The Wraith. So many people like how he plays....
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@Peanits said:
It will be on the PTB first. If it is necessary, they could always be changed. It's worth noting a few things, though:
- Although the speed is lower, Feral Frenzy is longer. Overall, you'll be able to much much further than you could before which will make it easier to hit multiple survivors.
- Using Feral Frenzy against an already injured Survivor wouldn't be a good idea in the first place, since all it would accomplish is applying Deep Wounds to them.
- If you miss an attack, your power will not be depleted, it will only cancel. For example, if you have 75% of your charge left, you will start recharging from that point. It does not go back down to zero just because you missed.
Still bad changes. People who play Legion want to chase people down stabbing them multiple times, something like in a frenzy. This new change does not fit the fantasy you are providing to them. Instead, they will hit the Survivor once, chase them with frenzy, cancel their power, then M1 them. They won't go hit other survivors, they won't risk stunning themselves needless with an unreliable power or dealing with Dead by Daylight's glorious hit priority and hit the wrong target in a cluster of survivors. Lets go one further. What is to stop a survivor who has been hit by Feral Frenzy from just body blocking the Legion in an alley way to prevent him from reaching his teammates? Nothing. That is how badly designed these changes are.
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Biggest difference now is that when you are mending the Deep Wound from Borrowed Time you are not stuck in one location. As long as you are in the killer's TR you can move around, hide, get in a locker, ect with no effect on your timer.
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These proposed changes are bad for the Killer. Basically, you want to M1 the survivor, Frenzy to catch up, Cancel the Frenzy when you bodyblock or are close, then M1 again. You are penalized for actually using his power as intended and using it in the manner above makes you a visible Wraith with worse tracking. Why even play Legion? Why not ANY OTHER KILLER? If you just want to have the Legion be a killer with a sprint power, just redesign it that way. Right now the Dev team has spent many hours planning, talking, coding, and testing the Deep Wound mechanic only for the killer to not use it since it's the sub par solution. People involved should take a good long hard look at how they got there and fix it.
