Liruliniel
Liruliniel
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Anyone who ever plays any game for an extended time will start to get into the games fashion.
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@Alice_pbg said:
Ok, I made this discussion in the feedback and suggestions part of the forum (because it's where it should be)
But since no one goes there besides the devs(I think). I wanted to post this here to see what people think about it.
This is the TL,DR version of it
I think RSN2 should be a second base power for pig. And you choose between regular RBTs and RSN2 RBTs in the preparation screen. Maybe also freddy.
Tell me why would you run RSN2 and actively nerf your own power?
The point of a RBT is to slow the game down.
RSN2 basically say do gens to find the boxes or waste time looking all over the map for a box. No one except low rank players will do boxes first. Without RSN2 you have the option to use a box or a gen. Most seem to do a combination of both in my experience.
So unless your new to the game you'll have the option removed and do the gen immediately. This is quite literally the opposite of what Pig wants. Ya some people just do the gen and some people just do boxes, but the option to choose helps. By removing that option you have effectively nerfed her power.
Oh ya this will be incredibly overwhelming and broken for lower ranked players who think they must remove the trap asap before gens.
@AsePlayer said:
I never want to see anything related to a buff associated with Freddy ever again.
I would rather Buff Freddy than ever play against a Doctor again.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1202441#Comment_1202441
That's honestly a useless teammate, and you don't see those in Red Ranks.
Thanks to BBQ most all survivors get caught and hooked.
I saw one in red ranks less than a week ago. Rank really doesn't mean much anymore either. Even if we assume it did and red ranks were the cream of the crop for arguments sake. You've already acknowledged people are like that. Don't you find it sad that a large portion of people who act like that are able too escape after doing nothing all game?
Not sure why you bring BBQ up. I've personally been found at EGC for my first hook more commonly than not. I dont typically hide either against it. Very few killers can capitalize on BBQ. Not saying I'm good or bad just wanted to point it out.
Either way both Keys and Moris are incredibly toxic and game breaking. They warp the entire game significantly and should both be removed at the same time.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1201945#Comment_1201945
I don't think you understand the situation. They shrunk the map, weakened and removed some loops, AND lowered the amount of pallets AND kept bloodlust in the game. What are survivors supposed to do exactly? Especially against an insta-saw Billy? There's no pallets.
The bloodlust will unfortunately be a thing until all maps get a proper rework, but I've seen a few of the new maps and understand what your talking about. There's a difference between fixing a map and killing it. I would prefer maps be 50/50 or 60/40 at the very least.
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@BigBrainMegMain said:
Yeah, because bringing a key means a guaranteed free escape.
You do know that keys only work if survivors work on gens, right?
And it's killers like you that are going to get all moris nerfed really soon.
That's false. You dont need to touch a gen or even have the number reduced to use a key to get out. It's just a waiting game.
At least a Ivory or Ebiny Mori requires you too hook them.
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@CaptainCastle said:
https://forum.deadbydaylight.com/en/discussion/comment/1202138#Comment_1202138
Just out of curiosity, when did you start?
Some time around Clown DLC release. Was either right before or after it dropped.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1201981#Comment_1201981
Nobody was complaining about the removal of infinites. We were complaining about the lack of pallets that exist now and the sheer amount of dead zones there are.
When I first started it was heavily killer sided and move towards survivor. Now it will return to killer it seems. I hope they do some small adjustments to the pallets. Even unsafe ones would he nice for the deadzones.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1198807#Comment_1198807
I don't rely on it, but it's used just in case the match gets there. I'm still working through the match. the same can be said of adrenaline, if you have it more than likely you are relying on that instant heal and speed boost when the last gen is done. Don't be lumping everyone into one group when you don't know what you're talking about. you say it's bad killers that use it because that's how you see it if it is used. no, you are part of the problem by thinking this.
I love how you get so upset by a small analysis of a perks use from my experience, but hey that's fine it doesn't change the fact the majority of users who use NoeD are typically bad players. Funny thing is you act like I'm the sole person who says this as well. Many many players say this on both sides. Probably hundreds if not more threads on this topic. Some killers refuse to use NoeD because either they find it cheap/unearned/waste of a slot. Some Survivors have the same feelings for Adrenaline and DS.
So when I say I think it's a good perk used by bad players no I'm not a part of a problem it's an opinion. There's significantly better perks for end game or in general so why bother wasting a slot.
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@xEa said:
I am on the PTB right now, and all i can say is: Is this a little late april fools joke?? It has to be, right?
First game i play: Gas Heaven
There is 1 (ONE) single pallet on the whole middle of the map! One!
https://us.v-cdn.net/6030815/uploads/230/4H3MVCDIRVWD.jpg
The rest of it is a deadzone with absolutly nothing but here and there some trash!
https://us.v-cdn.net/6030815/uploads/101/KAWZ4X5O95AK.jpg
1 Pallet in the garage
https://us.v-cdn.net/6030815/uploads/235/17S8ZEX379VI.jpg
1 more pallet between killershack and deadzone
https://us.v-cdn.net/6030815/uploads/673/KZ4WVS1QIRA6.jpg
4 Jungle Gyms with 1 pallet each
https://us.v-cdn.net/6030815/uploads/384/6O5O0ZJKTNHG.jpg
And the Killer shack pallet.
8 pallets on the whole map. Are we good? I mean, ARE WE GOOD? I honestly have to ask without sarkasm. Have you forgot to add the pallets in those silly big deadzones and the silly big middle of the map (2 gens by the way... 1 pallet... )
This is even worse then i have expected, and i thought it will be aweful.
2Nd Game: Gas Heaven again
This time i count 7 pallets! And most of them are even weaker then before.
3rd Game: Thompson House
I am already really frustrated, so i stopped counting pallets but it looks like more or less the same ammount. All i can say at this point is that the map looks really really aweful, even worse then the old thompson house. It feels squeezed, not well designed at all.
I might try out a few more games after a break, but if this goes on like Thompson and Gas Heaven.. ahhm well... good luck with your next game devs. At least you know how you killed it.
Guess you'll have to learn to loop windows instead of pallet camping. Learn how to mind game and actually get better at the game overall. Killer's had to adapt with no Ruin and did fine. Now it's your turn with limited resources.
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@MissKitty95 said:
I thought she was going to look a lot better :(
Same honestly I was hoping it would be changed for better after everyone complained.
@senki527 said:
should have made different hairstyle under the hood :(
im disappointed I can't drop the hood for the hair styles they look good.
No problem.
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@Mistikus said:
I aswell think bloodlust should be removed ith this update, there is not such thing like god loops anymore
I dont mind blood lust one, but 2 and 3 are becoming unnecessary nowadays.
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I use PGTW and Surge.
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@Peanits said:
If you are outside of the refund window on whichever platform you bought the game on, we are not able to make an exception and provide you with a refund. As this is a live game, anything is subject to change and balance and we do not offer refunds in the event that one of these balance changes are not to your liking.
Where would we ask for slight design changes of the maps? I already see one that's slightly broken from a screenshot and I'll being trying the ptb later and which to make a list for things that could be pointless or broken.
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1199592#Comment_1199592
Hard to say from the 1 hour of playtest
Some maps surely feel they have less pallets but they get compenssated for having LT tiles
Some maps even have new windows like hadonfield, thompson house
maps without god windows require you to learn a new way to loop them, since it's still possible but way harder now
Thompson house did they add an additional way to get out from the top?
I hated god loops I actively avoided them unless it was a camper or tunneler. Thanks though this makes me think it was a good thing.
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@Thatbrownmonster said:
Did you try the PTB?
I went expecting maps to become tiny but they cut like 10% of a map, you will barely notice a diference
Hows the maps? Do they feel more balanced and thought out? Do both sides have a good chance for mind games? Would you say they are within a more 50/50 or at the very least a 60/40 Split? Does the 10% cut off feel noticeable?
Omg so many questions I want to ask D:
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@toxik_survivor said:
I say that because I feel like I carry the team and survive and still dont pip with very good emblems.
You can legit do nothing all day and escape. You think people want to deal with every urbaning Self Care, Spine Chill, Sprint Burst Claudette who took hatch after doing nothing except living long enough to get the unbroken emblem maxed?
I've run killer the entire game all 5 gens and am able to pip at red rank with maybe 10 seconds on a gen. If you feel like your carrying your team than maybe it's time to get a new team or change your playstyle
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@hihowareyou said:
A lot of game developers (Activition-Blizzard, Riot games to name a few) allow for a de-escalation policy, where a temporary (or permanent ban, in some cases) can be lifted from one's account, if the player in question has made considerable efforts to improve themselves.
As it stands, a lot of toxic players who are permanently banned simply buy a new account, and continue as they used to. If a "redemption-period" was to be implemented, a toxic player could receive a second chance, if they don't receive any reports for a certain amount of time period, say 6 months. That way they will act better, instead of ban evading.
Thoughts?
You get reported for everything though. I got reported past week for memeing with a killer on Thompson House.
I spawned in ran over to a gen 2 ppl were on it so ran to the other side of the house. See my friend and a LF in the distance. Started nodding at him and he returned as well. We proceeded to play and meme. 2 randoms were stupid and got killed. Me and my buddy kept memeing and enjoyed the match.
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You've all just been exploiting them since release. Time to get banned will say every Camping Tunneling BasementFace who ever got reported.
Seriously tho that is a tad weird.
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@Steel_Eyed said:
Dead hard for distance. Not to force missed hits.
Some people would prefer to use it skillfully instead tho.
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@Cancan71 said:
I think that some killer and survivor mains have a victim complex, where they see any nerf to their side as the devs being biased against them and then claim that their side is so weak. People also tend to exaggerate a lot. Remember when killers said that they couldn't win without Ruin? Remember when survivors said that DS was useless after its rework? Remember when Doctor was "nerfed"? Remember when sabo was op because of one video of a four man SWF against a brand new killer who didn't know how to counter sabo yet?
That said, I do think this is a good step forward for the game. I'm just gland that Mettle of Man will finally start working as intended.
I would like them to address the issue of second chance perks being stacked. That's always bothered me since they mentiond slow down perks shouldn't stack.
Depending on how this goes the only thing left for me and my complaints would be Bugs and glitches need fixed.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1198780#Comment_1198780
Noed is funny because its like old ruin survivors couldnt hit skillchecks or find the totem. Noed you need to hope your team cleanses all 5. Like i think i cleansed all but one one time and hoped the others had found the last one absolutely destroy the killer then get noeded at the end and killer gets a 3k. Totem was in the very corner of the swamp map behind a rock.
Not really I just have come down to saying
NoeD is a good perk, Used by bad players.
Most people who use it tend to solely rely on it to win games that they honestly don't deserve to win.
I get what you mean though.
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@toxicmegg said:
it's not fun to be exhausted on the ground every single time you try to use the perk. why is it still not fixed, it's still buggy and it's 1/10 chance you might actually get it to work
can you fix your damn bugs and make the perks actually work as they should??
You mean you don't dead hard for distance like a good player should? Your trying to use it skillfully? Ya get wrecked.
Jokes aside me and a friend just had this conversation last week. It's not that it is bugged it's just how the game registers hits and
The ping between you and the dedicated servers and
The killer and dedicated servers and
The ping between you both.
That a lot of verification in hits that goes through a lot of ping to verify. Iirc it was a 3 check system action is possible, verifying it can happen again, proceed to acknowledge and do action. It was great on a PtP system not so much on dedicated servers.
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@ClickyClicky said:
I dont think anybody is saying killing god loops is an issue.
What people are saying is that killers have got a lot of what they wanted the past year. Toolboxes nerfed, god loops fixed, maps shrunk, instaheals nerfed.
Thats all great. It makes killer more enjoyable.
However now maybe something has to be done for survivor. Camp/tunnel:noed strategy needs to go. Its used in the vast majority of games and ruins the experience for many people. Likewise some killer add ons could be nerfed just like instaheals were (looking at you iri head + infantry belt)
I really dont know why it bothers me about Iri Head + Infantry Belt especially since I only see bad Huntress's use it anyways. I would like to see it only apply at 24 meters and more though to work with her trophy.
@supersonic853 said:
Sorry if as a killer i don't like being run through the same infinite by all survivors because they all know them by this point. Ruin was killed to look at gen speed and big surprise it was a problem. But what did survivors say again? "Get good and apply pressure" you can still loop without your god loops so guess its your turn. Obviously if these end up being completely useless the devs will fix it thats the point of the ptb. The problem with ruin was they didnt fix gen speed while reworking it so we got the era of genrush. (And before you say killer main i play 50/50 rank 1 survivor and rank 8 killer) i personally hate the us vs them mentality but theres been a lot of it lately.
Removing god loops and fixing maps is honestly the best direction this game has taken in awhile. Camping and Tunneling will always be a thing. It is in every game, but NoeD is trash and should be removed completely. It's a good strong perk with legitimate uses and strong counter play. The issue is I only see bad players use it. How many times have you outplayed a killer as a solo or team only for them to get a few kills because of NoeD. Like seriously the perks a joke. Survivors are punished for doing well and killer is rewarded for clearly failing. Sometimes people can't find that 5th dull totem.
NoeD is in the same spot Adrenaline is when you are slugged as the 4th Survivor and killer closes hatch to start EGC. It's a good luck hope it works out situations.
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@mouse0270 said:
So reading through these patch notes, I am liking a lot of the changes. As someone who mostly plays killer I am happy they are taking a look at fixing some of those over safe loops. I am also happy that they decided to not increase gen speeds, but make it slightly less rewarding for multiple survivors, but not enough that they still wont work on the same gen. Lastly, I am happy they are looking into map layout and tile generation.
But to the title of this thread, Why didn't you mention anything about Pop as a changed perk and only survivor perks. Pop basically became king once you adjusted ruin, and can be quite annoying for survivors. With your proposed changes you basically in-directly gave it a huge buff, as it's now even more unlikely to finish a gen with multiple people before a killer could get to it. Why not reduce it to 20% (would prefer 15% but would guess that to be unlikely) or shorten its time from 40/50/60 to 20/25/30.
Aslo, in all of your map talk you never once mentioned the horrible gate spawns. I find it ridiculous as killer that I can see two gates at once on so many maps. Like how is it even logical that the gates would be allowed to spawn on the same wall? End Game Collapse already hugely favors my side anyhow, to make it so the gates are within viewing distance of each other means I won without doing anything.
Nothing is wrong with Pop and your answer to it seems to be change it back or nerf it. It's nothing more than a slight hindrance by adding 20 seconds back. If you tap a gen and he pops it a second time that's on you.
Ya I do agree some exit gates are horrible, but at the same time EGC is meant to prevent hostage taking like hatch stand offs or hiding till the killer DC's. Realistically though if your the last survivor who couldn't find hatch and gets bad spawns with doors. You be clearly failed anyways. I do actually hate being able to stand on a hill between doors and watch both of them by just turning the camera a bit though.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1198671#Comment_1198671
Where do you have this knowledge, that killers are leaving? For me it takes longer to get a killer game, which is a good indicator that there are currently more then enough killers around. On the other side, i have a survivor lobby almost instantly.
Also, i heavly disagree that killers are so busted right now and drastic changes are needed. When i look at those upcoming changes, i wonder how i might NOT get a 4K ever again.
Considering the majority is in complete opposite of your experience where survivor takes 10 minutes or longer on avg que time and Killer takes no time at all. I'm either saying you happen to be lower ranked where that problem is or in a weird region.
Ok. Can't argue if your a god killer man at that point it wouldn't matter regardless what changes happen. Either way a lot of people have been struggling based on bugs and faulty map design's. The games balanced around the majority not the minority. Killers happen to be a minority in this game as 1 of 5 players, but are equal to 4 people since you need them to start a game. The games split in half by sides and should be balanced so killers have a actual chance to win. A lot of those changes are actually needed even if they didnt benefit the killer.
Anyways the only people that should be having real complaints are the survivors who only were good because they could exploit broken loops. It doesn't take much skill other than knowing which way to run on a god loop.
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/1198652#Comment_1198652
...this makes no sense.
I think he means if it's a good Legion you could end up spending the game mending 90% of the time instead of doing something.
@GirlbossRaptor said:
https://forum.deadbydaylight.com/en/discussion/comment/1198665#Comment_1198665
He isn't talking about the stun after frenzy. You lose some of his power gauge when hitting someone outside of frenzy.
He wasn't talking about it either. He was talking about a 2 hit combo thing.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1196648#Comment_1196648
Let me put it in this way:
The realitiy is, that really good killers usually have the upper hand and only struggle against extremly good and well organized Teams. I am a killer aswell, and most of the time the only case i loose is exactly this scenario. Against solo players, a good killer will win most of the time unless he is really doing bad in this certain game.
Lets say, a okayish but not great killer verses 4 decent solo players or maybe 2 solo and one duo team, which is in most of the matches in red ranks the case. Those games can go both ways and are ballanced as far as it can get.
Now the point: Just changing one defense will hurt those survivors a lot! The god loops safed a survivor 30 seconds for example, but the killer was still able to have a decent chance to win. Now with the godloop change, survivors can not have the upper hand anymore, since this is a hugh interrupt for ballancing. Gaininig an extra 30 seconds every chase is just massive.
Having this one change might be still okay for survivors, they are definitly not on par anymore with the killer, but they still have a chance to succeed, evne tho the killer is the favourite now.
Now:
Increasing genspeed is minor, those 1% nerf for skillchecks might not be a big deal, but it is something.
Changing map sizes, even tho the would be only like 5% smaller is not a big deal, but it is something.
Changing and making loops weaker might not be the end of the world, but it is something.
Reducing pallets or tweaking loops might not be the end of the world if this would be the only nerf, but it is something.
etc etc
All this small to semi-big changes combined are just a really gigantic change to ballancing, which is totally unneccessary. Killers dont need GIGANTIC changes, because it is defniitly not the case that Survivors are extremly overpowered.
I am well aware that i have not seen these changes, but i and probably also you know the devs. They dont do "small little tiny mini changes" ... they take out the axe and cut the tree the most possbile insensitive way. Look at instaheals, look at toolboxes, look at legion, look at MoM look at Ruin, look at Spirit etc. I mean, Look at the screenshots and tell me this is not a really big nerf to those godloops.
I really hope i am totally wrong, but lets face it, the past showed different.
So my question stays: Why are devs not a little bit more sensitive and just do one change and then see how this goes instead of going completly rampage?
Because right now having a small change here and there won't bring any real balance to the game. There trying to prevent endless looping by jungle gym into LT wall into a god loop and repeat. They are slowing gen speeds because it's being acknowledged that they are currently an issue. Maps are being mass reworked because of massive imbalances. Plus one or 2 map reworks a year is pointless when 4 are added every year.
After the ruin change a lot of killer's left or switched sides. The new killers leave due to how imbalanced it is. Even though killers have never been in a better spot with all the changes your losing a portion of the playerbase because of design flaws. With the devs currently trying to figure out methods for fixing this which a lot of the community believes to be great skill checks, gen speeds, and map designs. Though I haven't seen great skill checks mentiond in a long time. This is an attempt to move into a balanced direction.
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@snozer said:
https://forum.deadbydaylight.com/en/discussion/comment/1193842#Comment_1193842
yes... mind game with giant holes in the walls that you can literally see each other through. SURE..
You mean you didn't use the holes/gaps in almost every other loop in DBD before to mindgame?
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@yobuddd said:
The imp is a 6th player. An assistant to the killer provided by the Entity.
The imp is a short, fast little creature that is unable to injure or hook survivors. However, he can help out in other ways:
- He can attack survivors to interrupt actions (like sabo) and make them scream. This does not cause injury. Hitting a survivor gives them very mild stumble. Useful when the killer is chasing someone.
- The imp does NOT have collision with survivors, so he cannot body block them when they’re running or vaulting.
- He can break walls and downed pallets, and can damage gens. He can NOT shut the hatch.
- He has a mental link to the killer through the Entity (in-game comms).
- He gets the same number of blood points as the killer in a match.
A killer joining a match can decide if he wants an imp or if he wants to play solo. If he opts for an imp, he can invite a friend or accept a random player. SWF matchmaking will prioritize imp matches over non-imp matches.
Because SWF is able to use comms, which can’t be considered “cheats” because punishments can’t be enforced, this instead brings the killer up to a level playing field. It also allows additional players, so it is the opposite of “punishing people for playing with their friends”. In fact, it encourages a social element for killers as well. Sounds like a lot of fun to me!
Need new Imp perks. Different Imp powers and most importantly cosmetics.
So when do we start? Love the idea tbh.
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@Kwikwitted said:
https://forum.deadbydaylight.com/en/discussion/comment/1190506#Comment_1190506
Stop stealing my analogies :)
https://forum.deadbydaylight.com/en/discussion/comment/1190518#Comment_1190518
It's not about "leaning into a specific perk" it's about the fact that perk was holding back a tsunami of other problems, mainly the egregious issues with map design.
If the ruin change had come with reworks of the worst maps I would agree with you.
In this case, the cart is ahead of the horse so to speak.
Ruin was critical for trap-based and setup killers (think Myers) to get some setup before generators started popping. Corrupt Intervention is a mediocre replacement at best. Killers who ran Ruin never expected it to last longer than 1-2 minutes, but that was long enough to get a couple chases done and hooks accomplished so they could begin to snowball assuming they were playing well.
In the game's current state, I think it's debatable whether the change was actually healthy for the game. Instead of killers relying on a perk, instead we just have fewer viable killers who can actually "pressure gens bro" enough to be effective.
You don't think it's coincidence that the four killers considered "meta" happen to all be killers that have cross-map pressure? Either through teleportation (Freddy), Chainsaw Sprint (Billy), Phase Walk (Spirit), or Blinks? (Nurse). You notice none of those trap based or setup based killers in that list? That's because by the time they even get going 40% of the objectives are completed at least.
I find it hilarious that survivors complain about seeing the same killers over and over in high ranks without coming to the (seemingly to me) obvious conclusion that the reason you see the same four is because right now, those are the only four survivors who can counter the gen rush on every map if played correctly.
Funny, but I stopped using Ruin on Hag and Trapper before the rework happened. Corrupt Intervention was actually a stronger perk overall for them.
@Peanits said:
You mentioned it yourself, it only hurt the people who already had a hard time and couldn't hit skill checks, which is the opposite of what you'd want a perk to do. The good survivors would power through it or find the totem in no time, leaving them mostly unaffected.
If it's only working against survivors that can't hit skill checks, I would argue you don't need a perk to help you win against them. You would already have the upper hand if you're a good killer at that point.
Will you ever actually rework the overly large maps like both Huntress and Plagues maps? It's been brought to the Devs attention multiple times and yours personally before that these kind of maps need to stop being produced and fixed. I feel a lot of the issues that are around are by imbalanced maps. Having a few fixed every year isnt helpful. You either need to put a team onto fixing the maps that can start pushing them out faster or take a break from new content and focus in the health of the game.
You've done amazing things this year for killers, but ignoring or "slowly" fixing the core issues isn't actually doing anything productive. Your team has already acknowledged that the maps from now and then definitely are different and need reworks, but throwing another bandaid solution onto the problem after ripping another off isnt solving anything.
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@BigTimeGamer said:
“Main objective rushers”
how dare survivors do gens!!
noed is whatever, but it’s a crutch and a half
So are half a dozen survivor perks. Its just amusing one side gets the complaints more for the perks. Every few days it's either a DS or NoeD thread.
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1193872#Comment_1193872
Actually I think most killers are "Playing something else" lol
Yep I mostly play Dark Souls and Nioh 2 again. I get on here and there, but I find little enjoyment on either side anymore.
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@DBD78 said:
Just for fun who in your opinion would you class as the better killer of these two and why?
And which one of them in your opinion is most fun to play?
Bubba is better due to one shot potential. A good Bubba knows his limits while knowing when and where to chainsaw. While having a good build on Bubba helps cover his weaknesses as well. A person who knows which addons to use is equally terrifying. Strong Camping potential overall both in and out of basement.
Clown is good too, but only in the hands of a skilled player. His power is just a gimmick. While inherently powerful it needs certain addons to excel. Clown has a few tricks up his sleeve like long distance bottles for gen detection.
Overall I feel Bubba wins, but just because these 2 killers are called the worst ones does not mean they are unviable and should be written off. Either of these killers in the hands of a skilled person can and will have the potential to dominate a match.
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@OldHunterLight said:
What are you guys hoping it will be announced?
Do you guys want more licensed killers? More licensed survivors?
Are you guys hoping for the MMR to be good and reduce queue times?
My only wish is cross progression.
But what about yours?
This is a discussion for fun and nothing else and I know we are a few months away from the anniversary but I just want to know everyone's thoughts on this?
Cross progression. I want all my PS4 stuff on PC.
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@BloodMoneyMerc said:
https://us.v-cdn.net/6030815/uploads/641/8NREKM99MGMM.png
Previously made one on killer perks, so here is the survivor perk installment. Again, best to worst is in order from left to right within tiers. Here are how the tiers can be seen in my perspective:
S - The "meta" perks, best of the best
A - Great perks, helpful in most cases or have potential to shake up the momentum in the match
B - Good perks, serve their purpose but are often overlooked for better perks
C - Mediocre perks, have a purpose but aren't preferred or are too situational
D - Bad perks, very minimal potential, in need of some QoL changes
F - Perks that need a rework/overhaul
New Player Perks - not being ranked as I feel these are perks are essential in acquainting new players with DBD. (Should not be teachables in my opinion)
Leave your thoughts below. Keep it peaceful & constructive. If you want to make your own, the link to my tierlist is:
https://tiermaker.com/create/dead-by-daylight-survivor-perks-patch-360-312922
Technician is actually pretty good. It hides the sound of you working on a gen by 8 meters. So it's good against high level killers who pay attention to the sound of gens and people working on it.
Fixated is a weird perk in that it lets you learn to manipulate your scratch Mark's. Once you learn that you can do some serious damage with chases.
Better Together is actually incredibly strong let's people know your location/which gen your on/info on plays when someone goes down
Also Alert is probably low S tier high A tier. The information from that alone is incredibly useful early game and throughout the trial.
I could go over more, but most of the others I didnt care about.
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@Almo said:
I pretty much say it any time it's the first thing said by someone else in chat, or if it was really close, whether I win or lose. :)
Biggest issue is I never get games that are close as either Killer or Survivor. 9/10 games one side completely stomp the other side. I've had days where I've steamrolled the opposing team all day and then days I was steamrolled all day.
After thousands of hours I'm not bad at winning more often than losing.
I miss close games.
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@UkilledLegion said:
why sense of survivors move very big?can u make normal sense that survivors cant turn fast?Its not normal that survivor run one way and after he turn 1 sec 270 degrees and run other side near wall,killer cant turn so fast u need change sense and survivor's cursor....
It's a visual thing nothing more. You can turn faster by combining movement and the camera.
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@cipherbay_ said:
Im actually curious to know what they mean since i hear it so often. Anytime Freddy, Oni, Spirit, Doctor or Billy are brought up, even Ghostface, they say its "boring" to go up against them. WHAT DO THEY MEEAANNN!!!!!???
Doctor, Clown, and Freddy imho are the most boring killers. Though Billy is pretty high up there.
Boring is I find little to no enjoyment in playing them. I would rather die on first hook then actively play in the match.
Doctor takes any issues with finding people and removes them plus the constant madness is irritating in my ear.
Freddy is just obnoxious. Not as bad, but the dream world if annoying on both sides.
Clown takes some skill, but really takes out a lot of skill to counter loop. Also need Ether Volume 5% and Flask of Bleach added to base.
Billy I just hate listening to the non stop Bad Billy's who have the need to try and back rev or instantly return to the hook every time. There's a difference between a bad and a good Billy.
If I find no enjoyment in playing against 3 of these killers and the pretty common bad Billy. I don't plan on playing.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1190997#Comment_1190997
Honestly, the way this game is headed.....you just die in 20~ seconds whenever the killer finds you. That's already how it is for many of the current killers and new maps. Even the shack is nerfed on new maps because baby killers can't handle it. It's kinda sad.
They can balance the game around M1 killers but just ignore how incredibly overpowered it will make the killers who already counter looping.
Sorry to say, but even on the new maps you can loop for the entire game. They may favor killer yet that does not mean you will fail if you learn the maps. If your going down that fast it's a you problem.
Shack getting nerfed was honestly the biggest mistake I have seen. That truely was just making baby killers feel better. That structure if my favorite mindgame on both sides.
You need to balance around M1 killers because if you don't than only a small handful of killers are viable. Ya some become exceptionally strong this way, but have variety is better than having 3 killers constantly.
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@Peanits said:
That has always been the ideal change in my eyes. That way if you want to get the instant down, you need to do it from far away and aim well, not just follow someone around and toss it as soon as they vault a window or drop a pallet.
Though as someone who has played a lot of Huntress, I would probably hazard to say 32m instead of 24m. 24m is only a tile and a half, and that's not too uncommon for the Huntress.
I've always believed that her Iri Head should match the trophies requirement similar to Myers evil incarnate Trophie.
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@PapiQuentin_ said:
Actually there's apparentely supposed changes to a wide variety of maps this mid chapter. Not just ironworks.
I wonder what killers will complain about next. 2020 is looking good for then atm
Because despite all the buffs the games heavily imbalanced currently. Despite the devs actually addressing some issues it takes them far too long to deal with maps which are a source of the unbalanced state of DBD.
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@ZoneDymo said:
imagine the mobile team actually being dedicated to the game and making it way better then the console/pc version
Imagine it being balanced lol
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@Ivaldi said:
As much as we appreciate you wanting to play with us; you're becoming a massive issue with this game. Yeah on your end things might be fine and dandy, but playing as survivor is virtually impossible against you. Your 3 foot hits are now becoming 3 mile hits and we would appreciate it if you would stick to your own regions. It isn't fair for the rest of us to be inconvenienced just because you're too impatient to wait for queue times.
When I first switched from PS4 to PC. I got paired with people in Australia and New Zealand. I live in the USA the ping was horrendous. After a few weeks it bumped me to the USA servers. So I do believe some of the VPN killers were like me and just stranded randomly elsewhere at no fault of the players own doing.
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@BabyCameron10 said:
Me personally, I love him. He has so many ways to be played with his add ons but I have heard that he is terrible on Dedicated servers and I hope they really look into him. He is also fun to go against aside from demogorgan and is probably the most balanced killer in my opinion, he is an example of a killer done right.
Mixed results. He's incredibly fun due to how his addons works with his power making almost no Myers game the same. Sadly he didn't keep up with the times and is pretty lackluster nowadays. Would I play him? Yes. Would I main him? No.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1189260#Comment_1189260
Really I see what you are a toxic survivor who enjoy doing gen rush and annoyed people because all what you doing is complaining like how those survivors do just the exactly thing so still thank you for your respond.
I'm actually not a survivor main nor toxic. I play both sides pretty evenly after several thousand hours. It's funny how on this forum whenever you don't agree with someone and call them out on the stuff they do. They'll always claim your a main for the other side and toxic while providing some excuse as to why.
@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1189484#Comment_1189484
Who me no this was just a tip only survivors like you do say I'm toxic and no of you guys should say I'm toxic when I was playing fair and they was playing toxic so pretty much all of you are survivors main so I see why you are calling me toxic.
I have a lot of screenshots like that as well.
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@yadielrodriguez said:
https://forum.deadbydaylight.com/en/discussion/comment/1188969#Comment_1188969
Ranks don't matter it just sad on how they become ranks 1 and fail by a rank 8 and two of them was doing worse especially
You say rank dont matter then immediately point out there's vs yours. It's infinitely easier to pip as survivor. Also your screenshot was of you being rank 9.
The only thing that matters in this game is skill. Pointing out someone has less than you is just kinda imho pathetic same with the after messages directly to them as you mentioned you did.
From my PoV you seem kinda toxic and need justification how well you did.
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@yadielrodriguez said:
https://us.v-cdn.net/6030815/uploads/408/EIL4V6LM90FB.jpg
So there was a jake,Feng,tapp,kate and Jake was the one who was just running all the time then quit and Kate was the one who mostly was doing gents but overwatch save me from stoping her on doing it and then she rage quit when in the end I slug Feng to get a 4k and Feng and tapp was the toxic ones who had flashlight and fail on that because doctor know how to stop them and I knew they had D's so I was smart by not eating it so they rage quit when their plans didn't work and then I message them and they all didn't say anything an sad parts I'm rank 8 and I beat a swf of red ranks that was insane.
The funny part is you think rank matters. Pipping as survivor is so easy a rank 20 can be rank 1 within a few days and still have no basic knowledge of the game.
It's not like doctor takes much of any skill anymore either.
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@davefromthegrave said:
I've been playing for a few months now, rank 2-3 survivor. I honestly don't know how this game is supposed to be balanced. Killer wins almost 100% of the time in higher ranks.
As an example, the last game I played it was against freddy, indoor map. He had HEX: RUIN and no one could do a generator, no one could escape. How does the killer have fun when there is no challange?
Every other game also, zero survivors escaped, except one hatch escape.
I probably wont play much longer. Not that the game devs probably care. You who are reading wont care, I know. I'm simply confused as to how this game is supposed to work?
First of all based on what you have said. Your rank is higher than should be. They have made it incredibly easy to pip up as survivor. This has created a inflated sense of your rank = skill. This is why a large portion of the community no longer believes rank = skill.
Hex Ruin is literally one of the worst perks in a killer arsenal anymore. All it does is increase regression penalty. It's not even really good list a slight annoyance.
Whats your playstyle? What perks do you use? Who's unlocked teachables do you have? We can't really help you without information. What's your primary issues with survivor?
