LordGlint
LordGlint
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- LordGlint
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Cleanse em all, especially if you see that the killer is chasing a currently injured teammate (wastes haunted ground's time since he is less likely to hit a healthy survivor during that time). Also, thrill of the hunt gets weaker the more totems get cleansed, so cleanse dull totems too.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2411439#Comment_2411439
I definitely understand this view. But at the same time, the content they've licensed tends to be heavily centered around strong language and sex. Therefore I'd think the majority brought to the game via those licenses wouldn't be too off-put by that sort of content.
Thats actually a good point. Most of these 80s horror movies have some sex scenes and profanity. Might be a fun watch for a horror comedy if theres a killer who hounds his victims on the dangers of teenage pregnancy before killing them, all while using language no stronger than "gosh darnit".
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@OnryosTapeRentals said:
https://forum.deadbydaylight.com/en/discussion/comment/2411406#Comment_2411406
Pretty much this.
It's not so much about what the thread was about, more so where it was likely headed.
Ppl will rule 34 ANYTHING... Can't have a nice wholesome game about murder without someone sexing it up.
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@PalletsAndHooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2409248#Comment_2409248
If only lightweight increased movement speed...
then it would be the most meta perk
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@dspaceman20 said:
I don't think this can work based on what others have said
The only meaningful way to stop tunneling is to slow the game down. I'm going to assume that most killers tunnel because of how fast gens seems to go by. The more gens are completed the more the killer is going to Tunnel in order to get an advantage. So if there is a way to slow down the game then killers would find tunneling as unessacary since they have the time to get 12 hooks. This is ignoring tunneling to be toxic though.
I tend to tunnel based off opportunity rather than purposefully picking on one person. If I see 2 people, one running to a loop and one out in the open... I'm picking the one in the open. If that happens to be the last person to come off a hook, oh well. Too many people just expect the killers to ignore bad plays and purposefully go out of their way to avoid hitting someone who has made themselves an easier target than the rest of their team.
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Always liked timing hits for right when a survivor drops a pallet so their item would be trapped underneath it unless I broke the pallet. Can't really do that with current hit detection, but was fun for awhile. Was doing it alot when they announced the instaheal changes and EVERYONE was burning through their stock of em.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2408875#Comment_2408875
VR shows you this
https://us.v-cdn.net/6030815/uploads/0HVREMN9NX8X/e4ytuhnuyaar6w2.png
Of course you dont want to take it off
Reminds me of some of the stuff ppl were modding in for character cosmetics. I saw a screenshot of a Jane in her underwear.
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@C3Tooth said:
My idea for less RNG on RBT
https://us.v-cdn.net/6030815/uploads/9TBMX57BFHMP/image.png
First, search any box that still contain a "symbol", will give a random symbol of different box. Example you found Beta box first and search for the symbol, it gives you "Alpha symbol"
Second, you have to find the exact box to get the "Alpha key". Which is if you run pass a "Gamma box", you can ignore it and continue to find Alpha box.
After you finish searching Alpha box, you're free from RBT. The next survivor will fail searching symbol at Beta box because you already get the symbol (the box will laugh at you).
This way, a survivor will always have to search for 2 but correct box, rather than randomly. But RNG still play a part of it.
Love the illustration. Piggy is just trying to set you up with a VR headset, why you wanna take it off?
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2408849#Comment_2408849
You have a right to complain alright, but this is the equivalent to complaining about a No Mither meme build.
No mither OP, plz nerf
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Sounds like a game crash
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@EntitySpawn said:
You clearly haven't versed my pig, if you did your be asking why you get it off the very first box lol.
Being serious though I'd prefer a key system, each box gives a key. Need 2 keys to remove the trap, then addons that increase boxes can add another key required. This way it's never first box, or your very last.
Makes it more consistent and removes too much rng because rng sucks
Feel like when I play Pig, survivors just use a Bobby pin that was in their hair to take off the traps while fixing a gen, lol.
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If your talking about scratched mirror, that addon makes it so Myers is stuck in T1 which is 105% movement speed. Just have to listen for the breathing sound and then run. Even if you run in a straight line, would take FOREVER to catch up.
As far as camping goes, sure...camping in general sucks. Best you can do is try to take a hit for someone while they go to unhook if you see someone is doing this. BT should help now that it no longer tied to TR.
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2408214#Comment_2408214
Seems like it’d be better for balance to have any spot on the map a reasonable spawn rather than ramming all of the survivors to each other’s asses. I’m not disagreeing with you, I’m just saying it seems like poor foresight on the developer’s part.
It tends to be a minimum distance from the Killer.
Using this for example...
As a killer, if I spawn on the bottom left corner, I'm gonna disregard that corner as a possible spawn point for survivors. I might sweep past the bottom right most gen to see if theres any progress, but I know at least 3 survivors spawned on the opposite side of the map in the top left or top right spawns. Whispers has always been a tool killers have used to figure out general areas for spawns, and Lethal Pursuer has just allowed people to really pin point it.
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2408191#Comment_2408191
That would be one of the few times where I wouldn’t blame people for DCing.
I didn’t think that was what they were saying. I was clarifying that I’ve noticed it a lot lately and it’s not perks showing me that they’re near. It’s turning my camera 360 and seeing everyone in the same shack as me like we’re having a meeting. (Up to 5 times today now for all 4 of us in the same spot. I’m keeping count today just to see how often it happens).
That was one reason why the shroud addons that causes survivors to spawn with teammates is something I've always just seen as redundant since most of the time I spawn with a teammate nearby anyway. Theres typically like 3 different spots survivors can spawn at on any given, which generally causes at least 2 survivors to spawn together (as in within 12 meters, not necessarily side by side). Try looking at some youtube videos from the killer's perspective when they use Lethal Pursuer and you'll notice this pattern.
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@VioletCrimes said:
https://forum.deadbydaylight.com/en/discussion/comment/2408138#Comment_2408138
I’m a survivor main and have only been playing survivor today. It’s happened four times today without perks. The honest reason I’ve noticed is because it WAS, at least, unusual to see your whole team on top of you.
@Soulpaw isnt saying Lethal pursuer is doing anything with spawns, just that it's highlighting them by showing the killer where everyone spawned. No perks affect spawns. I've noticed that people have a tendency of spawning together for AWHILE now since bond is a normal perk I equip whenever I play survivor and lets me see the auras of my teammates around me.
Sidenote... it could be worse. I've seen videos of people spawning inside shack with the killer...RIP
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People get confused that competitive and fun is not opposites. If your idea of fun is memeing as opposed to trying to win, then MAYBE dont get into a match with strangers that arn't on the same page as you. Playing with your friends with mario party and treating it as a drinking game is obviously not in a competitive spirit and is clearly different than joining with random people over the internet for a game who have a drastically different mindset than that. If you want to toss away the competitive spirit entirely and play a DBD drinking game or something...KYFs is an option. Labeling the entire game as not competitive because you have discarded the competitive spirit is just kind of silly. Also labeling something as competitive or not based off the presence or lack of an Esports scene is also kind of silly.
Either way though, you CAN be competitive while playing a game and still have fun.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2408111#Comment_2408111
Probably because they don't want to be accused of hypocrisy, since their stats rarely coincide with their opinion. They once said "every perk has its use and all perks are equally useful", and it doesn't require actual stats to see that it's BS. They also never showed how the kill rate depends on the fact whether or not survivors in the game were in SWF, since they know perfectly well that with SWF kill rate is lower than ~30% and much much higher for solo survivors, but since they intend to never change SWF in any way at all, they want to keep people quiet about this core issue of the game.
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2408130#Comment_2408130
Good points my friend. I just can give one example from my experiences. When i play solo, this is mean i will play really bad game if i am not lucky. But most times when i play with my friends, even we dies games are more fun and we had chance. And i am escaping so much with my friends.
I am sure this is same for most people. But they are not giving us stats. Because if they do that, people will talk about this and then they will have to change this. So keeping them in secret is more safe.
Found it
This is a 2 YO graph they released awhile back showing survival rates based on party size. They had various charts showing killer pickrates, average kills for each killer as well as a chart for specifically red rank killers. While the data is kinda screwy since matchmaking can oftentimes be a complete mess... I wouldnt say they're hiding anything and it's completely false that they have NEVER shown SWFs info.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2408111#Comment_2408111
Probably because they don't want to be accused of hypocrisy, since their stats rarely coincide with their opinion. They once said "every perk has its use and all perks are equally useful", and it doesn't require actual stats to see that it's BS. They also never showed how the kill rate depends on the fact whether or not survivors in the game were in SWF, since they know perfectly well that with SWF kill rate is lower than ~30% and much much higher for solo survivors, but since they intend to never change SWF in any way at all, they want to keep people quiet about this core issue of the game.
They actually HAVE released a chart awhile back showing the difference in average killrate for SWF and such. It actually wasnt THAT much of a difference (was under a 10% difference between a 4 man SWF and 4 solo Q). I'll see if I can track down THAT chart for ya if ya wanna see it, although it is abit old by this point.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2408101#Comment_2408101
I actually wondering why they are not gives us year stats. Then we can see changes.
For example, last stats shows us escapes and kills are so near each other. But survivors were strongest role in game. And for years survivors escaped so much. Possibly this made escape rate higher but i am sure stats for year 2020 is not high. But we never will know because they are not giving us stats.
I dont know, im just pointing out that if your utilizing 4 years worth of information...of course perks that have been out for 4 years are going to be more used over the span of 4 years than perks that have been out for 1 year.
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@Jasix said:
https://forum.deadbydaylight.com/en/discussion/270880/iron-will
No it's LITERALLY not on every survivor. Hyperbole doesn't reinforce your position it actually undermines it.
I have played just over 3500 hours in DBD - around 1700 of that as survivor and have ran Iron Will MAYBE 5 times. BHVR just released the top 3 perks ran by survivors and Iron Will isn't even in the top 3. F
https://us.v-cdn.net/6030815/uploads/0PGDD1YH44JS/e6wj4mlxmam0ueu.jpg
acts matter.
Thats also including some really out of date data though. Iron will just got buffed in that it now completely trumps any perk/addon that would otherwise make survivors louder. If you look at the bottom of the picture you showed, thats utilizing data from as far back as 2017. Perks have been added/changed since then, so utilizing data so old at all is pretty disingenuous. Not blaming YOU on that one but whoever at BHVR utilized 4 year old data to claim which perks are currently popular.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2407617#Comment_2407617
Yeah, I can certainly see what you've written about OP leaving weak killers as is. Especially with the comments about The Trickster.
What I was reading into it though was the idea of not buffing all killers into oblivion. I'm wondering whether there's a concern by the OP that this might be the direction the game is going. It's not likely, since killers, add-ons and perks are often given balance changes. Some make perfect sense; some make more sense in the long-term; some seem completely loopy!
So, I agree with OP in so much as not having all killers absolutely destructive, but yeah likewise I think the idea of leaving killers too weak isn't good for balance. Having an ideal balance whereby killers feel strong enough, yet also have survivors feel capable of survival is ideal. No idea how it'll happen though, because of all the various aspects involved in getting this balance. It's very complex when I think about it! Maybe the devs aren't recognised by the task they're facing and how massive the problem is!
Anyway, sorry went off at a tangeant. Just the idea of balance is general is quite the mountain!
I havent really seen the devs buffing strong killers to make them stronger though. If anything, they're toning them down. Nurse, Spirit and Billy for example have all gotten nerfs across the board. Nurse and Spirit have gotten multiple. I havent really seen the case of BUFFING any into oblivion. I guess maybe you could say Freddy after his rework, but that was a fullblown rework that has sense been nerfed.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2407544#Comment_2407544
Firstly, thank you for clarifying the message and editing it to make your point. I appreciate that :).
So, in response I would say that there was an agreement with OP that some killers could be stronger than others for the purposes of difficulty. I'd argue though that it wasn't a message agreeing to "weak" killers, moreover saying that it was fine to have some stronger than others. The difference there is that all killers should be viable, but at different levels of difficulty.
My first paragraph to OP alludes to the need to have this by saying that sometimes it's necessary to adjust killer balance because of them being too overpowered or underpowered, so looking for an even playing ground.
I certainly agree with you that no killer should be made weak, and also agree with your comments about add-ons. Also, I agree with OP that killers should be at different levels of difficulty to challenge players. So why not have options of having killers who are all strong enough and viable, but having some have a bit more of an advantage than others, and also add-ons that weaken (or use less perks) so people feel challenged without the feeling of hopelessness?
I typed out that and then was like...I should probably explain abit more, lol. You just happened to reply to it while I was in the middle of editing.
As far as I'm seeing, OP isn't really for buffing the weak killers, but rather leaving them weak for the sake of having challenging to play characters. He kept bringing up Trapper for example and how Otzdarva plays Trapper...but Otzdarva himself has been saying for years (as well as the majority of the community) that Trapper should be buffed to allow him to carry more than 1 trap without needing an add-on.
Typically when you have a killer with low mobility that has a power that doesnt help much in a chase... they need some love. Demo is a good example of a killer who has abit of both and works out wonderfully IMO. I can play Demo without any addons, and his addons also dont feel super oppressive. Trapper, Clown and Trickster however are killers with powers that are meh in chase and have low mobility. They have addons that crank up their power, but otherwise they feel meh.
I would even add Myers to this list since he's the only killer who can actually run out of his power. Being able to pop that T3 is great for offsetting his weakness in his mobility, but you can find yourself without being able to stalk anybody by the lategame...leaving you stranded in T2. I like Myers in general, but would like to see some change in this facet so you arnt left in this situation.
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Not really... Old Legion's problem was that no matter how skilled the survivor was, the chase was basically on a timer as soon as it started. There really wasnt much difference between chases with good survivors vs bad survivors. Trickster's decay feature though allows for survivors to undo the hits Trickster lands. If a survivor is good enough at delaying hits, they could keep causing the dmg to decay and not take any ACTUAL dmg. While you DO have cases like waste high objects that Trickster can throw over, tall wall jungle gyms have a tendency of denying hits and therefore causing alot of decay. This wasnt a thing for old Legion though who could just chase after you through whatever path you took because they were just plain speedy.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2407556#Comment_2407556
That's something the devs should worry about, not me. If they spend money on developing a killer that noone buys, that's their problem.
There are 24 killers, so a lot to choose from. It doesn't matter to me if some are not so powerful. Maybe I will play them less often.
The devs are the ones making these characters, so of course what THEY worry about and what affects their sales is whats going to be going into the game. They arnt going to develop a character KNOWING its gonna be a niche pick that 1% of the community wants to deal with. They're gonna develop a character that catches people's interest and makes people want to buy that character.
Everytime we get an update with new things, the game gets alot of attention from both people wanting to play AS whatever character is new and the people that want to play AGAINST whatever is new. Niche picks bore both sides since even the ones who want to go AGAINST the new stuff gets bored when nobody picks it. Then people are left waiting another 3 months hoping the NEXT shiny toy will refresh their interest in the game.
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@fogdonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/2407147#Comment_2407147
Why do you care? Play those killers you have fun with. If Trickster is not fun to you, then don't play it.
That attitude just results in a niche character that no one picks unless they're memeing and another 3 months of waiting hoping for something better next time. The game lives or dies based off if people find a character fun enough to buy and play as.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2407526#Comment_2407526
That wasn't clear on your message as you addressed it to me at the start, but thank you for clarifying the message and what you were alluding to.
I edited that message to specify what Im referring to. You agreed with OP's point, which is why I directed my message at you.
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@Marc_go_solo said:
https://forum.deadbydaylight.com/en/discussion/comment/2407203#Comment_2407203
There was nothing said about "insisting a killer has a weak basekit". I said that it's fine that some killers are stronger than others. Therefore, not implying killers should be weak. And my first paragraph specifically pointed about a need to balance killers to make them viable.
I agree with what you say about add-ons, and that they offer the opportunity to try a more difficult build. Just please don't misinterpret what I wrote.
Im talking about what OP wrote. You agreed with OP about having weaker killers for the sake of challenge. Your exact words were "I do hear what you're saying though, and for me it feels right to have some killers not as strong as others, similar to a difficulty level. That way there is a challenge involved."
Its this reason why I'm saying, you dont need killers who are weaker for a challenge, theres already options in play for that.
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Feel like alot of changes were kinda needed. There was alot of cases originally where youd have 2 windows directly next to each other and no entity blockers. This just led to a safezone where it was impossible for alot of killers to ever land a hit there since the survivor would just vault a window, then vault BACK using the other window while the killer is in a vaulting animation. It was a total braindead move where the only way you were getting hit is if you werent paying ANY attention.
I guess it kinda depends on what you mean by "old dbd", cuz the original release was pretty damn broken.
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@Power_Guy said:
https://forum.deadbydaylight.com/en/discussion/comment/2407367#Comment_2407367
How dare you negate flashlight save squads! 😂
Or, as some Survivors put it 'A perk should never 100% negate an item! 🙃'
Iron will got changed to 100% negate any effect of survivors being louder, whether that be from a killer perk or addon... Something tells me those survivors will give that a pass though, lol
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How does a killer's lag affect the DS skillcheck exactly? This might have been an issue when killers were hosting the matches, but this game has been utilizing server hosting for awhile now.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2407305#Comment_2407305
Filthy AF. xD
Yesterday, while playing killer, 3 people escaped from me with a key right in front of me. Then later, a friend did it as survivor.
Prior to this, I don't think I had ever seen a 3-person key escape as a killer or been a part of a 3-person key escape as survivor.
As a killer, thats always a pain to see. End up in games where the survivors end up 3 genning themselves or something, then I'm looking around for the next 5 minutes unable to find anyone... and then the game ends with a 3 man escape.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407316#Comment_2407316
i also think trapper should be able to lug a trap by default. Still dont think every killer with a bad community perception needs to be buffed to the point of being oppressive...which is what OP said. Now i dont agree with his idea of whats oppressive like i said i still think trickster is far from OP.
We're in agreeance then. I'm not asking for a list of overly oppressive killers, just killers who are lacking to be brought up. When you have killers who lack in both mobility AND chase potential, they could probably use a little love. OP has been arguing AGAINST that and claiming its for the sake of having a challenge...which is why I brought up the addon options that make a killer's base power weaker if that player wishes to challenge themselves beyond what playing with basekit provides.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407289#Comment_2407289
I never said the changes made him S tier and i didnt complain about S tier killers once. If all killers were B tier then there would be a new F tier of which was the worst of B tier. Mediocrity is a synonym for average anyway so literally the OP wants exactly what you just said.
The OP is arguing against buffing any of the weaker killers. He even keeps for some reason bringing up Otzdarva playing Trapper as a reason why Trapper shouldnt be buffed, even though Otzdarva himself has been saying for years that Trapper should be buffed to allow him to carry more than 1 trap without needing to use up an addon slot for that.
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@Lenox said:
https://forum.deadbydaylight.com/en/discussion/comment/2407294#Comment_2407294
https://forum.deadbydaylight.com/en/discussion/comment/2407295#Comment_2407295
https://forum.deadbydaylight.com/en/discussion/comment/2407298#Comment_2407298
Wow. Did not know this. And the first 3 of you are in agreement. I will try this. Thanks.
Have fun in the fog you filthy key user, lol
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2407293#Comment_2407293
Not really because if everyone takes that approach then its a dud perk slot.
Remember how people insisted that an obsession should be in every trial, even if no one is using an obsession perk? Those people generally said that because they wanted the benefits of DS without actually equiping DS, but every now and then would get caught out when NO ONE equips DS and it turns obvious.
Point being, this would just get turned into another case of people assuming someone else is gonna have it and they can benefit off someone else's perk, until every now and then...they dont. Still doesnt make it a "dud slot" though since you are still equiping a perk that helps in some way or another. A dud slot would be if your idea comes out and multiple people are running empathy or alert since those slots after the first 1 isnt doing anything.
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Some people drop the key, then pick it back up so the teammate can see it. Often times key size makes it less likely to be seen/noticed.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2407284#Comment_2407284
yep SWF in a perk slot
This would just cut down on people running those perks because they can benefit off their teammates running them while they themselves swap out for other stuff and further drive home whats meta.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407270#Comment_2407270
the first sentence is does every killer have to be buffed into oppression hard...
Do you think every killer has been buffed into oppression hard? You yourself just said Trickster isn't OP and did those changes to Clown make him S tier all of a sudden? This thread isnt complaining about S tier killers, but that F tier killers arn't left in F tier. Most people can agree that aiming for B tier is the general goal here, not mediocrity ( a word im purposefully using because the title is asking for it).
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So 1 person running something like alert or empathy would count for EVERYONE running those and saving perkslots for something else?
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407244#Comment_2407244
No this thread is asking to simply leave some killers more or less alone just because they arent S tier. Now i think their example of trickster was a poor one because im of the opinion that their changes were a nerf.
If that was the case, the title would be "Do ALL killers HAVE to be S tier" rather than "Can't we have mediocre killers?"
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407216#Comment_2407216
I don't think they should go out of there way to make a bad killer but I think relative power levels are fine. No matter how much you try to balance something, because it's asymmetrical and a pvp game a meta will always create itself. In the game right now every killer is perfectly viable to go into 10 games with no addons and come out on top in at least 5 of them and probably more
Thats the thing though, this thread is asking for purposefully weak or "mediocre" killers. The only real reason I've seen for this is for a challenge since they blow everyone away and its too easy. For THOSE people, they have plenty of options to pick from for the entire killer cast where they can strap on a brown addon as opposed to buying a completely new killer who purposefully sucks because playing Trapless trapper is just too strong for their amazing skills.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2407183#Comment_2407183
But obviously BHVR aren't making characters that are purposefully bad. They're introducing Killers based on the mechanics they can technically add to the game and also decided by what they think will be fun to play. Some of these will end up good and some less good, obviously if you compare the Spirits power with Trappers power, they have different potential
Correct, BHVR hasn't been purposefully creating bad characters. They typically try to tweek cases when they notice that a killer is lacking rather than throw out something thats crap. I'm not bashing BHVR's actions, im questioning the logic of this thread that BHVR SHOULD create weaker characters than they have. People are claiming that its for an extra challenge, which is why I've been pointing out the options already available in the game that is for adding a challenge such as this...
Placebo Tablet is a Common Blighted Corruption Add-on . Add-on descriptions may vary from in-game descriptions for reasons explained here.Add-ons support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page.As for the argument that the game's strong killers are stronger than the game's weaker characters... This SHOULD act as an indicator on who should be tweeked next.
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@InsatiableMop said:
https://forum.deadbydaylight.com/en/discussion/comment/2407203#Comment_2407203
The characters literally have difficulties in Their descriptions. Accurate or not...
Those show the minimum skill required to utilize a killer, not how good a killer is. Nurse's difficulty is high, yet she's the STRONGEST killer in the game rather than the weakest.
Either way though, if you WANT to play a weak character, there is already options for that. The devs dont need to purposefully create weak characters. Just utilize one of the many options to weaken one of the characters who are decent at basekit rather than insist for a character with a bad basekit.
Placebo Tablet is a Common Blighted Corruption Add-on . Add-on descriptions may vary from in-game descriptions for reasons explained here.Add-ons support Mouse-over functionality (desktop version only): hovering over the modifier words with your cursor will reveal the values behind them.On mobile browsers, the values are displayed in small text after the modifier words. Desktop users experiencing issues with the mouse-over may temporarily switch to mobile view at the bottom of an Article page.Heres an example...
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@Marc_go_solo said:
For balance reasons, it's sometimes a good idea to adjust the balance of killers. If there is a clear disadvantage or advantage to playing a particular killer that seems too powerful or woefully inadequate, then changing certain aspects to reduce the oppressiveness or weakness would be beneficial.
I do hear what you're saying though, and for me it feels right to have some killers not as strong as others, similar to a difficulty level. That way there is a challenge involved.
If you want an extra challenge, why not use the system already put in place to have that rather than insisting on killers having a weak basekit? Alot of killers already have addons that weaken their powers and you can also adjust the difficulty by using less perks as well.
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OMG please all of you stop. I'm dying over here.
I actually needed a good laugh after so many serious posts.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2407166#Comment_2407166
No part of my post said that any of the characters are joke characters, or that I want to see more joke characters. I was responding to the absurd and impossible request that all Killers should have exactly the same strength.
No, I referred to them as joke characters. When you make a character that is purposefully bad compared to the rest of the roster, its typically referred to as a joke character. Yes, you can win if you play as Dan from street fighter or Mokap in Mortal kombat... but only if the opponent is just significantly less skilled.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2407124#Comment_2407124
Why? Someone might want to play the game and have an easier time, someone might want a challenge. It'd be difficult to have all the Killers the same strength when their powers are vastly different. Different strengths of Killers is an inevitable outcome of having Killers with lots of variety in their powers.
If you want to handicap yourself with a weaker character, theres plenty of ways to do that with perks and addons rather than hoping the devs create a joke character. BurgerKing Myers and no-blink Nurse is already a thing if you wanna do that. You can also play perkless and addonless.
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If you want to play a mediocre killer, theres plenty of ways you can make that happen. Go play Burgerking Myers or something. Dont expect them to MAKE mediocre things when the devs goal at the end of the day is to have a product to sell.
Your arguement in general just reminds me of Dan from streetfighter, who is a complete joke of a character with purposefully horrible stats. Sure, you can still win with him if your skill lvl is drastically higher than your opponent's... But when the goal is to place you against people with EQUAL skill lvl, thats not really a good idea.
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This happens alot in that often times a killer's power does not synergize well with the perks they came out with. I always like to point out Doc and Monitor and abuse for this. Doc tends to benefit from having a higher TR for his static blast in finding your next target when not in chase. Monitor lowers the TR when not in chase, which hampers the static blast and increases your TR while in a chase when you no longer need the static blast.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2406119#Comment_2406119
Not a popular opinion of mine, but I think most perks are nowhere near as bad as most perceive them to be. My guess is many players don’t have the patience to experiment and learn, and additionally lack imagination.
Alot of the perks theyve gone back to rework were pretty god awful. Surveillance was basically in the running with monstrous shrine for worst perk and was basically useless until they reworked it. Can only hope they keep doin those reworks/tweeks.

