Lucama
Lucama
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- Lucama
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Comments
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You can also use borrowed time, go into a locker with DS, get unhooked safely away from the killer.
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Objectively worst? Legion.
Opinion? Nurse, makes me feel sick or gives me a headache when teleporting.
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@borna_lk said:
Nah, you’d dodge a lobby if you saw a survivor holding a key and another with a map, 4 tool boxes, etc. Unlike killers, survivors can’t see what your carrying. And you can’t blame them for not wanting to go against a sweaty killer with 1 hit add ons and a mori.
if your really “just doing it to see a cool animation,” you should promote the idea of making mori’s available on final hook, needing to hook a survivor twice rather than tunnel a survivor after their unhooked
You can't know if it's a 4 man BL squad with haddon offering tho, is that a fair DC then? You can’t blame them for not wanting to go against a sweaty surv squad with infinite loops for no resources.
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Survs is chill and I can just relax in a match for once. Best advice I can give to solo survs is don't expect anything from your team and just play to pip, or whatever your goal is.
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@AsePlayer said:
By a "nice change in pace" do you mean "circumventing the entire point of playing the game and completely killing any survivor momentum, leading to a way less enjoyable game for them"? Because that's what Moris are. And that's why Survivors DC.
From now on survivors are no longer allowed to use keys because they "circumvent the entire point of playing the game and completely killing any killer momentum, leading to a way less enjoyable game for them".
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Keep in mind this is for PC
S Tier - Ol' reliables
A Tier - Good enough
B Tier - Good enough, but on condition
C Tier - Less than good enough
D Tier - Can be used, but why
E Tier - Turn back now, oh ye faint of heart
F Tier - BHVR forgot them and here they lie
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@GoatyTCO said:
https://forum.deadbydaylight.com/en/discussion/comment/839610#Comment_839610
You've ignored my point.
I said that although it is a powerful perk against most players, you should not have to rely on it.
There are much better perks if you hate RNG, the only way you could keep ruin from dying is by defending it, or running Thrill. I never said that using perks like DS & DH means you're bad, those are fair perks, and DS is an anti-tunnel perk, I don't have a problem with it. If your point is assuming that I think perks should be removed, you are quite wrong, I'm just saying that Ruin is already a very powerful meta perk, and does not need such a major buff. If you're saying make it weaker and permanent, then I believe the perk you want is is Thanataphobia.
No, I'm mocking you for saying people who use good perks shouldn't be in high ranks.
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@Miss_Britannia said:
https://forum.deadbydaylight.com/en/discussion/comment/840828#Comment_840828
You don’t think that’s Moris don’t punish survivor?
Moris don't punish survivors for doing their job. Imagine if every two gens survivors complete the Killer just gets to Mori someone, no hook needed, nothing, that's kinda how Keys work in relation to kills. One kill equals one less gen needed to be done to get hatch.
@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/840940#Comment_840940
youre so entitled you dont even think what you type?
"Keys punish killers for killing" how? if anything keys punish killer for letting gens be done xd but if youre talking about last guy well if you didnt kill guy with key (btw IN YOUR OPINION its your job to kill so just kill guy with key)
but if we're talking about key when 2 survs are alive and 3 gens done survs are rewarded for doing 3 gens AND killer is punished for letting them do 3 gens as easy as that
but when you tell me they did half of their objectives SO DOES MORI youre cutting objective in half
Keys punish killers for killing because more dead survivors means less generators needed for survivors to escape. Consider the following, the killer is playing a completely fair game by survivor rules, no camping, tunnelling, no or limited slugging, that likely means when one gen is left most survivors are two hooked if the killer is doing well in chases. Killer hooks one, kills, suddenly the entire enemy team gets to escape, killer black pips, gg next. And let's not pretend like gens are hard to do, if your team can't finish at minimum three gens you were either sleeping or throwing the game. I'm not a particularly great survivor and I can keep most killers my rank in chase long enough for three gens to finish, if I'm found first. Also how is it my opinion that the job of the killer is to kill? It's both in the name of the role, and stated as the core objective of the role.
And you both ignored the part where I think both Moris and Keys are unhealthy and need looking into, but I guess it's easier to ignore things that don't line up with you trying to make me look like an entitled baby killer, huh.
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@Creepytaco said:
https://forum.deadbydaylight.com/en/discussion/comment/840828#Comment_840828
Killers are trying to kill and survivors are trying to survive. I agree with twistedmonkey if keys have to change them so would moris. That's just balance. Both require little to no input, albeit at least the survivors have to fix an X amount of Gens or have an X amount of allies die. Killers with moris have a easier time. Frankly I wish survivors had abilities as well, would make it more interesting.
Seems killers these days don't want to be challenged...dont know why
Wow, you might wanna stretch before making such huge reaches. I'm simply stating facts, keys both reward the survivors for completing their main objective (gens are the main objective tied to surviving) and punish the killer for killing people by reducing the number of gens needed to allow the key to be used.
Moris are always at a set point, they only reward the killer for good play, they don't punish survivors for good play. Do I think Moris and keys are both unhealthy? Yes.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/840828#Comment_840828
Mori's do then punish the survivors as they miss put on more unhook points and can be taken out the game in a short time forcing a depip.
Both are as bad or as good as each other.
I didn't mean in terms of points. Keys punish killers for doing their job, killing. The more are killed the less gens need to be done for the key to work, so it forces the killer to play inefficiently so as to not give the survs too early an escape.
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@Weederick said:
https://forum.deadbydaylight.com/en/discussion/comment/840763#Comment_840763
I wish i could bet money on that. Nurse is still the best by a wide margin. Then Spirit slightly above Huntress and Billy. Maybe Hag if we dont count swf+flashlight squads.
Some people are too reliant on the best addons to do the job.
A killer that can be outrun in a straight line, while using their ability, is "still the best by a wide margin".
k then
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@HeHeBoii said:
She will oink in her stealth mode. This is to help survivors who don’t have fun when killers have no terror radius.
While it would suck, that's so adorable to think about.
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No, let the memes flow.
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Traps deactivate in EGC and survs with traps can exit through gates.
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Legion is clearly overperforming. You just need a headset and a pair of eyes to track survivors. OPOP
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/840732#Comment_840732
Keys are the equivalent of Mori's .
Both need things a certain amount of objective done to get the use out of them.
If one needs a change thrn in reality so does the other as both can end the game prematurely but a mori can do it quicker.
Counterpoint, Moris reward the killer for doing his job, keys both reward survs and punish the killer.
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@toxic_clown said:
https://forum.deadbydaylight.com/en/discussion/comment/840705#Comment_840705
Boyo this thread may be. But everytime I play gf, I get flamed. I've seen so many threads about nerfing ghost. Tru3 is saying gf is gonna get the nerf bat. Instagram pages are talking about ghost getting a nerf. If enough people talk about it, it'll happen.
Its gonna happen. Trust.
Probably, but joke threads won't change that, so you might as well have a laugh in the mean time.
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@toxic_clown said:
What the actual ######### are you guys talking about.. sorry. But this triggers me so bad. Why does he need a nerf? Cause he's fun and effective? Cause he can't be run over by a swf as easily??
Why is he so good? Cause he's a stealth killer? That's it? Give me a real reason. His power sucks so bad after his nerf and now that people are used to it. People can break you out all while being 100% hidden behind cover.
So we play him as a stealth killer and don't stalk. So not stalking makes him op?
Spirit and nurse needed a tweak, sure. But you wanna know how to counter ghost? Use your eyes. If you can't do that as a survivor, you deserve the depip. You deserve the down or the grab. Git gud and quit crying about nerfing everything.
It's a joke thread boyo.
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@MrPenguin said:
https://forum.deadbydaylight.com/en/discussion/comment/838943#Comment_838943
You might feel anxious, others, including myself, just feel like "well guess its time to flip the coin". It is unfair, you don't get sound, grass, scratchmarks, or get a massive speed boost on the survivor side. It is, by definition, unfair. The problem is it's too unfair. She doesn't strike fear, she strikes frustration with her gamble like play style you need to take as a survivor, that's weighed heavily against you. Standing still is not a guaranteed hit, don't know who said that. But everything she does put together will net you a hit most of the time much faster than other killers.
She is not balanced by her movement speed. 5% speed loss is not enough to make up for her multitude of strengths. You're acting like her power doesn't exist, which is a disingenuous argument. Those chases are not going to last nearly as long as a chase with Clown or Wraith. They are over much, much faster, otherwise she wouldn't be "over-preforming". She's strong everywhere. In the open, at loops, at pallets, at windows, at the shack, on hook, everywhere. So yeah she's strong where other killers are weak, but she's too strong in her current state and these nerfs are not doing much to address the actual issues, so she will probably be nerfed again as she will still probably be over-preforming. It's something, but it's not enough.
New rule, whoever says the term "overperforming" unironically has their opinion ignored, because we don't actually know anything about stats. We have BHVR's word on it, but we don't have an open API for us to check stats with.
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Ways for survivors to guarantee hatch: Play immersed until other survs die, wait by hatch and have the other surv kill themselves on hook/DC, key
Ways for killer to guarantee hatch deny: slug (this can be countered by DC)
And since BHVR has gone on record that DCing to give hatch isn't treated differently from any other DC, even though it's clearly an exploit, it's a free escape for survivors.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/840373#Comment_840373
Let's completely take emblems out of this, since as you've mentioned, it varies from killer to killer.
I would hesitate to say that killers should only be balanced around four really good survivors, though. Unless you're comparing average to average, it's a little unfair to expect an average side (whichever that happens to be) to still win against a person/people who are really good. That, to me, would say that there's a huge balance problem if someone who's okay at the game can beat someone who's great at it. It would be like giving me a fair shot at beating someone who's top 500 in Overwatch- I shouldn't, I'm nowhere near as good as them. They should be compared to other top 500 people.
I mean, how can we take emblems out of the equation when they're about the only thing that actually tells us how we did in the game? This game has a ranking system, people wanna rank up, therefore the consideration of character performance has to be balanced around what people need to do to rank up. Right now the game on average requires a 3K equivalent (9 hooks) in an average length game to give a Killer a pip, so that should be considered normal performance. If a killer is consistently giving 2 pip 4K games, then it should be looked at.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/839600#Comment_839600
"I don't see how other survivors making solo survivor games annoying " rly? its so obvious i can only ask if youre blind, DC is 1st case (thats true) other case are teammates that are literally AFK whole game (escaping with 8k or dying as last with 4k bp) i cant count how many times i wasnt unhooked (when i wasnt camped) just because randoms are doing gens or licking walls (trolls, survs dying in 10 sec after their 1st meet with wraith, pallet campers at 5 gens) and many many "great" teammates even on purple/red ranks
Erm, you wanna finish the rest of that quote before responding?
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@Therealdrummer said:
Wow so punish groups for straight up playing the game? Here's another bad killer wanting the game to favor him even more than it already does lol
Wow, so not punish groups for using external resources to gain an advantage in the game? Here's another bad survivor wanting the game to favour him even more than it already does lol
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/839822#Comment_839822
Idk, the ramifications of this base-kit change could punish non-campers tbh... despite the 16 meters not being that big.
16 meters is actually a decent size if you compare it to Myers base-kit Tier ll... it's not huge but it's not that small either... if you're seeing a Killers aura in that 16 meter ring on say... a really small map, than it could really damage the gameplay for them.
On paper it's a good idea to counter camping, and teach Killers other tactics to use... but that's about it.
I can see both sides of the argument certainly, they could make it to be tier 1 Kindred and not tier 3, which would be 8m. I really don't feel it'd be too impactful, at least with how I play the game, but I'm not gonna say it'd be fine to just slap on.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/839706#Comment_839706
I know those are justfed, I just used them as examples to show the discussion author killers got justified nerfs
Some of them, sure.
I can't say any nerfs to Pig, Legion or Freddy(pre-rework) were justified. Nurse needed an add-on look over, but her base kit change just means you have to pay the 9K BP tax to have old nurse. The spirit changes are mostly fine, the change to the Amulet is unnecessary and will make it a dead addon though.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/839701#Comment_839701
They decided against it..likely due to the massive upside of seeing the killers aura which is hugely underestimated
Eh, I mean Kindred is like what, 16m around the hook? It's not huge, and they could even add a little delay so that the killer doesn't get revealed when they're walking away from the hook. It only stops survs unintentionally doubling up on unhooks, and stops camping. The first kinda sucks for killers, since more survs not on gens is good, but it's not a huge loss. The second, you're already punishing yourself by camping hook, I don't mind the game doubling down on trying to teach killers that camping is not efficient.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/839644#Comment_839644
Not really because they are both killers which can ignore all loops. Other then Nurse, Spirit was just a guessing game which didn't really require much skill to counter nor play.
Which is what makes them viable at high ranks. Wasting 60+ seconds in loops because you're against strong survivors is not viable when the rest of the team can do 3 gens in that time.
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@Thanatos_x said:
Spirit literally got changed yesterday. Why haven't people been crying about Ghostface the whole time, seeing as how there haven't been any major changes to him? No clue
Spirit hasn't been changed yet, that's just preview for the upcoming Chapter. Not that this will make people stop going after Spirit, most of the changes won't matter too much and she'll still be strong. But now you'll have survs saying that standing still is an outplay, because they can do it.
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@MeatBycicle said:
https://forum.deadbydaylight.com/en/discussion/comment/839118#Comment_839118
Cool, there's a difference between feeling different and not being strong. Nurse is still very very strong, and still in my own opinion number one in red ranks if you are a good Nurse.
She's strong when using addons. Without addons survivors can easily run her around the map just by pressing W. So pay your 9K BP tax to have old nurse or play something else, I guess.
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GF by far, his stalk is bait and really you should just play him like a wraith that doesn't have to uncloak to hit.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/839724#Comment_839724
If we're talking base-kit, than no. If you add add-ons and perks into the mix and a sprinkle of skill than it depends on the Killer mains that use those Killers to make them viable.
That doesn't really solve the issue though if most Killers are add-on reliant or perk reliant to be viable... so buffing base-kit would help a lot, and even some map changes could improve things greatly.
Honestly, a full map rework is the first thing that needs to happen. Every map needs to be brought in line with Badham. And Haddonfield needs a quick fix ensuring the Strode house can't spawn with two windows, to stop the BL infinite.
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Because people lose to Bubba and then feel bad about themselves for losing to an absolute bottom tier killer.
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@Angelicus23 said:
https://forum.deadbydaylight.com/en/discussion/comment/838957#Comment_838957
pallet number reduced.
pallets are thrown later now after passed.
made a perk for limited time.
made a perk very difficult to get charged ignoring objectives.
reduced the range for fast vaults.
Healing time increased.
New function that allows any baby killer to kill just with time doing anything.
Medkits and addons with less charges and instaheals completely removed.
"Literally nothing you said was a nerf".
Try any time to play survivor, or at least try to get to rank 19. And if you think so, no, I don't either main survivor or killer, I play both equally.
pallet number reduced. - needed, maps were just made of pallets at one point
pallets are thrown later now after passed. - you mean pallet vaccuming? yeah, that was bullshit and needed a nerf
made a perk for limited time. - DS? Yeah, now it's a one minute window where the killer won't interact with you
made a perk very difficult to get charged ignoring objectives. - MoM? You mean that absolutely busted perk?
reduced the range for fast vaults. - you can't get free loops around windows anymore, oh no you have to work for your window loops now :(
Healing time increased. - and medkits buffed
New function that allows any baby killer to kill just with time doing anything. - EGC? Then maybe get out of the game instead of standing around and bullying the killer
Medkits and addons with less charges and instaheals completely removed. - The only Medkit that has ever lost charges was the emergency medkit, this patch, and if you're only using it for self-healing it has the exact same number of charges as before due to using only 50%. No medkit addons have lost charges. Purple instaheal is functionally the same, and situationally buffed because it can ignore instadowns, pink instaheal was absolutely broken and needed a nerf, it's still good.
So, yeah, a few justified nerfs because of insanely overtuned baselines or just being broken mechanics, and a few nerfs with compensation buffs. Allow me to play you the world's smallest violin.
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@Theetis said:
those OVERPOWERED survivors playing with all those 'FRIENDS' of theirs!!!! those ABUSERS should start the match ALREADY HOOKED in the STRUGGLE phase and REDUCE the timer for EACH SWF MEMBER on the team!!!!
Wow dude, you sure you're okay? You wanna sit down, maybe an ice pack for the muscle you pulled with that huge reach there?
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/837524#Comment_837524
That's false because the devs have stated multiple times that killers such as Spirit always been dominated red ranks.
And the several times they've posted stats killers like Nurse and Spirit have barely better stats than other killers at red ranks. They're played more, yes, but that's because they're the few viable options when survivors decide to try for a change.
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@ActuallyNotRetarded said:
This is a pretty funny post, most probably by a guy who is too scared to play as a survivor and wanting to nerf sruvivors who i would guess have a 95% loss rate if DBD staff posted stats. I have played BOTH survivor and killer extensively and can easily say without being bias that killers are FAR op. If anything they need movement speed taken back a notch, the attacking over ledges and crates are a bit silly. I have attacked and seen survivors attack when they are not even close to the weapon. I have never lost as a killer and I am bad but as survivor, i've had a fair share of .. why even bother moments and before anyone says "get good" or some other needless comment on how "but i do it, me always r winz" think about something constructive.
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@ZerLukas said:
https://forum.deadbydaylight.com/en/discussion/comment/838765#Comment_838765
4.4 is not powerless. Nurse is powerless during recharge as she can't even catch up to survivors in the open. Spirit during her recharge can still catch up and even if she doesn't get a hit, she situationally can force down a pallet or at least get close enough to get a hit on next phasing. Even if you don't get results, you at least do something meaningful instead of just waiting. That's fine by me.
Also how will Spirit's mindgames get gutted? From what I've read, her mindgame potential will still be intact.
4.4 is actually powerless. There's a lot of loops that are infinite against 4.4 MS killers, of course to offset the 4.4 killers have tools to shorten chases, but even a TL jungle gym is hard for a 4.4 killer to deal with.
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@GoatyTCO said:
Simply no, Ruin is not getting buffed at all. I don't even see why you're arguing this.
If you rely that heavily on ruin, you obviously aren't deserving of whatever low rank you play at.
Also, some perks should be a gamble, for example Object of Obsession, that perk has now become somewhat a gamble. That's how it should be, that's how it's intended to be, and that's how it will always be.
Basing a perk on the rank it is being played at is honestly a crap idea, we all know that the developers wont add this, and it would be extraordinarily dumb of them if they were to.
You can always defend your totem or run Hex: Thrill of the Hunt if you're that desperate.
"If you use DS you obviously aren't deserving of whatever low rank you play at."
"If you use DH you obviously aren't deserving of what-
"If you use BT you obviously-
"If you use Adren-
TIL that using good perks means you're a boosted ape who should be in rank 20.
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@Galklife said:
@Lucama but you know killers have their outplays too? its not only going in 1 way? (except infinite windows which are BS) but thats how old legion was made 50h killer could kill 2000h surv without any effort
and we're talking about extremely rare cases when more than 2-3 survs are rly good (most of killers think mediocre survs are good which is funny) but youre telling me killer is not viable because in less than 5% of games you will lose and you almost cant do anything about it? (almost because there is always a chance)
when you play soloQ as surv you have much higher chance you will lose no mather what because randoms will DC, let me 3 men slugged in 20 sec, while slugged sit under hook so killer can camp both wont unhook you and you alone wont do 5 gens and even tho you lose because of that there is still plenty of solo survs (even tho entitled killer mains thinks and loudly speaks there is 99% 4men SWF with voicecoms (6% of games btw)) so can we talk about solo surv being unplayable but still majority of survs are soloQuing?
I don't see how other survivors making solo survivor games annoying is an issue that killers should be punished for. Maybe actually deal with DCing players.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/839537#Comment_839537
This entire "third party software" arguement is completely pointless when it has been explicitly stated on this forum by Peanits themselves that using VOIP apps is not considered cheating in any way. It won't go anywhere just like mechanical nerfs to SWF parties in general won't go anywhere whatsoever.
General changes to survivors and killers (including the often mentioned "lessen the gap" approach) are the only ways that have even a non-zero chance of ever happening.
I don't care what the devs justify it as to not have to deal with whiny survs who bullied them into letting them have SWF in the first place. It's a third party software, they can specify that it's not cheating, but they cannot ignore that the use of it gives survivor teams an unintended advantage.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/839524#Comment_839524
You're really comparing apples and oranges here. Cheats and voice chat are not the same thing. But let's just say hypothetically that you do block every voice chat program out there.
- How do you stop people from using their phones?
- How do you stop people from communicating in the same room, LAN party style?
- How do you stop people from using Steam, which has voice chat and is required to be open in order to play the game?
I already said you can't stop people, I dunno why you're trying to make it seem like I am arguing that. But no, it is exactly the same, it's using third party software to gain an informational advantage you wouldn't have otherwise, just the same as wallhacks. Why use aura reading perks that are in your game when people can just team up as a 4 man and know one another's location and situation on the fly, while saving themselves a perkslot or a dozen. As I said, at this point you guys just have to bite the bullet and balance the game around voice comms.
You had a great concept with a game of limited information, but you let the community bully you into allowing them to break that aspect of the game.
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@LetsPlayTogether said:
I really love those "instant kill the game" ideas. There I can rant abut those peolpe as much as I like. Wait. Just stop those stupid ideas. This is a multiplayer game.
A multiplayer game built around the concept of imperfect information. SWF voice comms breaks that, so either the game just has inbuilt voice comms and balances around it or it does something about being breaking the game rules with third party software.
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@Peanits said:
How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.
You can't, you made yourselves a situation where you let people break your game at a core level. So now you have to find a way to compensate the other side. Because realistically, this is like saying "we can't really check for killers who are running wall/aim hacks, it's not nice to look through people's PCs". As I said further up, implement in-game VOIP and then balance around the game having survivors talking to one another, that's all you can do.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/838946#Comment_838946
The problem is, what can you do for killers to compete with coordinated efforts?
Solo queue will still be worst off as survivor aren't used to eachothers comunication style or straight up muted the other players.
Killers can't do anything because voice comms fundamentally breaks the game, if they're used even semi efficiently. And it's too late for BHVR to go back on allowing SWF teams, so they need to own up to having made a massive balance issue by letting voice comms be used in a game that's all about having imperfect information.
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@Galklife said:
https://forum.deadbydaylight.com/en/discussion/comment/837524#Comment_837524
Please!!! tell me youre joking ok?
all killers are viable at red ranks but you need to spent more time to learn them or you need to make more mistakes, ppl are playing mainly top tier killers because they are too lazy to learn how to play weaker killers because they have 4k or 0k mentality which is unhealthy in noncompetitive game xd (i love when streamers are playing 1 or 2 games pig in month and are telling she is one of worst m1 killers xD without even using her crouch to its potencial but to do so you have to use brain which is too tiresome to most players/streamers)
TOP ranks and TOP tier survs <hahaha> when i play solo surv my teammates are equaly bad in green, purple, red ranks (i have around 1200h on survs and 900h on killers) and you can find good players on every rank (not everybody is playing enough to negate rank reset)
about buffing weaker killers i can fully agree i would wholeheartedly take yellow windstorm to my wraith base kit ^^ or +1 trap for pig but they dont need much more (i use only yellow and brown add ons)
I mean, I'm obviously talking about survivors who play to the top end of what survivors can achieve. How's a M1 killer to compete against a team who know how to loop well, so they can waste up to 60s or more per chase, and know how to pump through gens even with Ruin up. There's variables, of course, but a good survivor can last at least 50+ seconds in a chase, by which point 2 or 3 gens will have gone. Then you get into things like keys, top end toolboxes, prove thyself. There's a lot of potential that survivors usually don't tap into because ranking up as survivor is easy, so there's a lot more skill variance in the top ranks of survivor and they don't feel pressured to play their best.
As for 4k or nothing mentality, it's mostly enforced by the game. As killer you're usually punished for a 2k, it'll at best be a black pip but usually a depip. You need at minimum the equivalent of a 3K in terms of hooks(9 times hooked), with at least 2 kills, to pip. With one of your emblems being entirely up to the survivors for how the game ranks you. So if you wanna talk about a unhealthy mentality, take that up with BHVR and how they balanced the emblem system. Not to mention, a single DC or death on first hook can pretty much guarantee a black pip or depip no matter the end result.
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Just add VOIP into the game at this point. BHVR tried to make a limited information game, it's obvious when you look at the design of aura reading perks for survivors or the sheer fact that these exist instead of knowing where other survivors are at all times, but then opened up a can of worms by allowing friend groups to play together and not punishing the use of external voice comms. So given that we're going to switch to dedicated servers, VOIP should be easy enough to implement. At that point they can just buff all the other killers to be able to compete with teams using voice comms, and survivors can sleep in the bed that they made.
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@LlamaArmour said:
https://forum.deadbydaylight.com/en/discussion/comment/838647#Comment_838647
60 seconds is probably around the same time, if not quicker than any other killer could accomplish the same feat (except spirit) due to pallet loops. So with that in mind she is pretty balanced, especially considering you can't run in a straight line forever, AND considering that video proof is based off of the survivor running when nurse is 32 meters away which is definitely not always the case.
Which isn't balanced because rn 60s is enough time for the rest of the team to complete 3 out of 5 gens. Any chase longer than 30s is detrimental to a killer, if your first chase is 60s the game will be hard to salvage against a competent team.
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@gamerscrybecauseofme said:
https://forum.deadbydaylight.com/en/discussion/comment/838815#Comment_838815
So we apply that we logic to killer nurfs. They have something broken, bhvr fixes it. Easy really ?
Survivors doing gens in 3 mins ONLY happens v a potato killer and is so rare, it has NEVER happened to me as a killer or survivor. In the same way killers can end games with 4 players on hooks in around the same time, but that's cool huh?
I mean, find anything that's actually game breaking. I can tell you, there was the Legion moonwalking exploit and Nurse on release. So an exploit, which was fixed, and a single actually broken killer, back when survs still had true infinites, no window blocker and a miriad of other busted stuff. So no, you can't apply the same logic.
Survivors doing gens in 3 minutes is indeed a top end outlier, but is dependent on survivors more than killers. Here's the core problem of DBD, killers don't really get any skill expression outside of playing Nurse, post-nerf only if you have two power recharge addons, and Spirit. The game hinges on the relative skill level of Killer to survivor, and if the skill level is equal or in the favour of survivors then Killers don't really get to play the game and are relegated to a haunted house attraction that sometimes pops out from around a corner. That is to say, they're ultimately not a threat and something for survivors to laugh at.
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@Raptorrotas said:
What about that "adjusted speed" at zhe end of the phase? Sounds like wriaths uncloaking speed curve, which wouldnt need a ptb to show it being a dumb change.
Not a spirit player crying out, just interested in what changed.
Well, we've not seen it yet, but it does seem to be what they're hinting at.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/838806#Comment_838806
I think the main issue for the looping and jungle gyms is the map design itself.
I'm not saying we should remove all safety pallets and give Survivors one window in the map no... i'm saying that the current design of most of the maps works against M1 Killers greatly... that's why Spirit is more viable than most Killers and Nurse WAS the most viable... because they both ignore literally all obstacles (Except Spirit struggles with some of the bigger loops.)
Oh I agree, and I said in another thread that realistically maps should have at most 3 safe loops, the rest unsafe, and maybe BHVR should take a look at killer shack. Admittedly, killer shack is way more balanced than before but it's still an insanely powerful loop on the maps that have it, and it always spawns around at least one safe loop.

