MadLordJack
MadLordJack
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- MadLordJack
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I think another big reason was the fact that moonlight offerings could potentially break the stealth balance of the game. I have no opinion on the matter personally, just informing what I have heard.
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Because rank means nothing and even in unraked modes in other games there's still almost as many people tryharding.
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It depends. Their job is literally to provide content, so being stuck in a farming match or similar situation?
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That's not slept on, it's just not that effective against survivors that are paying attention. The generator literally spews blood as the map-wide whoosh plays.
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I love how the Devs actually created God Walls. Walls that the killer is literally forced to waste more time breaking than a god pallet to avoid an infinite.
Logic.
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People dont suck at solo, people suck in general. That's just how the matchmaking works, because otherwise killers would rarely win as anyone except Spirit or Nurse.
Comms just tell people what to do, not how to do it.
Edit: and if you want to prepare for anything, here's your build: DS/UB/SG/DH. Need to do gens? Do them in the killers face. Need unhooks? Gotcha covered. Killer has map pressure? Not anymore. Ruin up? Who cares.
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Chases are the reason DBD is as popular as it is. Without them, the gameplay would be extremely stale.
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I get most of mine with Plunderers Instinct/Ace In The Hole. Easy add-ons, too.
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Are you claiming pink maps to underpowered in the current Hex meta?
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Any increase to their power duration is good. Right now, the Legion is supposed to be about juggling, except their power runs out so quick they can't actually juggle. Decrease the post-frenzy stun per player stabbed (maybe .66 seconds each) and that'd be a nice buff.
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@Withered8 said:
https://forum.deadbydaylight.com/en/discussion/comment/1662186#Comment_1662186
I think it would be nice if that if ruin is cleansed whilst undying is up, it has like a 30 second or 1 minute cooldown before it is activated again, cause currently its really unfair that totem perks with stacks get penalised but ruin doesn't.
I think it'd be nice if they reworked Ruin itself so that the regression speed decreases each time the totem is cleansed, but unless they add other ways of respawning totems it wouldn't make much sense for the layperson to read in the perk description, unfortunately.
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If the problem were Undying, then Undying/Devour Hope would be meta. The problem really is Ruin: now that is can hang around for a decent amount of time without extreme luck, it's an issue.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1662011#Comment_1662011
It's a perk just like no other perk. I run it solo am I toxic? It makes virtually no sense. Toxic is being intentionally rude to aggravate other players. Having an aura reading does not do any of that.
It is my guilty pleasure perk. I run it on occasion. Even ignoring the fact that it is literally the most overpowered info perk in the game, since it's downside is negligible, the killer has absolutely no way of ever knowing if I am relaying the extreme information I have to my teammates. That alone is what makes it toxic, and is the reason I never blame a killer for tunneling me out of the game. Sure, my intentions may not be overly harmful, but they are by proxy because I am fully aware of how extremely uncomfortable a perk it is to go against.
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1655750#Comment_1655750
Running a perk isnt toxic. That makes no sense. It isnt bankable and it is allowed by the devs. Its only toxic if you use it to mess with the killer.
OoO is perhaps the one exception to that rule.
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Stun into CJ is bad enough, but then the killer has to just stand there and wait while you pick up the pallet. How's that gonna work?
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What are you taking about? Clearly they're the better and more skilled players and deserve to be rewarded as such. After all, not just anyone can let go of the controls and wait for someone to come unhook. That takes real intelligence and reactions, that does.
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Here's another idea: what if the Devs fixes the sounds so that audio occlusion doesn't make survivors borderline impossible to hear if they are crouched behind a tree?
Seriously, that's actually not how sound works.
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I also hate BT abusers, but the lynchpin is DS, so fixing that will (mostly) fix the problem.
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Wait, it doesn't show on pre-hook skillchecks? That's not bad. It's not exactly good either, but it is an overall buff.
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Botany, Empathy, For The People, Borrowed Time.
Personally I prefer Kindred, We'll Make It, For The People, Inner Strength, but technically Inner Strength only helps by proxy, and Kindred helps you while you're hooked.
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People haven't been using it because you can't kick gens with Ruin.
That's pretty much the long and short. Nearly every Blight has Ruin/Undying, so nearly every Blight doesn't have Dragons Grip. Same goes for other killers: if they unlock Dragons Grip, they also probably have Undying... So why not slap on Ruin as well?
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I've never let that stop me from Slinging Death. Don't let it stop you from Heading Pyramids... Yeah, that came out wierd but I'm gonna stand by it.
Although, it helps to acknowledge flaws in a killers gameplay. I'm not a huge fan of lose-lose, so I do like to discuss with reasonable survivors the issue to try and find a potential workaround.
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Or... Maybe don't hang around in one area? Maybe don't immediately try to pick each other up all the time? Maybe take a little responsibility for setting the killer up for victory? It's as much on you to avoid a snowball as it is on the killer to create it.
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It's too easy to get to rank 1. That's got nothing to do with killer vs survivor, the ranking system is so busted the Devs said it was nothing more than a personal victory and created a completely seperate, hidden MMR system which, tinfoil hats please, is probably still gathering data for its rerelease.
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@jisp3r said:
Watch videos from people playing him with a mouse...
It's not a problem of being bad with a controller. It's a problem for being fair.
We paid the same price for it and we want to be able to do the same things..
But... I know it's impossible so let's move on..
Blight isn't a killer who gets exponentially better with m&k vs controller. If you're good with a controller, you're good with Blight. The only time it is even slightly an issue is post-slam lookabouts, but even then it's not a huge issue and can be heavily mitigated by being good at Blight.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1658542#Comment_1658542
No, he was corrupted before coming into the Fog, like (almost) every other killer. No killer so far has been an ex-survivor who became corrupted post-abduction.
The reason why survivors can't be corrupted (lore-wise) is quite simple: the Entity needs survivors who won't give up on trying to escape to go up against killers who won't stop trying to kill them. Survivors are taken because they can't be corrupted, can't be convinced to surrender or "defect" to the other side, so they'll just keep playing the trials and feeding the Entity.
Grimes was as messed up as any other survivor and was heavily repentant for his actions. Not exactly the best choice of murdering psychopath.
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@Orion said:
Nope. Survivors are food, and when they become lifeless husks they get thrown into the Entity's trash can (the Void).
Blight was a survivor (of sorts). It stands to reason that some of the survivors might go insane and start killing their fellows.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1658198#Comment_1658198
But again, that wouldn’t matter except in instances where survivors have no choice to. The point is if survivors are near teammates, or can heal themselves then they go “we need to get rid of Thana”.
The killer is meant to expect this behaviour, and predict where survivors will do this, to try and achieve easier downs than persisting with long chases.
That isn't exactly true. If I see Thana, I don't ever actually care. It doesn't really do a whole lot. An extra 10 seconds in a solo gen on average? Sure, whatever. It only becomes dangerous when stacked with other slowdowns, in which case you still save more time by not healing.
In order for a perk to force survivors to take the time to heal, it needs to make it worth their while. I'm not missing the point of the perk, the perk is missing its own point. It should be strong to make people feel weak, and it's teeny tiny buff just doesn't do that.
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@XCell324 said:
https://forum.deadbydaylight.com/en/discussion/comment/1658075#Comment_1658075
I just think even if there were dead zones, the killer could still use them to their advantage. Almost like changing the meta on how to kill survivors by not relying on hooks... Maybe if there were a perk to speed up the dying state... I don't know. I'm just saying I'm just tired of having the option to wiggle when there really is no point to it if there is an extremely low chance for reward. I mean, if they change how wiggling works in general, (for example: not having to have the player press buttons for the bar to fill up), I guess I would just drop it. In my personal opinion, I feel like there's almost no point to wiggling to begin with.
Okay, don't wiggle and let the killer put you in the basement every single time.
IT ISNT THERE FOR YOU TO ESCAPE. The point is to limit the killers options. If you want the killer to always have a massive advantage, sure. Don't wiggle. See what happens when you get someone that knows what that means.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1658084#Comment_1658084
If they did this, it would almost certainly be worse then what we can achieve now so the game won't really slow down when used. I don't call +5 seconds a slow down.
If they did that, Thana could be 10% per injured survivor
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@PigMainClaudette said:
They're also forgetting that you can easily stack it with Dying Light and a killer like Legion or Plague who basically always have everyone injured. Forever Freddy didn't care that Thanataphobia was ONLY 4%, but when you stacked them all together, with Dying Light, Swinging Chains and Jump Rope, it was literally impossible for Survivors to accomplish anything against a competent killer.
I dunno about you or anyone else on the forums, but I can see a very clear solution to the problem at hand. And the Devs will hate it:
Unstack slowdowns and buff them individually.
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I think that the actual speed of healing is the biggest issue. If 4 survivors bring in a yellow medkit with a bunch of charges... Yeah, I'm kinda screwed, but what if it's a purple medkit with charges and speed? That's going form "screwed" to "you just annoyed Vlad the Impaler."
However, other than that, I don't think there's a problem. It's okay for something to be strong, and now that instaheals are autoheals I don't have a huge issue with them, except on a personal, I-bloody-hate-medkits level. But that's a personal tick due to them directly countering my playstyle, not a balance issue.
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@XCell324 said:
https://forum.deadbydaylight.com/en/discussion/comment/1657723#Comment_1657723
How exactly is it a bad thing to have hooks go away after getting a kill? And if they complain about bleeding to death, I think that's just their problem... I mean, if a killer made me salty some how, I'd rather bleed out instead of getting hooked. But that's just me if I were heated.
It's a problem for the exact reason I pointed out - it creates deadzones where the killer gets punished for completing their objective by not being able to complete any more of it.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1657726#Comment_1657726
The myth was about individual healing speed, not combined healing speed.
Stacking survivors ups it the same as any other method
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If healing couldn't go above 100%, group healing would negate every and all healing perks
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You aren't ever supposed to wiggle off. It exists to prevent killers picking and choosing their hooks, not to let you get away. It's actually a bit of an issue that hooks go away with sacrifices, because that occasionally leads to deadzones that certain fun and fair survivor alike to abuse, then complain when you leave them to bleed to death.
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If you're playing solo que, he destroys because there's always 1 stealther that somehow can't even hold W. Plus, his add-ons overbuff him and are, for the most, essentially 2 add-ons rolled into 1, meaning that him equipping 2 orders, calms, etc. is the equivalent of another killer, like Plague, equipping 4 add-ons. That lovely brew mixes with his constant, honestly rather extreme game slowdown in the form of Madness III, and let's not forget his ability to deny vaults and pallets, which means you can't loop and you can't stealth so time to hold that W.
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@KIKI_ said:
https://forum.deadbydaylight.com/en/discussion/comment/1656136#Comment_1656136
I do it. But lets assume im lying, did you see the recent tournament that dowsey and hexy hosted? There were really good teams, and guess which killer dominated against this amazing teams (just look for fingerguns performance). Luckily for us nurse players, nurse is really strong and highly rewards your skill. And you can dominate really coordinated teams, provided you are good. I really wish every killer could be like that, they have done an amazing job with nurse
You mean the tournament filled with terrible teams that genuinely didn't know how to do gens, with maybe 3 exceptions that were only reasonably close because of perk/item/add-on bans?
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They buffed Thana in the sense that it is 4% stronger than before in the extremely rare circumstance that all 4 survivors are injured.
Yes. Quite the buff.
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@GoodBoyKaru said:
With the amount I complain about the ######### I bet people are expecting me to say spirit as my most hated right? Well, wrong.
1) Ghostface.
2) Spirit
3) Slinger
Can explain my reasoning if you want
I wanna guess: Ghostface for the bugged stalking/revealing, Spirit for her fun and interactive gameplay, Slinger for the fun, interactive gameplay mixed with stealth potential?
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/comment/1655998#Comment_1655998
I mean a god nurse with double range add ons could have a pretty good chance
Nowhere near 50/50
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No killer, including Nurse, can really compete with a full team of good survivors with decent perks and decent coordination. And it isn't something that can ever really change, because as has been stated, most survivors aren't like that.
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I was a Slinger main til Blight came out. I love Slinger. He's still one of my favourite killers. If I'm landing my shots, there's nothing at all the survivors can do in any way, shape or form and I dont think that is okay.
If the survivors are within about 10m, and they aren't literally standing under a pallet, they're dead. You can't juke a good Slinger, you just don't physically have the reaction time, it's a limitation of human physiology. There's just nothing they can do, I'll hit them no matter what. Break LoS? Guess what, I'll probably shoot you anyway, and even if I can't I'm only 5% slower than normal, so... Yeah. Congrats, you extended your life for 5 seconds.
But the main reason that people seem to hate Slinger is because of what happens when you fake the pallet or window: you get hit anyway. It was a discussed issue even before PH, and PH took over the forums because he's much easier to play, but Slinger still has that damned if you do, damned if you don't vibe.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1655931#Comment_1655931
He said any grabs and DS deactivates, what if you get grabbed off a medium vault after being tunneled before the 30 seconds?
That's a bit much. Touching a gen and DS deactivates? A bit much.
Healing and DS deactivates? A bit too much, what if you're looping the killer and you have Second Wind? What if you manage to get a locker play with Inner Strength? Technically yes, you're still being tunneled, just because a survivor has the time to heal during the chase with said perks doesn't mean they're not being tunneled off hook. What if I pop an insta-heal during the chase, it takes about 10 seconds with my build and DS is gone? Why? Because I managed to bring an addon to help me?
Some of the changes you killers want are ridiculous. Like...step TF back and think.
He specifically said that it should only deactivate from locker grabs, because let's face it: Locker DS is absolutely dumb. As for the rest, there's nothing unreasonable about it. If you had time to work on a gen, you weren't getting tunneled. If you're getting tunneled, don't tap a gen in the first place. If you heal or get healed, once again you clearly weren't being tunneled. Sure, I can see some problems specifically with Second Wind, but nothing else. Not even an autoheal. Although he clearly didn't mean to implement everything he said, just some of the suggestions. I rewatched the clip to fact check it.
And please stop with the "you killers," I'm a survivor as well. I want the perk to fill it's clearly intended function: protecting the survivor post-unhook.
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@BigBrainMegMain said:
I agreed with what he mostly said, I was there live.
What I don't agree with are his DS changes, he wants to gut DS without addressing the actual issue and the issue is tunneling and DS is the only perk in the survivor arsenal to fight against it.
He had great points about Iri Head, Moris and keys.
I'm curious, what did you have against his DS changes? They seemed to not affect tunneled survivors, and while I despise DS in its current form I'd rather the perk stay as it is than just not work
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This is yet another variation of the same idea that has already been shot down by the Devs. THEY WILL NOT CHANGE CHASE MECHANICS TO REMOVE MOONWALKING.
Which is stupid, yes, but the exact reasoning I was given when I asked why was because they wanted a chase to benefit the killer and for the killer to never want to avoid getting into a chase. It's also why they adore Bloodlust and, I assume, Beast of Prey.
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The attack cooldown decrease is barely noticeable. I'm all for increasing the cancellation cooldown, but there's a reason people play PH like that. His wave needs to move a bit quicker.
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It depends on why they're doing it in the first place. Antiloop killers basically only have the stealth "counterplay," so you bet I'm gonna be hiding when they come looking for me. Rock, tree, rubble, wall, whatever. So long as I stay out of their LoS til they move on.
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The Doc change would be cool, but it might also be kind of intensive for devices. Personally, I would prefer they fixed the heartbeat first so that you can actually hear it when he's using anything that extends his TR, then move onto cosmetic changes
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Blight, but I might be biased. I also like PH and Slinger's as well, in that order. PH kind of makes me want to bob along like a half-baked headbang that goes side to side.