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Madjura

Madjura

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Madjura
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  • @Rivyn said:

    What's wrong with killers dodging swf? If they don't want to deal with that level of team work, why go through it?

    The devs know that most killers would dodge SWF because there is no good reason not to. It is an issue they have willingly ignored for years

  • He's a licensed character so they are almost certainly not allowed to make changes without permission. If whoever owns the license had issues with the way he was designed then any changes would have been made before release. As that didn't happen it seems unlikely that he will ever get any visual updates

  • @theArashi said:

    Yes.

    Normally you also get death threats and best wishes on your profile.

    Devs don't try to do anything to toxicity so it's normal.

    One time I was told to kill myself because I camped a speedhacker, who was also trying to farm the other survivors, so they knew it was a speedhacker

    As far as I could tell it wasn't SWF, the survivors were just incredibly dumb apparently

  • @gamerscrybecauseofme said:

    https://forum.deadbydaylight.com/en/discussion/comment/622286#Comment_622286

    There is supposed to be a gap between solo and swf 😂 A gap that can never be buffed around to suit solo.

    There is a whole bunch of swf advantages, location of killer, injured survivors,nearly completed gens, nearly sabotaged hooks....the list is endless. How about, instead of increasing things to make solo more like swf, rebalance by nurfing swf.

    You can't nerf SWF because then they just dodge lobbies, which also causes issues with the matchmaking, until they are all in the same lobby

    Add voice chat to the game, balance around it, done. It's the only sensible solution

  • @PrincessPoop said:

    As excited as I am for the archives, my biggest worry is that the battlepass will introduce timed exclusive skins. It is possible that I’m wrong though as the devs have not answered any questions regarding it though so one can still hope.

    If they had anything good to say about that predatory trash system then they would have to generate hype

    Therefore you should assume that yes, there will definitely be timed exclusives

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/622380#Comment_622380

    Low stamina: You suffer the exhaustion effect for 60/50/40 seconds every time you stop running. Gain 50/75/100% more bloodpoints.

    Weak:You vault and drop pallets 15/10/5% slower and gain 50/75/100% more bloodpoints.

    Optimist: Your confidence boost your morale! For every escaped chase you gain a token up to a maximum of four tokens, every token grants a 25% boost to bloodpoints up to a maximum of 100%.

    Survivor perks that make you weaker are a dangerous design, other survivors are disadvantaged because you are weaker and that's unfun

  • @theArashi said:

    I'd rather see vote down option that will make them more likely to play against similarly downvoted players.

    If they can't behave, they should have fun playing with other toxic players.

    Would be abused hard, can never work

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/619979#Comment_619979

    Carrie ? The girl with telekinesis powers who killed all her clashmates at the prom ?

    Or you talk about another Carrie ?

    Probably a licensing nightmare if it's the Stephen King Carrie

  • @Theluckyboi said:

    I still dont understand the reason why people think self care is so good, its only decent when combined with botany knowdlege, otherwise its time consuming garbage, just bring a med-kit or bond if you have such a big problem with healing.

    This

    If you run Self-Care and no item then you are doing something wrong. Use the item slot for a medkit and run a different perk

    Perk slot value >> item slot value

  • @Hurricane622 said:

    I don't understand how there is still no answer to any of these "please fix Leatherface" threads from Behaviour. It's both saddening and infuriating to me. Especially considering that the "Chilli" / "Award-Winning Chilli" add-ons (a.k.a. the acceleration add-ons) have been confirmed USELESS over a year ago, and they STILL aren't fixed. It really does feel like the dev team doesn't care about certain Killers anymore.

    -1 for Behaviour here 👎️☹️

    Balancing brings in less money than churning out new content

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/622357#Comment_622357

    No lie, just a misunderstanding. I was only thinking of the "brute-force" method of DCing, which is bannable. However, refusing to engage in normal gameplay (like, say, taking the Wraith and sitting in a corner to avoid getting points and thereby deranking) is also a bannable offense.

    Highly doubt it's bannable when disconnecting to give the hatch isn't because there could have been a real life reason to disconnect

    Maybe there was a reason to go afk in a corner

  • @CakeDuty said:

    Wouldn't make much sense. They aren't making prestiging easier. Just perk grinding easier. Then it'd have to be something like "P1 with all perks is a shirt/weapon" etc, but that'd be very unlikely and I don't think the devs would wanna give out a legacy 2.0. Though a little compensation would be nice for us that took the time to get all perks

    The compensation is that it's easier to get new perks on characters you want them on

  • @Exerlin said:

    Wouldn't make sense since they aren't going to be making it harder to prestige your characters, only to get the perks you want.

    It would also be a massive waste of development time. There are now significantly more characters. Licensed characters need to have skins approved. This idea is bad on so many levels, for so many reasons

    If you don't have legacy you don't deserve it

    You will also never get it

  • @xXNurseXx said:

    https://forum.deadbydaylight.com/en/discussion/comment/622296#Comment_622296

    nobody here is talking about releasing legacy 1 again

    You don't deserve legacy

    You will never have legacy

    You will never have legacy-but-slightly-different

    Your suggestion is bad

  • Legacy will never come back

  • @Rizzo said:

    It's not an exploit.

    I assume this also applies to jumping over the hole in the preschool with a lunge?

  • @Perelie said:

    https://forum.deadbydaylight.com/en/discussion/comment/620531#Comment_620531

    They can still punish people now for DCing before making those changes. Just make it so if someone keeps DCing, there's a penalty. The reason why people do it so much now is because they know they can get away with it.

    Even if the system did its job properly it doesn't account for the reason of the DC, for example to give someone else the hatch

    You need to have a disconnect rate of X% to get banned

    If something else has a lower occurrence rate than X% you can always disconnect and never get banned. If the % of games with moris is less than X and you always disconnect it will never trigger. That's why automated systems for that are inherently trash and a new system will also fail

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/620499#Comment_620499

    Are you being serious in how you are defending that rationale right now? Battlepass and loot boxes are going to completely throw this game down a well dude.

    I am being sarcastic because the devs have ignored massive issues that exist since launch but they use resources to develop anti-consumer garbage such as a battlepass

    Lootboxes, though not confirmed, are the next logical step

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/620490#Comment_620490

    Luckily, they have employees whose jobs are exactly this!

    Considering that the summer event was cancelled despite them having everything needed for one and bloodweb changes requiring more work than that it is very unlikely that anything will be done. Obviously there are more important things to work on

    Such as the battlepass

    Or lootboxes

  • @Rydog said:

    There are all kinds of solutions, yeah. More BP rewards, no rank 1-2 perks, more perk choices per web (I'd say like 7-8), the option to buy all three ranks of a perk immediately for additional BP cost, or just a straight-up full list where you choose the perk you want from each web and pay the BP cost.

    A big part of my issue is that they refuse to give a straight answer for why they don't pursue anything like this. I want to know, specifically, what they think the underlying advantage of the current Bloodweb system is in both gameplay and business terms, and why it is worth the player happiness and convenience sacrifice.

    Making changes requires someone to implement them. That costs money

  • Reduces a portion (5 seconds) of the Survivor's DW bleed-out timer.

    No

    This is a mechanic that can never come back

    It's an inherently unfun mechanic akin to exhaustion recovery while running

    Putting it on an add-on is already questionable but it's balanced out by it's rarity

  • And this is why the disconnect ban system is trash

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/620052#Comment_620052

    With the difference that Nurse's basepower needs no rework. Its fine as it is. Only her add-ons need tweaking, and the community is fine with that. But apparently the devs are not.

    She doesn't move at all when the target is an object, I am pretty sure that before the first rework that lets her control whether to blink up or down you would move up to the object instead. A base tweak could just be reverting that, or it could refer to how vertical blinks work. It does not necessarily mean buff or nerf

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/618979#Comment_618979

    Why do so many dont get it yet? No one is mad about her add-on rework, but about her power-"tweak". This "tweak" could be anything from not noticeable at all, to absolutely turning her into trash-tier. We dont know, and the devs refuse to give details. THIS is what people are afraid of, not the add-ons change.

    A lack of information could just mean the design isn't finalized

    The reworks are the one thing that has been consistently good, yes that includes Legion, the old power was a flaming dumpster fire of awful, so out of all the things that they might screw up, the Nurse rework won't be one of them

  • @HazeHound said:

    I think killers and survivors are in ok spots. Maps and SWF are the problem, Haddonfield, Crotus Prenn, Red Forest. 3 offerings that you can combine with balanced landing to basically instawin unless its decent nurse or autotrapper.

    Those are issues but the biggest one is that the rank system is worthless

    With a proper rank system it would much safer to draw conclusions

  • If you're camping to get more points you're doing something horribly wrong

  • @SensualPotato said:

    https://forum.deadbydaylight.com/en/discussion/comment/616770#Comment_616770

    I am sorry, I think I am not understanding what you're proposing instead.

    I think it's dumb that you can get hit by DS when you go after other survivors but the timer is so long it can still trigger even though you did not tunnel

    You suggest to make the timer 30 seconds (+ the other changes to make it not tick down like when in a chase)

    I think that with your suggestion the situation where you don't tunnel but you get hit by DS can still happen, just more rarely. So I think the DS should deactivate (equivalent to the timer running out, you can't use it anymore) when you hook any survivor. This way you have a clear moment where you know that DS is gone. If you set the timer to 30 then you could still (rarely) get the situation where a survivor has 1 second or so of DS usage left but you get hit by it because you picked them up too early

  • Yes it's dumb, the situation you describe should never be possible to happen but it happens all the time

    Your suggestion can work but I think a better one would be that all active (usable) DS become inactive when a survivor is hooked. A shorter timer doesn't make it impossible just less likely, a specific condition / time where you know that DS is now inactive would feel a lot better

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/615749#Comment_615749

    Ooo, JavaScript, I'm an expert with that programming language! :)

    They could make a function or an array that detects what maps are reworked, and therefore, disable Bloodlust.

    The number of reworks per patch can be expected to be low so it would be sufficient (and more efficient, and less prone to false positives) to just manually flag the reworked maps or to update some list

  • @Ghoste said:

    The devs have stated they're adding bloodpoint events for survivors in upcoming patches, including points for being alive when a gen is done, struggling on the killer's shoulder, and more (mainly in the Survival category). It's also been hinted that they will increase the point cap per category.

    They'll never remove the cap though. They want to limit the points you can get per game. Plus, imagine the influx of farming games you'd get if there was no cap.

    Farm games can easily be detected by the amount of bloodpoints gained

    People who do it excessively can get banned

  • This argument is Spirit with Prayer Beads tier

    Please stop destroying me with your superior argumentation skills

  • @Aztreonam78 said:

    @Madjura of course, you can stack Unrelenting and Pocket Watch to decrease Cooldown and Fatigue durations as much as possible, but..... is it a good way?)

    Depends on how often you see Dead Hard. If you see it a lot in your region and rank then yes. Otherwise probably not

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/616162#Comment_616162

    NOEd doesn't need a buff. I'm trying to make the point that NOED is fine as a perk because the counterplay to NOED is the same as how a Killer needs to normally play with the threat of DS/BT/DH/ADR/ etc.

    Survivors needs to start playing like killers, and baiting DH, slugging DS, Anticipating BT, knowing when to break chases with BLanding, knowing how to counterplay ADrenaline, all at once. Instead they whine about NOED when the requirement to mitigate NOED is equivalent or smaller than a killer playing properly around all of the survivor's perks they could possibly have.

    In short, you're wrong. NOED doesn't need a buff. It works perfectly fine as is - A survivor needs to waste time cleansing EVERY TOTEM, just like a killer needs to be on guard for every perk and wasting their own time. I think NOED is just fine as it is right now.

    The reality is that survivors don't play around it though, because they don't have to due to its lack of impact

    Do killers play around Pharmacy by trapping or defending chests, which are about as difficult to find as totems? No, because it's weak. Also because it's rarely used, but NOED is relatively common and yet barely anyone adjusts to counter it: because it's so weak they don't have to

  • You don't

    Competent survivors can always dodge one attack and force you into fatigue

  • @savevatznick said:

    https://forum.deadbydaylight.com/en/discussion/comment/613279#Comment_613279

    This is a good, good, good, and good explanation as to why NOED exists in its current state.

    If you complain that there is a non-readable strength on the survivor side of things, you need to take into account the amount of non-readable survivor perks that threaten a killer.

    A killer watching someone go for a brazen unsafe unhook needs to be careful of borrowed time, even if that perk doesn't exist in that current match just because of the threat of its existence. THAT INFLUENCES THE GAME IN AN IMPORTANT WAY SIMPLY DUE TO THE PERK EXISTING IN THE META-GAME.

    Just like a killer slugging someone who was recently unhooked but bad at being chased. They need to plan around the THREAT of decisive strike, even if it doesn't exist. If one person is running an Obsession perk, the Killer needs to be cautious of DS especially when a single DS can make or break the game. THE MERE EXISTENCE OF SUCH A PERK FORCES A KILLER TO WASTE THEIR OWN TIME BY DEFAULT.

    NOED is simply the killers answer to these perks. It forces survivors to waste time and counterplay in a similar way to how killers waste time to counterplay. If a killer refuses to wait out/slug the Ds timer, or doesn't respect Borrowed time, or doesn't play around Adrenaline, they get punished really, REALLY HARD. If a survivor fails to play around NOED, even if it doesn't exist, they get punished REALLY HARD.

    It's an equal exchange, in my opinion. I don't use NOED, as someone who does 70% killer 30% survivor, but I understand why someone would use it. It's the same as most survivor perks. Really, if you want NOED to go, you should be asking for a total game rebalance.

    Killers play around DS and BT though even if they are not in the game, survivors generally don't play around NOED

    The reason for that is that NOED is too weak, it's easy to escape while someone else is being hooked for example. Or you go look for the totem, make a BT save and get out

    NOED needs a buff

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/616144#Comment_616144

    Again, we aren't talking about how hard or easy it is to win. We're talking about how the individual survivors feel robbed because they have no options if the killer chooses to play that way.

    Break line of sight and hide to end bloodlust

    If you are not doing that you are not making skilled plays and deserve to get run over by the killer making unskilled plays by getting bloodlust up to 2 or even 3

    Healthy survivors can also take a hit for you to end bloodlust. It's a team game, if you don't work together you get slapped

  • Bloodpoint gain for survivors should be increased in general

    Just remove the point cap

  • @gantes said:

    https://forum.deadbydaylight.com/en/discussion/comment/615289#Comment_615289

    Great design pff

    A perk that only kicks in after you failed isn't great design bud

    I hate late game builds. Sure, let's not learn fundamentals or to apply pressure and get rewarded in the late game. It HAS to be kept weak to be healthy.

    A perk that only kicks in after you failed isn't great design bud

    Maybe survivors should fail less and actually do totems then

  • @malloymk said:

    I used MoM for 2 or 3 weeks. Honestly it was a strong perk, but was it really any stronger than dead hard? MoM was a one use perk with a significant drawback (aura reading). Dead hard can be used multiple times throughout the game.

    Ash's perks are terrible.

    Correct, it did the same thing Dead Hard did. Except you could use it only once. Instead of running Mettle Of Man you could have just used Dead Hard to negate many attacks instead of just one. The only time it really made a difference was when you run Mettle Of Man and an exhaustion perk to simulate having that exhaustion perk and being able to Dead Hard once per game

    It was never as insanely strong as people claimed it was. And yes now all of his perks are absolute garbage and will never be relevant instead of just two of his perks being garbage that will never be relevant

  • @Kerbert said:

    https://forum.deadbydaylight.com/en/discussion/comment/615286#Comment_615286

    That was an exploit and not the way to play Legion correctly. Tunneling one survivor in order to get them downed with DW was not the point, the point was to apply DW to multiple survivors so theyre busy mending and not doing objectives.

    Which is why the rework happened

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/615286#Comment_615286

    Oh wow, you ignored how I said they COULDN'T down people with FF unless they chain hit 3 people AND found the fourth.

    You said you had no problem with old Legion. I pointed out why old Legion was garbage

    I did not refer to your suggestion because I think it is so bad that it doesn't even deserve attention. I can see though how my post was unclear

  • @gantes said:

    And NOED is both bad design AND a bad perk can't believe we're having this debate in 2019

    No NOED has great design

    Yes NOED is bad

    Survivors should not be able to get away with not countering a perk that does literally nothing until the end and is trivial to counter. NOED should be buffed massively

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/615188#Comment_615188

    I disagree. I was a new player at the time of Legion's release. Other than his exploits, I never really had a problem with him. I would personally give him his old power back, minus the infinite swings and ability to down everyone with Frenzy. I'd make it so that if you chain hit 3 people together in Frenzy, you can down the fourth one. Also, remember that Deep Wounds is affected by terror radius now. No more moonwalk exploits. His current state is completely unacceptable.

    Old Legion guide:

    • use Bloodhound
    • alternative: just follow the blood without Bloodhound, this is especially easy on maps without a lot of grass

    Congratulations, no one can escape from you ever if you use your power off cooldown

    Such counterplay, much wow

  • @Nurse_Wheeze said:

    I just disagree because it's players trying to make an unwritten rulebook and then asking the Devs to enforce their fake rules.

    There are too many reasons to camp: someone has a key, someone was hooked next to an exit, someone was hooked in a small gen patrole path, someone has a medkit with a possible pink add-on, someone has Lithe AND Sprint Burst AND Dead Hard and you worked hard for that kill, etc. etc.

    Only a PERSON can decide, based on which way the game is going and what's happened and what may happen, when a good time to camp is. It can't really be programmed in.

    So the best thing the Devs can do for camping is...nothing. It already punishes itself by allow 3 Survivors to nearly open the Exit Gates in the time it takes to hook camp 1 Survivor.

    So the best thing the Devs can do for camping is...nothing. It already punishes itself by allow 3 Survivors to nearly open the Exit Gates in the time it takes to hook camp 1 Survivor.

    The best thing they can do is to rework the awful rank system and add rank rewards, among other things. Camping gets you less pips, if there was an actual reason to care about rank then people would naturally camp less

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/615192#Comment_615192

    The reworked version isn’t stronger, honestly I preferred old Freddy.

    Yes, but rework Freddy has better design and is healthier for the game

  • @The_W1se said:

    To be fair, countering a Nurse is extremely difficult if she knows what she is doing. Seems you need to run iron will and break line of sight against her, but if you dont have that perk then its luck you'll need on your side to make it. I dont want a rework for her, just ease her a bit so survivors have a bit more of a chance. Killer main btw.

    Iron Will is not needed if you properly break line of sight instead of running straight to the next pallet, which is what about 95% of survivors do

    The other 5% ragequits as soon as you hit them once

  • You also wasted the dev's time by providing them with your incomplete data that they must filter out

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