Marik13
Marik13
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Literally the game is like this because of the devs. The game is designed like s**t and does nothing but promote anger. Between imbalances with perks on both sides, SWFs, and killers, along with the devs just not really interacting and talking with the community about anything. Yes this also includes them refusing to give us a clear win condition for the game, (which in turn let's them skate by on not properly balancing out the game) and you can see exactly why the toxicity just festers and breeds here. It also doesn't help that their reporting system is absolutely horrendous and does nothing to actually try and prevent future issues.
When it comes to it, us as the players can only go so far with trying to help with the toxicity. But without the devs, mods, and other people working for BHVR who actually have some kind of power steps in and works on it on their end, then it unfortunately will not get any better. So yeah, you can thank BHVR for helping create this mess and refusing to do anything about it.
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@JohnWeak said:
4vs1
RNG on maps
Maps without any logic and constant features
194 perks
Well,developers brought themselves somewhere they can't balance anything anymore.
*194 perks, with only like 12 of them being the only ones used. Sorry just felt like this little fact was missing a key detail lol.
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I dunno, given the track record of the game and how often s**t breaks in it, I'm starting to think the devs have reached the levels of laziness and incompetence to the point where they're just gonna start openly advertising their bugs as features from now on.
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The problem with something like this is that it literally proves nothing. Some survivors will get tilted that they lost a game, even when played by their own rules, that they'll just instinctively resort to calling killers "campers and tunnelers." I've played a lot of games where survivors will say I tunneled, even when I show mercy for their dumb mistakes and ignore them cus they just got unhooked. But because I caught them a minute later after they've healed or started working on a gen, suddenly I tunneled them. Give me a break. Literally those steam profile comments mean absolutely -NOTHING-. Hell I'll actually argue that they mean less than nothing.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/2546438#Comment_2546438
Until if and when cleansed, Hex Totems have no range limit and impact every Survivor in perpetuity. The effects are often powerful and devastating, which is why they can be cleansed and eliminated. Sometimes they bring tremendous value to a Trial, but it's a gamble as intended. Boon Totems don't have that power, and they have range limitations. It would be one thing if a Boon Totem had global reach and more exciting bonuses for every Survivor anywhere on the map.
You forget to mention a couple of things... First is hex totems are already a damn gamble since I have to rely on RNG to place my damn totem. Most of the time RNJesus likes to place my totems right out in the open or next to the survivors either when they spawn or next to a generator. Most games I'm lucky if I can get through my first chase without having my totems broken. Survivors on the other hand, they get to choose where they want to put their totems. Imagine setting up a triage center in an area of the map where gens are done, where a killer has no reason to go and patrol. Not only do you have a free healing clinic there but since boons stack, it also makes that area a safe zone for you if they bring the other boon to hide their auras and scratch marks! Fun times!
Oh and before I forget, that 28m aura, it bleeds through floors in multi-level maps like Midwich and Gideon's. Imagine hearing the chime letting you know there's a totem nearby and you waste time looking for it on the bottom floor only to find nothing and then waste more time finding stairs to go to the top floor to look for the damn thing. Yeah no, that's completely fine. Not like I don't have any perks or items to help me locate the totems quic- Oh wait...as a killer I DON'T.
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Depends on the killer. Usually I'll run either Pop or Ruin cus I need something. If I don't have either I'll just run Surge cus again it's better than nothing.
When I play Nemesis though it depends on what I'm feeling, but usually I like to run Pop and Scourge Hook: Gift of Pain. I think Gift of Pain synergizes real well with Nemesis and his power because then the survivors have to decide whether they want to heal up and deal with the regression penalties from the Scourge Hook, or stay injured to avoid the regression penalties and make it easier for me to just down them with my tentacle. Win/win for me π
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@FruityCocktail said:
https://forum.deadbydaylight.com/en/discussion/comment/2545221#Comment_2545221
Please record and post the footage since that's not at all my experience or many others on Reddit and in my Discord.
Bruh...you can literally go on YouTube and find videos of the zombies walking in to rocks and getting stuck on trees.
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I mean like half the time the damn zombies are usually stuck against a wall somewhere and are beyond useless, but hey pop off I guess.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2545062#Comment_2545062
I agree with you. It will be the most difficult factor to take into consideration for killer players, especially with all of the rng the game provides in the match. I admit I have no idea where to start measuring this factor, but it is something the devs should at least consider somewhat. Maybe take the average of all of their chases? I'm not smart enough for this.
Lol same here, I have no idea where to even begin finding a way to measure something like this. Cus I mean I do agree and think that getting in to chases is a crucial thing. But then again so are hits, and hooks. I do know that right now single hit killers like Bubba for example, could walk away from a game with like 12K BP if he chainsaws everyone and ends the game in two minutes. I've had that happen to me before where the survivors just for some odd reason tried to swarm me at the beginning of the game. It confused the ever living hell out of me and I legit didn't know what to do at that point. But yeah I walked away with like 12k BP and that was mostly cus I had BBQ too lol, otherwise I'd have gotten less. So the game somewhat takes that in to account now.
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@PyroGL said:
Perhaps another way to balance Boons is to give them a time limit. Say after 3 mins of burning, they auto snuff out, and would require more survivor attention to reactivate. I agree that Boon's effects are strong, but we have to keep in mind that if it were not strong, there would be no incentive to activate them. The infinite blessings requires someone constantly refreshing the totem.
And again...there are -4- survivors total. The work can be divided among them.
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@Huge_Bush said:
I think a few factors should be considered when the game matches players together.
- Hours played. Someone with 3-25 hours should be matched with or against anyone with 100 or more hours. There should be an hours played bracket for every set amount of hours that players have played.
- The amount of inactivity during a match should be used when matching players. Does the player know how valuable time is? Are they spending it wisely by working on gens, searching chests and cleansing totems, body block, and sabo hooks a few feet from the killer or do they constantly hide behind rocks and avoid doing anything?
- Chase duration. Does the survivor go down in 5 seconds or can they at least buy their teammates 30 seconds or more? While this should apply for killers, its more difficult to do for them since it's the survivors who are usually in control of chases if they know what they're doing and not screw up.
- The amount of successful team(2 or more people) escapes, with the consideration of how much they contributed during a match, should also be another factor. Did they help with the objectives and were they able to help their team succeed or were they the sole winner because they just hid?
There are other things but I got new glasses since my old ones broke, and they're giving me a headache during the adjusting phase, so my brain is mush and I can't think of anything else.
The only thing I really question in regards to measuring for a metrics is the chase duration. While on paper it seems like a good idea, but we run in to the problem of how do we measure killers who can break chases/loops? Like for Bubba and Billy, how do we measure what's good for them since they can insta-down survivors with their chainsaws? What about stealth killers like Ghostface who can expose a survivor and insta-down them too if they get the jump on them? Also Nurse just flat out breaks even measuring something like this since cus of her power.
Other than that I actually agree with the other points and I've actually said the same thing about grading the survivors more as a team and giving them more BP as a result, to make the amount earned somewhat closer to what the average killer can earn. Also wouldn't totally screw survivors who get camped/tunneled right out the gate, so they'd be able to get more than just like 12 BP lol.
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@DarKaron said:
https://forum.deadbydaylight.com/en/discussion/comment/2545027#Comment_2545027
Oh yeah, that's right. My bad. Guess good ideas aren't allowed to exist in this game.
*Sigh.*
Exactly! You take that fun and critical thinking nonsense out of here! Go on now, git! Now go stand in the corner of the basement and think about what you did.
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@DarKaron said:
You know, I always said that the only way Boons would be balanced is if Survivors could only bless Hexes, perhaps with an extra blank Hex spawning at the start, creating a fusion Totem where both the Survivor AND the Killer benefits from it, and either side can destroy it to get rid of a potentially powerful perk for the other team, at the cost of destroying it for themselves.
But you see that would make it fun and engaging in a way where you actually have to think about the risk and reward and we can't have complicated things like that in this game! This is an M1 and W holding Christian minecraft server sir!
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544839#Comment_2544839
28m is a big range for a perk that benefits 4 survivors.
Not to mention on multi-level maps like Gideon's and Midwich the effects work on the level above/below the totem as well. So a killer could very well get the notification that there's a totem here, search for it, and then have it be on a different level, forcing them to now go and find the stairs and walk all the way back to the general area again to see if the totem is on THIS level now.
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@DbDCasual said:
For survivor play, I'd just like to see things be more suspenseful. Right now I worry about very little when I play survivor. I'd like to see more risk/reward situations.
Maybe suffer from being exposed while saboing a hook or using a flashlight. I do it right, I get a benefit. I screw it up? I go down.
I would love for there to be some sort of risk/reward with vaulting pallets. Either through a perk or just general play. I'd like there to be a chance that when I vault a pallet for it to break and for me to suffer a wound level or something. Back when I played Friday the 13th one of the tensest moments was jumping through a window and wondering just how injured but it I was going to be.
That's why survivor is unfun for me to play, there's just no tension. No suspense. The killer has a giant red flashlight on his chest, so I always know when he's coming. I can screw up a vault and still be fine because I can immediately vault again. Missing skill checks isn't a big deal when I do miss them.
See while everything you said is reasonable, there are unfortunately a lot of really unreasonable people here. Risk/reward gameplay on survivor? Pffft- Not while the very loud minority cries about how they feel helpless when facing laughably weak killers like Legion (yes I have legit seen people cry about Legion being OP on here). Unfortunately this game is made to coddle the survivors, giving them all the second chance perks in the world to erase a mistake that they made with their gameplay. I've legit had survivors who I mind game and outplay just use Dead Hard at the last second to erase the fact that they over extended or made a bad play. Then I get teabagged for it... =/
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I kinda view genrushing as when I'm in a game and gens are just flying off the rails and I've only seen 1 or 2 survivors cus the rest are being literal ninjas, hiding and only interacting with the gen. When that happens, I call that genrushing and I just open the gates and afk in a corner until the survivors leave. 9/10 times during EGC they'll start to just BM spam quick actions near the gate, which why I also tab out so I don't have to hear what sounds like a parking lot of cars exploding in my ear. I dunno, to me if all you want to do is just hold M1 and finish the game as quick as possible then I'll happily oblige so I can go and queue myself up for another game. Not gonna bother wasting either of our times.
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@BigChapAlien21 said:
https://forum.deadbydaylight.com/en/discussion/comment/2544564#Comment_2544564
Just curious, what is the high risk high reward one time use hex? Haunted Grounds? Not that familiar with all the Hex perks
Well most hex totems are pretty much high risk, high reward since typically their effects are pretty strong, but can be wiped off the map due to something dumb like RNG
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@GreyBigfoot said:
A pirate. Deathslinger should have been a pirate themed killer, in my opinion.
And also missing a robot/mechanical killer, that would be dope.
A robot killer you say? I think I might have the perfect candidate π
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Also, what the hell is this about the killer finding totems easily? Since when did killers have maps and totem finding perks? Literally all we get is a notification sound letting us know that it's in the relative area, it doesn't tell us exactly where the totem is so we'd still need to search for them, which only adds to our time wasted and that's not including the time it took in the chase to either down or lose the survivor.
As for the "we have the place our totems" argument, bruh...if I could choose where to plant my hex totem as killer I'd take it in a heart beat. If I had a dollar for every time my totems got cleansed within the first 30 seconds of match cus of s****y RNG totem spawns, I'd be a very rich man. The number of times where I've been screwed over either by having my totems spawn either next to survivors at the beginning, next to gens, or on the hill in outdoor maps, looking like a lighthouse is beyond ridiculous. So oh no...woe is me survivors get to choose where to put their totems...oh man, how unfortunate it is to able to reduce one of the worst RNG aspects of the game...π
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2544466#Comment_2544466
Sure, but it won't shake meta for survivors. I mean they won't stop using meta perks. It just buffs it. If good survivors were pain to handle before, now they are even better. And a single guy with 1 boon totem is now a guy with infinitive med kits.
Correction: 1 guy with the healing boon essentially gives self care to themself and **the entire team as well.
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So is the rest of the game, so Jill needs to get in line.
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@TatsuiChiyo said:
My favorite part is devs saying "no video proof no ban". So you save the video, upload it, fill out their form, go to attach video, and uh oh their website cant get the video. Even their own reporting system on theor website is broken and they don't care
The funny part about this is that they're straight up saying that they don't have a system that's monitoring gameplay and recording it. It's kinda ridiculous to tell everyone who aren't streamers or have no interest in recording their games and just want to play chill to start recording all of their games. Like what the f**k kind of response is that? Hey BHVR how about you guys start monitoring your own game and while you're at implement a better anti-cheat in your game!
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543094#Comment_2543094
https://forum.deadbydaylight.com/en/discussion/comment/2543087#Comment_2543087
Sounds like some people don't have any desire to fix tunneling or camping in this game because what can fix something simply "doesn't work"
I'm all for a solution but like I've said before, I don't think there is an easy solution right now especially with how the game is currently designed. If you want to fix camping, tunneling, gen rushing, all of that you would need to overhaul the basic workings of the game, otherwise doing stuff like "stopping hook timers when a killer is camping" or taking away BP from them for double hooking a survivor back to back, or implementing Ruin as base kit would be punishing everyone for doing their job.
No, if you want to fix this then again look towards the devs and call them out. Because until they do something about it, then all of this will just continue.
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I've been getting a lot of survivors doing that or flat out DCing when I play Nemesis... Legit had a 3 of them DC on me back to back to back in a game over the weekend. Funny thing is I didn't do anything really scummy or bad, even by survivor handbook standards. I didn't camp, I didn't tunnel, I just played normally. Felt bad for the 4th survivor though, so I gave them hatch to make up for their [BAD WORD] teammates abandoning them like that. Don't know [BAD WORD] has been happening lately though.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543070#Comment_2543070
What an easy fix, too... reduced bloodpoint penalty for chasing/hitting/hooking the same target
Still won't work. They already do that with camping and it doesn't stop some people from doing it. Honestly I don't think with the way the game is currently built that either of these can be stopped. Which again brings me back to the devs. They need to get off their asses and do something about it on their end. We as the players only have so much that we can on our end. But they literally make the game and they could put in an actual fix. But then that would require time and actual work to be put in. God forbid...
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Until they do something about to incentivize not doing it in the game then yeah, it's valid. Fact is the game needs a massive overhaul if they want to stop it. But until that happens, and the devs get off their asses and do something, unfortunately tunneling will always be a thing in the game.
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Jesus the amount of copium coupled with the mental gymnastics of trying to defend having an unfair advantage in a video game. That's gonna be a major yikes from me...π¬
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@Jejune said:
As in you have to bleed out in order to die. Bleeding out would have to be adjusted. Unbreakable would be run by everybody. ######### ton of perks would have to be changed. Killers wouldnt have to worry about hooking people. Flashlights would be more or less gutted.
But other than completely reworking the game would it be good change?
They would need to re-work the entire game at that point seeing as how the killer's main objective to kill revolves around hooks.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2542810#Comment_2542810
Rule is simple. Go away from your first hook and don't camp him to death.
Ah yes, and then if I take two steps away from the hook and catch someone just bolting straight in to it, according to the survivor rulebook, I am to ignore said player and let them get the free unhook, otherwise I am the literal equivalent of Satan eating babies. Sorry but there's a complaint for literally everything that I do as a killer. Hell even when I don't tunnel or camp I -STILL- get accused of doing it.
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Nah, sorry not gonna do this. Look, I get it, it's annoying, blah blah blah, I see the complaints literally every hour of the day on the forums. But that's really entitled to tell the other players how to play. Why should I as the killer not punish the survivors for making a bad play and unhook in front of me? Like I will admit I do feel bad when I get back to the hook and all I see is the one survivor who was just unhooked still lingering around. But when I have 3-4 gens already popped, and I only have 3 hooks in, sorry but I gotta do what I gotta do because the survivors sure as hell aren't taking it easy on me. It's not my fault that your teammate unhooked you and ran off to hide before I got back to the hook.
So if anything my biggest point is why killers are always the ones that need to take it easy on the survivors? In my games the survivors aren't taking it easy on me, slamming out gens and running god loops like it ain't nothing. If I decide to chase 1 survivor for too long, do the other survivors stop and think, "you know...the killer has only had 1 hook in, and we've already knocked out 3 gens, and I've got this gen at 99%...yeah let me stop and go and let the killer get some more hooks in." Yeah no, this doesn't happen. So again sorry, I really truly am, but it's part of the game. I don't see people going in to a CoD lobby and telling the enemy team to take it easy on them if they over extend or make a dumb play.
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Honestly, until the devs, mods, and everyone in BHVR who has a modicum of power starts to actually do s**t to not only enforce but hardline get rid of the toxicity within the community, nothing can be done. We as the players can only do so much on our end by ourselves.
For example, Final Fantasy 14 has a pretty decent community and they're real quick on stomping out any kind of toxicity that gets reported. From my understanding they have GMs who review each ticket and investigate, then go with the appropriate course of action, which depending on they did could resort in a hard ban. Again 0 tolerance depending on what was done. Without the guys running the show doing anything to help, the toxicity is only going to fester as time goes on.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538112#Comment_2538112
What is VHS?? Been seeing a lot of ppl on here talk about it but iβm just curious.
It's the new asymmetrical game coming out. You can see some videos of gameplay showing off both sides and how they work with the monsters and teens. It looks pretty fun and seems like the devs actually listen and have learned from other games and their problems. Look up Hellbent Games, that's the game studios' YouTube where you can see a bit of the game. Again looks like fun and it looks pretty promising.
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@Adaez said:
Nerfing boon totems from ptb wont solve anything,they need to be removed entirely because its not soloq killers struggle and complain about.
Its SWF,that will absolutely take advantage of boon totems and will become meta.
So not only you added a new objective for the killers instead of survivors,you also buffed the main issue killers had with survivors,SWF.
Boon totems been in the works for months yet they didn't see this problem coming,what's more concering is how they we're released on PTB after months in the work.
When this game will get some serious competition,and its gonna happen soon,players wont have to deal with stuff like this because they have no other options anymore.
I mean VHS is looking pretty good and it looks like the devs there took a look at some of the things plaguing DBD and fixed them there. The devs there look like they actually give half a s**t. Personally I hope the game does well. BHVR has been long overdue for a kick in the ass and this might be the best chance to give it to them.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538155#Comment_2538155
Oh my god thatβs too funny!! Iβm sure survivors iβve caught with lightborn have probably felt the same.
Honestly same XD. I've wondered how many thought I was hacking cus their flashlights and flashbangs weren't working on me during the game.
Also funny story I legit had someone be so salty that they told me I was a bad killer for using Lightborn XD. It was the most hilarious thing I've seen.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2538131#Comment_2538131
lightborn is also so good against blast mine. Once you get stunned youβll be able to find the survivor that did that to you! π
Oh yeah I love that cus I usually see them crouched nearby round a corner and then I just go right after them lol it's great π
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Ok, so right off the bat, BBQ. I just feel like I am shorting myself BP so I always try to run it on every killer. After that, I'm gonna be honest I've slowly been falling in love with Lightborn. Any time I see flashlights I always bring it just to give the survivors a big ol' middle finger. My favorite build to run is BBQ, Pop, Lightborn and either Enduring or Spirit Fury on Bubba to make what I call "Unstoppable Bubba" lol.
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@dbarranco said:
After the implementation of SBMM and the devs constantly ignoring player input, I am so f-ing close to uninstalling this game. As killer, I am constantly getting frustrated over only and I mean ONLY playing against sweaty SWF squads that give me no chance of winning whatsoever. When I first started playing DBD (when Ghost Face was released) it was so much fun as I thought I was winning/losing an even amount of times and making ACTUAL PROGRESS towards getting better at the game.
But now with the introduction of SBMM, I haven't won a single game and I can't make any progress on getting better because I have no control over how the match plays out, and for the life of me I can't figure out what to improve on as killer because each game goes the same exact way: Survivors gen-rush and the gates are opened within 5 minutes, regardless of how many slowdown perks I use. Additionally, it makes my blood BOIL when survivors taunt you and rub it in your face that you cant win by t-bagging, flashlight clicking, etc.
To the devs, fix your goddamn game. It's not fun anymore for me, and for loads of other people in this community. This game has so much potential if you guys were to actually take our input seriously. The fact that you guys ignore us 9/10 times is infuriating and makes a lot of us want to just quit playing your game completely. So for the love of God, please please please PLEASE balance the game for Killers.
I'm also welcome to hearing other people's input as I know I probably sound biased lmao. All I ask is that you are respectful of my opinions, thanks :)
Honestly, I've been keeping an eye on VHS at this point. That game looks like they put in a solution to some of the issues plaguing DBD and the devs looks like they're actually listening to the players and learning from other games. I suggest giving it a look at the very least. I want to try the beta
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Where is he going? He going to VHS now after seeing what they got there so far? π€£
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Nuuuuu! RIP BK Myers though π
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527184#Comment_2527184
The replacement AI still isn't there. Just yesterday I faced a Nemesis and twice zombies face camped hooked survivors.
The Nemesis zombies AI is still lacking a lot. Half of the time in my games, depending on the map, my zombies will be stuck on a rock or between trees or something. Even if I go and whack 'em, they'll just go and find another rock/tree to hug. It's both funny and frustrating just how unreliable and RNG they are lol.
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Same. I also don't like that they can re-light the totems too jusy as easily. Also apparently each survivor can just stack all 4 of their boon perks in to 1 totem each (essentially littering the field with 16 perks blessing them all)? I really hope that the effects don't stack like that, because if so that'd be a little ridiculous, depending on the boon effects.
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@Bardon said:
https://forum.deadbydaylight.com/en/discussion/comment/2524855#Comment_2524855
But Boon Totem's aren't destroyed, if a killer Cleanses them they can be re-ignited on that same Totem (or any other one) infinitely.
Yeah, that's fair. Poor Hag & Trapper!
Not only that but the survivors can just up and bless the killer's hex totem, taking away their perk for the game because when the killer snuffs out that boon, it reverts back to a dull totem, not a hex totem... So it's literally more beneficial to just bless totems instead of breaking them now.
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Because with the state of the game now, and the way the power is shifted towards survivors, the only ones who'd get the terror mechanic would be the killers. I can see it now, load in as Trapper and come face to face to face to face with a 4 man deathsquad, all dressed as bloody Megs, holding flashlights. Yeah, that'd make any killer shriek in terror...
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Unfortunately we don't know much and what little that has been revealed by both the patch preview and the mods, kinda worries me a bit too. But until we get an idea of what effects the boons will have, and just how strong they are. There's really nothing else we can do right now except wait.
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You ever been in a game where you're the last survivor and the killer found the hatch and closed, and is now patrolling the two exit gates which unfortunately spawned close to each other for them to patrol between? The key will be your counter play to that, provided that the hatch isn't close to either gate.
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Only times I've really acted like a straight up ass when a key is brought is when a survivor does that last second switch to one in the lobby. If I see that, I'm tunneling and camping them. I will literally throw the game and even open the exit gates for the other survivors just as long as I get to kill that one survivor.
But now with these new changes to keys, I don't think I'd have a reason to do that anymore. No use acting like that if the hatch is only ever gonna open for just 1E regardless on if I play right or not.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/2523235#Comment_2523235
Killers can defend their totems. Survivors can not.
The only way boon perks would work is if the survivors can rebuild them.
Not always. You know how many times RNG screws me and my totems get cleansed right at the beginning before I even take my first six steps out of spawn?
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@Sir_Child1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/2521176#Comment_2521176
ikr the tapping is so bs and shoud take like a full 2 or 3 s to do having a mini pop is nice but with extra regression a killer can camp a gen and everytime someone rushes for the gen he just mini pops it and with the faster reggresion speed it would go back to a decent chuck it would be way to strong for 3 gens
True, but my idea is that if you give the mini pop as baseline along with a slight increase to regression speed, you'd have to also nerf pop and ruin for better balance. Like here I'll use this as an example. Say you make kicks for the killers knock off 5% per kick. What I'd do is that I'd nerf pop to 20% so that if a killer does equip it, it combines with their baseline 5% and just does it's normal 25% pop. Or actually I'd be ok with reducing pop to 15% so that killers get a 20% total pop if we do up the gen speed regression a bit.
It'd take some tweaking with numbers, but I think it'd be possible to do to make it not overly oppressive.
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Rules for killer are as follows:
You're not allowed to hit the survivors.
You're not allowed to hook the survivors.
You're not allowed to even have your red stain touch the survivors.
You're not allowed to run any perks or add-ons as killer.
And most importantly you have to make sure that the survivors, at all costs have fun at your expense as the killer. If you choose to go killer main, you will be handed survey cards to hand out and the end of each game, where they rank how much fun they had. God help you if you don't score a perfect rating on the survey either...
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/2521201#Comment_2521201
He is mad that killers are so weak.
Topic: New players or casual players in general have simply a higher priority then we have. It is obvious, 1000+ hours veterans are probably less then 20% (just a vague guess but from my experience that is what it is probably) so they can not ballance it only for the very experienced players.
It's just funny cus without killers to go against the survivors there is no game, so you'd think that they'd throw us a couple of bones here and there too. Oh well...VHS is looking pretty interesting at least. So maybe if that game takes off it'll be the kick in the ass that BHVR has been needing?


