Marik13
Marik13
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@Kebek said:
So you don't like the fact that he's got some small semi-detection built in, next to fair chase power ?
Have you ever played against doctor ? He's got far superior tracking and power about as good as nemesis in chase, possibly even better.
Plus on top of Doctor's insane information gathering abilities he can destroy most short loops and vaults with his shock ability anyway, dicking the survivors even more.
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@Chaotic_Wretch said:
They should make it where all survivors spawn together by default. The hex totem spawns will always happen due to RNG, but making survivors spawn together would help to prevent an impossible to defend set of generators.
I find it funny that survivors don't naturally spawn together anyway, considering that there is an actual offering that's supposed to make them spawn apart lol.
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I can see Pursuer being useful on high mobile killers like Nurse, Legion, Blight, and maybe Spirit. Otherwise I agree, Pursuer feels kinda meh for me. Like I feel that it needs an extra passive effect. No idea what would be good, but it needs something. Personally I'd lower the aura reading time to 6 or 7 seconds flat, and include a passive that rises in value over the three ranks.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2277756#Comment_2277756
I quote Dowsey, who said that Corrupt Intervention and Lethal Pursuer will be great:
"Yes, you are down to two Perk Slots after two minutes, but you are setting yourself up for the win"... And I agree. You can get into a Chase basically ASAP and if you down the Survivor quickly, you have Map Pressure. And better Map Pressure than any Slowdown-Perk can provide.
@Topic:
I really think way too many people are sleeping on this Perk (same with Corrupt Intervention btw, when it came out, not many people thought it will be a good Perk). But it is no Slowdown-Perk, so the majority of Killers will not pay that much attention to it, however, if you are decent at Killer in Chases, you will have more value from Lethal Pursuer than any Slowdown-Perk, because the game slows down A LOT with your first hook.
Eh, I had more success using the ol' Undying/Ruin combo than I did using Pursuer. I mean hey if others are making use of it, great for them. I just feel like it's still missing something though...
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Personally I don't like it. I think it needs a passive effect. It just doesn't feel like it's worth being down a perk slot after the first 7/8/9 seconds of the match. Plus on the bigger matches (or if survivors are running distortion) it makes it that much harder to capitalize off of it. I think lower it to 6 or 7 seconds across the board for the info and give some little passive effect for it that sticks around. What the passive should be? Honestly I have no idea to be honest.
That said though, in its current state I can see it being very useful for high mobile killers, like Nurse, Legion, maybe Spirit, and definitely Blight.
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Playing him all night last night I will say, he's so much fun to play. He's got some...interesting strengths and when you know how and when to use your power I can see him being absolutely annoying for survivors to deal with. The zombies I felt like I got some good value out of them overall. Whether they helped me sandwich survivors or they're giving me information from across the map, they're a neat little addition.
Yes it's true though they are very RNG dependent regarding their usefulness on certain maps. Wide open maps like Mother's they're basically useless. But in small maps like Hawkins, omg the zombies are straight up busted. Because the hallways are so small, if a zombie is coming your way then you need to run or waste a pallet drop on them to kill them because you ain't squeezing by. There was a match I did on Hawkins where someone had just been unhooked. I came from one corner and a zombie came from the other. The zombie hit the Leon that had just been unhooked and ate the BT save for me, leaving me free to down him again. Not gonna lie, I felt bad for that Leon cus I didn't think that zombies could eat those.
His perks are fine. Personally I think Pursuer needs something more, some kind of mini passive effect. I dunno, I just don't like being left with one less perk after 9 seconds, especially on huge maps where the tracking is kinda meh, cus by the time you get to them they're gone most of the time and I feel like I got no value from it. In regards to his ability, it's fine again in my opinion. I do however think his T3 is very underwhelming, especially since T2 gives you the better more useful ability to break pallets and walls. The extra range is not, but it's really not that big of a range boost you get. They might need to rework how his T3 works, like give him something more devastating that really makes survivors piss themselves scared when he gets it. Maybe if it's a really strong ability have it work like Myers where T3 is a limited thing that bumps you back to T2, and just combine the extra range with the normal T2 effect? It's gonna depend on what the new T3 reward would be to be honest so that it balances out.
But overall Nemmy is a pretty fun killer and worth it imo. He's not terribly overpowering, but he's not as underpowered and useless as some people are suggesting here either. I agree he's definitely a solid B-tier, maaaaaaybe lower A-tier at the absolute very best, but not higher. Plus if you're an RE fan you'll just get so much satisfaction as playing this guy in general.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2215648#Comment_2215648
I mean it's just a skin, do you really care about the lore enough to not want Mr. X if he has a tentacle?
And yes, I don't want Mr. X with a tentacle because it makes no sense and is not true to the character. That's the big thing that BHVR likes to do right, remain true to the characters they put in the games right, including the skins? It just makes no sense to see a Mr. X with a tentacle... Or roar with the Mori...
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God I would love to rock the classic Nemmy look in the game
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@TheClownIsKing said:
🤣🤣🤣🤣🤣🤣
Nemesis is great.
Ranged ability.
Easy tracking (contamination)
Moving hazards that can catch survivors in compromising positions (Zombies).
What’s missing here?!
Well clearly he was expecting Nemesis to come out with his rocket launcher and just nuke the survivors from the other side of the map with ease.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2274740#Comment_2274740
Respectfully, having a survivor-sided opinion on this forum is not “trolling”. Franklin’s was fundamentally unfair, stealing survivors’ items was unfair. I am glad to see it has received a nerf.
It's trolling when any criticism of survivors is viewed as a personal attack, with you then crying and saying how unfair add-ons, perks, and which way the wind blows in a given map is so unfair for the poor poor survivors. Like you're here every other day making threads about how everything a killer does, from just existing to picking their nose in the corner of the map is considered broken and needs to be immediately changed and nerfed in to oblivion!
So here how about this. We nerf all killers and replace their weapons with colorful pool noodles. It then takes 20 hits to lower a survivor to the next health state, and if a killer somehow manages to kill a survivor at all during a game then they are immediately expelled from the match for toxic behavior and all survivors are rewarded with 600,000BP per game. There, you like those changes?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/257487/why-the-nerf-to-franklins
So killer mains truly think it is fair to steal survivors’ items? It is absurd to me that a killer could slap on Franklin’s and take every survivor’s item in the lobby, and suffer no repercussion. Survivors cannot make the killer lose their add-ons so it simply makes no sense that killers can take our items. Survivors’ items give them a MARGINAL advantage against killers. Killers have an abundance of broken regression perks, countless killer-sided maps where survivors hardly stand a chance, and numerous broken add-ons.
The Franklin’s Demise nerf was VERY well-deserved, it will not be reverted.
....killers always lose their add-ons at the end of a game regardless whether they had a good game or a bad game. Also survivors can do worse and take away the perks of killers if they cleanse hex totems. Like I'm pretty sure you're just trolling at this point because there is no way anyone can be this biased towards any side of this game.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2274507#Comment_2274507
No know man they keep their item but lose add-on,I never really thought about that though. Still there's know key nerf eminent and would shouldn't make this the main problem with key's, because Bhvr would take it as a temporary fix which wouldn't be a key fix at all.Not everyone runs Franklin and noone ,want's to shell out money to get Franklin's Demise
I mean I run Franklin's a fair amount. It's actually one of my go to perks that I use whenever I can get it to pop up on the damn bloodweb. But even so, saying that not everyone ran it kinda makes the nerf more head scratching doesn't it? I mean if no one is running it, then what sense does it make to nerf it right? Honestly this is just a really bad reactionary nerf to a problem that had other more better solutions, but instead they opted to take the easy way out without considering "Hmmm....what would the consequences of this nerf be?"
But also I just think overall it's a little ridiculous to nerf an entire perk around one mechanic of a single killer, rather than tweak that one mechanic itself. To me, that's just not good balancing or game design and now it sets a precedent to go and nerf perks that are popular with singular killers. So incoming Stridor nerf since Spirit's pretty much are the only one's useing it. Incoming Insidious nerf, since only basement Bubbas make the best use of it.
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2274160#Comment_2274160
Since you but it out there who do you not agree with
Mostly the ones who are saying that this is a good nerf cus survivors get to now keep their items and don't need to fear losing them. Personally I don't like that. I think it removes a level of risk that they took whenever they do decide to take their purple toolboxes with the BNP inside. As a killer I myself have to worry about what add-ons and offerings do I want to use, because unless if I use one particularly rare offering, I always will lose my add-ons regardless of how well or bad a match goes.
Also I'm gonna be honest, I had no idea survivors could keep their items if they escaped with them. I just assumed that their items worked like killer add-ons where they're gone after one use, so I never really thought the items being destroyed was such a big deal.
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With the Franklin's nerf you all better be using the damn things since they were the reason for the nerf in the first place!
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@Artemis5 said:
https://forum.deadbydaylight.com/en/discussion/comment/2274142#Comment_2274142
Wow I can't believe someone told you to go get Covid and die - and have that happen twice already. That's really messed up. I get complaining is useless, I just wanted to know if anyone else has experienced this 'cause I haven't experienced this with any previous chapter releases since I've started playing about a year ago. Maybe it truly is because it's RE. It just sucks because it really made my night playing the game and un-fun one - at first I just brushed it off, but then it kept on happening and it just wasn't fun.
And I just don't understand the "strategy" behind face camping, but that's apparently just me. Just doesn't make sense to me 'cause I don't see that as a good strategy when I play killer or as strategic at all for any killer. But everybody's different :)
Yep and I got the screenshots for both of those too. Think I'm gonna start making a salt folder and keep these screenshots lol. But yeah it's happened twice and I've had general salt thrown at me even when I play fair. Legit had some guy being extra salty for losing against my lvl 2 Twins with no add-ons and one perk, and that perk was Surge lol. The guy went off on me calling me trash and this and that. It was actually kinda funny.
But like I said I can't speak for all killers, cus yeah I know there are killers who will camp and tunnel just to be spiteful dicks, but outside that one David and the key incident I usually tunnel and camp out of desperation and need a quick momentum shift. If I'm behind on hooks and they're slamming gens I'll go and tunnel who I think is the weakest one in the group and then adjust my strategy depending on what they do. If it's the EGC and I have no kills and like two hooks and someone is on a hook right there? You bet your ass I'm gonna hunker down and start making s'mores next to that hook lol. Also yeah if it's a low rank potato killer doing that then there's really no use getting upset. They're probably new to the game and don't know any better. Hell I've only been playing this game for two months now and there's still shît here that I don't understand and need to learn myself lol. So long as they weren't being dicks in the after game chat it's fine.
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@miketheratguy said:
https://forum.deadbydaylight.com/en/discussion/comment/2274092#Comment_2274092
Yep. I don't know if it's just a meme now or what but the Bubbas I face just run around abusing the chainsaw all day. They forget that there's a second button. It's just "run or sneak up to people on gens, down as many as possible, and make sure to camp whenever you're able".
I've faced probably two Leatherface players in the last month who have NOT used him in this way. Same with Wraith. "Hit and run, cloak. Hit and run, cloak". I didn't think that I'd welcome Spirit mains, but here we are.
Ok but to be fair, what do you expect a Wraith to do? Drop out of cloak, then half way in to a chase start to tap dance, and challenge you to a rousing game of UNO? It's kind of his strong suit to cloak, whack, cloak, whack, cloak, whack.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/2273983#Comment_2273983
Comes off as a lazy fix honestly because they don't care what happens to a perk.
Everyone has said it - Make the Vaccine immune to Franklin's - Suddenly easy fix.
If they want consistency which they boast about so much then make a new Item Quality and apply it to the Vaccine and make it so Franklin's doesn't work on that item quality type and add it to the perk description of Franklin's.
I will give them this though - At least they were honest about the reason which I'll respect in that matter but oh my god I can't believe that was their decision.
Yeah I agree with everything you and most of what everyone else has said about it. Hell I'd even be ok with the other idea I saw floating around, make it so that when a key hits 0 charges that it can't open a hatch. Boom easy fix right there as well.
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@Artemis5 said:
https://forum.deadbydaylight.com/en/discussion/comment/2273997#Comment_2273997
True, we all have good and bad matches, I get that. I just don't get face camping someone to death. I understand tunneling (and proxy camping to an extent) are valid and sometimes necessary strategies, but face camping? You learn nothing by just standing there preventing anyone to unhook.
Just wanted to know if this had happened to anyone a lot upon Chapter Release as well, because if this becomes a trend (face camping Nem killers), it's going to be horrible for survs.
I play both surv and killer - just want to clarify, so I'm not anti-killer :) when I play killer I go hard, but I don't camp hooks unless someone is already close by and I saw them (thereby proxy camping while chasing) and I don't tunnel. But that's just my playstyle I guess, I at least try to give survs a fair shot. Face camping really sucks haha I don't care what the devs say. If every killer face camped, survs would probably stop playing the game out of frustration.
Eh camping is so easy to counter though. Sucks for the one person but eh, sometimes you eat that shît sandwich, sometimes it's someone else.
I can't say that I've never tunneled or camped cus I have. Granted ever out of spite though, except this one time this David item switched to a key at the very last second in the lobby. I happened to be playing Freddy who I run Franklin's with all the time, cus it's funny popping out of a gen and smacking a toolbox away from them. But yeah his ass I tunneled and tunneled hard until he and the other David who was dressed exactly like him (mostly cus I couldn't tell the difference >.<) were the first ones out of the game. And yes, I made sure that key was destroyed when I found him. Kept him slugged and camped out over both him and the key until the right time. So I mean everyone's guilty of doing these things for different reasons.
But I mean I think it's ridiculous complaining about these things. Especially when 8/10 times survivors will accuse you of camping or tunneling anyway when you didn't. So I just stopped caring about survivor complaints since it just seems they'll cry no matter what I do. Or tell me to get Covid and die. That one's happened twice so far!
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@TheStabbiNAngeL said:
https://forum.deadbydaylight.com/en/discussion/comment/2273968#Comment_2273968
I know you can't possibly answer, but for coders it seems like such an easy change to just limit Franklin's to vaccine undestroyable
The other thing they could have done was make the vaccines apply when you open the cases, have them function like Plague's fountains essentially. Like why would you carry the vaccine around with you anyway and risk losing it anyway?
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1) they were probably a brand new killer.
2) camping and tunneling are all legit strategies that even the devs have defended. Literally no use crying about it.
3) oh well, we all have bad matches. You say ggs and move on.
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@BasementDweller said:
Franklins was able to destroy the vaccine if the killer was Nemesis. They couldn't find a way to make the Vaccine immune to Franklins, so they nerfed/changed it.
Which makes no sense nerfing an entire perk for just 1 specific killer mechanic. A mechanic that is limited to begin with and can be further limited by the killer's add-ons. That to me is the funniest part to me, is that the items were a limited qty anyway lol.
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@Krunga said:
This is why perk tiers need to be removed. A Killer or Survivor shouldn't be garbage until they're level 25 at the least.
Or having matchmaking take killer level in to consideration too. That's the one thing I miss from the MMR testing, was the wider range of different matches I'd have that allowed me to level my baby killers easier.
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Why? Gens are stupid easy and quick to do. Unhooking is a risk that yields a high reward. Make sense to give more BP for the bigger risk play.
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Honestly if they did this then I'd have no issue with the Franklin's nerf since it'd still be a counter to keys.
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Now now that's not true. They also nerfed Franklin's too 🙃
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2273057#Comment_2273057
Wow let’s just ignore the fact the mods gave a explanation and just blame it on survivor bias it’s not like they announced there nerfing keys.
It still makes no sense to nerf an entire perk over the specific mechanics that only appear with one specific killer still. If they really wanted to nerf the perk, regardless if it broke the vaccines or not, then why not roll out the nerf side by side with the key rework? Because until that goes live, as it stands now there's no hard counters to them now.
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Wait wait wait...so you mean to tell me, that you guys changed a whole perk, ruining one of the only hard counters killers had for keys, because of how 1 item works that only spawns when that one specific killer is in play? Ummm...that makes absolutely no sense. Why not either A) make the vaccine immune to Franklin's, or at least make it so that it can't be destroyed. Or B) why not make the vaccine cases work like plagues fountains where you find the case, and inject it there? Why would you make the vaccine a carried item anyway?
Yeah this...is not good... You shouldn't have bricked an entire perk over the mechanics of just one specific killer. Now what's to stop people from wanting Insidious changed because of camping Bubba's, or hey might as well just change Stridor now, it's only used mostly by Spirit players. I desperately hope that something happens soon about hard countering keys...
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I actually use Franklin's quite a bit whenever it pops up on a killer. That thing has saved my ass more times than I care to count. In fact I run it on Freddy so that when I pop up at a gen being worked on I can smack the toolboxes out of people's hands.
In fact one game I had with Freddy, there was a David in the lobby that pulled that cheap swap items trick at the last second and swapped to a key. So at that moment I decided, yeah I'm gonna tunnel him and make sure that key is destroyed. The game worked out well. Tunneled him, camped the key until it was gone and resumed.
Same thing for me last night too. I run Franklin's on Wraith and I caught a Felix who had been hiding all game holding a key (which explained why he was hiding all game). Franklin's came in clutch and helped with that game too.
So yeah this nerf seems extremely unnecessary. Just because the big streamers and sweat lords don't use it on their Nurse and Spirit builds, doesn't mean that others who just play for fun or are playing killers who have to make do with the talents they have, don't use it. It was a great anti-item perk. But now? I dunno... just a shame that there are no actual hard counters to keys now.
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@TibetanMonk said:
https://forum.deadbydaylight.com/en/discussion/comment/2272149#Comment_2272149
https://deadbydaylight.com/en has a timer.
https://forum.deadbydaylight.com/en/discussion/comment/2272142#Comment_2272142
Maurice was voted on wasn't he? If Misty is becoming established at this stage, I reckon it will be Misty.
https://forum.deadbydaylight.com/en/discussion/comment/2272146#Comment_2272146
Would you be willing to settle for Bob and Bobert (never specify which is which when someone asks)
Hmmmm....these terms are acceptable.
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Bob and Bob. Yes the lady zombie's name is Bob. It's a family name.
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You think this one is annoying? You see the one that says "Hook the obsession 4 times in a single game" ?
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Gonna be honest, even on the killer side I was liking it. Some matches were sweaty with me getting rolled, some matches were me rolling potatoes, and some matches felt pretty even on both sides. I got a nice mixed bag of different games and I kinda liked that, especially when I was playing on my lower level killers who only have like one or two perk slots open. Not gonna lie I kinda miss the MMR system. Can we turn it back on? =(
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2270961#Comment_2270961
They can still pump 20% back in 14 seconds. 10 if they have toolboxes.
It wouldn't work, Pop has to stay 25% base otherwise you'll see the pattern.
Go look at Any High MMR gameplay that people use pop in, look how fast they get gen rushed.
Pop doesn't save em but like a spare second, at best
...are you just ignoring what I'm writing at this point? Do me a favor. Look at what pop does right now. 25% right? I'm saying, give killers a base line 5% regression to their kicks. While doing that, nerf pop down to 20%. Now add 20+5 and tell me what does that equal? Like I said, it literally changes nothing for pop, holy hell.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2270750#Comment_2270750
Then you change the base altogether,
Don't change the perks just Cause It'd be too "Op"
Survivor has more Op items and perks in general. than that,
That's...not how that works... Whenever you're gonna add something new to a game you need to make sure that if the addition of said thing isn't going to break or make one aspect (or side, in this case) too op. If it does then you compensate with the other things. Literally nerfing pop to 20% DOES NOTHING. It literally evens out at the end.
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If you hook a survivor and catch another coming in for the unhook as you're walking away, you stop and go after that careless survivor. It's their job to be more subtle and sneaky with unhooks, it's not your job to give them a pass just cus you took two steps away from their buddy and don't want to be rude. Your objective in the game is to kill survivors, which means capitalizing off of their mistakes.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2270598#Comment_2270598
That's still wouldn't be good..
only 5%? You can still get all that regression screwed over easily.
This game is purely survivor sided. nerfing those perks will just make it worse in the end.
And the ruin nerf wouldn't make sense otherwise,
Gens are auto-kicked by ruin, you're not kicking it already xD
Yes, only 5% is good enough for a BASE LINE kick. The whole point of my suggestion is to try to even out the base line regression for killers who do not have pop. Ruin is good yeah, while it's still active. Given that totems can literally spawn next to survivors at the beginning of the game, it's hard to say if you'll get any value from it. Plus the subject of this thread is about fixing gen tapping. This is a fix. Is a survivor wants to loop near a gen and gen tap they then risk that 5% kick happening again, now they lost 10%.
When I go in to these conversations I go in thinking about balance and try not to skew things towards one side or another. Giving a base 5% pop, which again you can increase with other perks still, and increasing regression time PLUS leaving ruin and pop maintain their normal values would be too oppressive for the survivors imo. If I said give the killers every thing and change nothing then I'd be no better than the survivors who come on here crying about how the DS nerf should be reverted while also making BT granted invulnerability to both survivors and make DH not give exhaustion. Like nah, you gotta balance things out. Give and take.
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@whycantIwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2269497#Comment_2269497
yes I know, just not in the open and directly next to a gen please?
Or how about literally right next to the survivors where they spawn. Remember the one Jund video where they take out his totem DURING THE OPENING SPIN!
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@Star99er said:
https://us.v-cdn.net/6030815/uploads/NZGG7J2ARCR1/f07a5650-0178-45bd-b14f-a7eda9cd6124.jpeg
I'm still hoping we get Buffy(Sarah Michelle Gellar) at some point. She's the licensed character I want most.
Ooooh I love Buffy! So who do you think her killer should be? The Master possibly? That way we get our vampire killer? Or evil Angelus or Spike?
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@TheBus4K said:
https://forum.deadbydaylight.com/en/discussion/comment/2270528#Comment_2270528
Buffing the base regression speed and not nerfing Ruin will give scenarios in which literally leaving a generator for a very short period of time will cause it to drop to 0%, after all Ruin, even if it is a perk Hex, is very good. Not nerfing it just because "it's easy to find" I don't see as a valid argument.
And 3 quick skillchecks I see too much, just for new players. The best thing would be a simple skillcheck, after all the skillcheck is not to fail, but to avoid that with just one click they can stop the regression.
https://forum.deadbydaylight.com/en/discussion/comment/2270542#Comment_2270542
It's excessive. Go to an area with a generator, hit it, while you leave the generator you see that the survivor returns to the generator, you hit it again, in total in just a few seconds you have reduced the progress of the generator by 10%, basically with that mechanic you prevent that the survivors can touch the generators. I just see it too excessive.
Buffing the base regression speed and adding a skillcheck to stop the regression is a much healthier change. Having a base Pop has no strategy whatsoever, but increasing the regression speed does.
Ok, but on the other hand I have had games where survivors in mid chase will stop to tap a gen and then move on with the chase without losing distance. Then I go to chase them, and notice another survivor sneaking in to work on the almost completed gen that has stopped regressing. I go to chase them off, kick gen, resume chase, other guy sneaks in and goes to the gen, we're stuck in a loop while the other survivor is working on one of the other two gens they need to escape. So even if I were to stop chasing these guys and go to the other dude across the map, I end up losing this gen. If I stay at this gen I end up losing the other gen. By giving that initial regression at kick it'll prevent scenarios like this from happening, or at least make it so that survivors will be more careful about sneaking in for the gen. Imagine if kicks had that initial regression to it. The first guy who I chased, after kicking the gen, instead of looping close to it to tap it would have to actually lure me farther away from that generator so that the other survivor can come in and do that gen without me being close enough to notice them.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2270450#Comment_2270450
...Why touch ruin corrupt pop like that.
That's a terrible idea off the bat,
Because if you're going to be fixing gen speeds AND giving a miniature pop like effect at base level with normal gen kicks, you need to offset the other perks otherwise it'd be too strong... The whole point of these recommendations isn't to give killers free wins and be overbearing to survivors. If that's the case and you don't want to change anything, then might as well reverse the DS nerf.
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@Raptorrotas said:
https://forum.deadbydaylight.com/en/discussion/comment/2270511#Comment_2270511
People friction-burned their ######### hands to win in mario party minigames. That game is such a perfect example for "its just a party game, bro" being a stupid argument.
Mario Party. The one party game that puts true friendships to the test of surviving lolol.
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@Run_for_you_life said:
Terminator or dinosaur.
https://us.v-cdn.net/6030815/uploads/DR1G00XPNA1O/images.jpeg
I would love for a Terminator chapter. I mean look at this. Don't our boy look good carrying around survivors? =3
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@TheBus4K said:
To give you an idea, a gen needs 80 charges to be repaired (that is, 80 seconds if the survivor is alone, the equivalent of 1 charge per second).
Hitting a gen takes 2 seconds and the regression rate is 0.25 c / s, which means that a 99% gen takes 5 minutes and 20 seconds (320 seconds) to return to 0%.
If there are people who think that regression speed is fine, they are simply main survivors.
What they should do is buff the base speed of the regression and nerf Ruin.
I think giving us a base "Pop" as suggested by @GoshJosh isn't a good idea, because if a survivor touch the gen, we can already apply a -5% regression, I see it somewhat excessive.
It's not excessive if you nerf pop, so that the total percentage doesn't exceed the initial 25% value. In fact if you increase the regression speed and add the initial 5% regression on kick you could even lower pop's value a bit more say to 15% so that when it combines with the initial 5% kick, it rounds out to 20%. Remember pop's effect is still dependent on you finding and hooking survivors too, so it's really not that bad. Also giving an initial 5% kick discourages gen tappers as well, and again at base (with no gen regression perks) killers would find it to actually be worth kicking gens.
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@NeonFlowerPower said:
https://forum.deadbydaylight.com/en/discussion/comment/2270355#Comment_2270355
Its a party game. If all you care about is winning against random players you'll never see again after one match, just stack slowdown perks like killers do regardless. BHVR could literally make a gen take 3 minutes to do instead of 80 seconds and killers would still stack slowdown perks.
And no, it doesn't seem balanced because its an asymmetrical PVP game lmao. It will NEVER be balanced, hence the reason it can never be competitive. The object of this game is to have fun and that is the sole thing that BHVR should be focused on with DBD. The game shouldn't be so unbalanced that one side just constantly dominates the other side every single match and thats it.
Killers want to add something like this, but then say Spirit and Nurse are perfectly fine.
The whole "it's just a party game, don't worry about wins" argument is honestly a real bad one. Super Smash Bros is a party game. Mario Party is the definition of a party game. In both of those games you have friends who are competitive with each other to try and win. So "its just a party game" is not an excuse. Other party games, again gonna use Smash Bros here, still tends to their game and releases balance patches to make sure the game isn't too lop sided and broken. No one likes playing a broken game, regardless if it's "a party game" or not.
And yes I understand it's an asymmetrical game. Again that doesn't mean that you can't fix and better balance it. Again, at base 80 secs vs 5 min, 5 gens vs 12 hooks. The numbers are a little too broad just at the base level, and get worse when you factor in perks and add-ons. You can still balance the game by tightening those numbers just a little bit. In regards to the regression numbers, to me anyway, it doesn't seem like good game design when you have to run certain in game perks that essentially function as a bandaid solution to a problem.
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Personally I like the idea of putting in like a 3-5% base regression right off of the kick and then have it regress like normal. Regression speed is a different story, but also one that needs to be looked at too. I mean it is ridiculous that at base it takes 80 secs to do a gen, but it takes 5 minutes to have it regress back to 0% from 99%. Like come on. But with this little change killers might start finding it to be worth kicking gens, while also making survivors think twice about just gen tapping because then they'd just be screwing themselves over at that point.
Now to counter balance this, you'd have to nerf pop, ruin, and corrupt. Easy enough. Reduce the regression rate of ruin say to 150% max. Reduce the extra % kick you get from pop go from 25% to like 18% (or 20% so that when it combines with the base kick, it still only takes off a total of 25%), and maybe lower corrupt's blocking time to I dunno...100 or 90 secs max? Granted I think the numbers will need to be played with a bit, but for a start I think this is as good one.
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@NeonFlowerPower said:
You guys really don't understand just how impossible it would be to beat 3-gen setups if they added something like this, huh? Killers that should get 0 kills because they played so poorly could literally hold matches hostage even longer than usual if they add this kick regression thing and eventually will 4k and for what? One win out of a thousand matches? I rather keep this the party game it is and allow survivors who aren't in a SWF to still have a chance against a 3-gen rather than not have a chance.
Even without this regression thing, going against killers who sit on 3-gens all match are insanely boring and its even worse with overcharge. Gen speeds are perfectly fine and kicking them currently is perfectly fine. If you're having issues with gen speed, just stack 4-gen slowdown perks like Killers do REGARDLESS of what BHVR does to the game. Game is already painfully easy for Killers nowadays.
Something still needs to be done though. When you look at gen regression vs the speed at how fast they can be completed at base level, meaning no perks or add-ons, it's ridiculously unbalanced. 80 sec to finish a gen with just 1 person on it (quicker with two people) and it takes a good 5 minutes from a 99% gen to fully regress down to 0. That doesn't seem unbalanced to you at all? Nevermind that also you can have more than one of the gens being worked on at the same time.
To put it in to other numbers as we'll. In the first two minutes of the match survivors can have anywhere between 1-3 gens completed. That brings them anywhere from 20-60% person done with their objective. In the same amount of time, let's say a killer gets 1-3 hooks. That's 8-25% of their total objective completed, in the same time. All of this is not taking account perks and add-ons either. This is just base level using nothing but the environment. Again when you look at all the numbers, it looks really bad. This is why killers feel like 90% of them time they need to run slow down perks like Ruin+Undying, Pop, and Corrupt. If the numbers were still off by a smaller margin I'd have a different opinion. But with the numbers being so widely far apart, I can't say that this is really balanced.
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You know, The Thing would be a very interesting killer. Like how in the hell would something like a shape-shifting work in this game? I know I've seem the whole thing about Legion disguising themselves as survivors and how that's how it should've been when they released. But consuming and shape-shifting is kind of the MO of The Thing. Unless if they want to introduce one of the Thing mutation forms like the iconic double faced Thing. Or BHVR could possibly create their own mutation form of the creature. Either way I'd be very intrigued to see how they could possibly pull something like this off.
Oh and needless to say, the survivor to come with The Thing would have to be MacReady. Damn what a sight it would be seeing Bruce Campbell's Ash standing side by side with Kurt Russell's R.J. MacReady. Don't think the game could handle those levels of badassitude.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2267656#Comment_2267656
That's an absolutely trash mindset though. You're not required to, but just because you're not required to doesn't mean you shouldn't consider it.
What about the other side of the coin? I don't see survivors really caring about the fun of killers when they can go and make bully squads or just rush gens out with their BNP and perks. Or hell if they bring in a key and a map. Survivors do this stuff to killers all the time too and they still have the nerve to complain about -their- fun. The killer is a person too you know...they're not an npc. I'm sure they like having fun too.
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@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/2267694#Comment_2267694
I consider him the worst
Most people do. I told a friend that I wanted to have Legion as one of my mains and he told me to be prepared for a world of sadness of pain, cus they are the weakest killers in the game. That made me sad to hear but I mean I still enjoy playing them and I find them to be fun if I just want to have a chill game where I don't want to sweat hard.
