MiniPixels
MiniPixels
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This is everything I could think of off the top of my head, including buffs and reworks.
Maps need to be balanced, keys need a rework, gen speed needs to be addressed in some way, Mori's need a rework, Killers like, Cannibal, Clown, Trapper, Legion etc. need to be buffed, OoO needs a complete rework, certain killer add-ons need reworks, low tier perks on both sides, survivor specifically need buffs in order to shake up the meta, because seeing the same 6 or 7 perks being used every game is boring as hell. God loops need to be looked into such as the ones on Ironworks of Misery or Rancid Abattoir for example. Honestly the game has just fallen way too survivor favored, dead hard needs to be looked into it wasn't a problem when it came out but it has became one, the fact that I can run a killer for 3 or 4 tiles and then dead hard for distance and get another 3 or 4 is just ridiculous. That's about all I can think of, I am aware that some of these issues are probably being worked on, but that's what I could come up with.
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Probably none to be honest, the only one that looks promising is gearhead, but it relies too much on rng in my opinion. I would rather take discordance, which is guaranteed information of where 2 people are.
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I think the easiest fix would be to give him 115% movement speed, longer duration before a chain break, and increase the size of the harpoon hitbox slightly, on dedicated servers latency can cause some pretty inconsistent hits whether you have a good connection or not, which is the cause of many of those shots that will go through the survivor model but not actually hit, I am not saying make the hitbox like huntress's hatchets because that would be insane, but at the moment the hitbox is about as big as the harpoon model, which for a game operating on dedicated servers is way too small. I think if all of those are taken into account, he would be worth playing.
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@Mandy said:
Yes, we are aware of what's happening and we're in contact with Vanilla in an attempt to resolve it - it seems to have stopped for me now, but had the issue for a few hours earlier.
Any plans to change the background color back to black and maybe up the font size? The new forums are really hard to read for some reason. Just yesterday I had no problem.
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If they keep their plans of releasing a chapter every 3 months, which I don't see why they wouldn't considering how successful the game has been recently, we would get the next chapter in late june/ early july
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Scratched mirror is often considered a meme build due to how pathetic his movement speed and lunge speed is. Just hold W and expect results.
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Unfortunately while the new chapter looks cool, at least in the PTB, the new killer sucks ass. So unless that is changed, Spirit.
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It does work but he still sucks, despite how fun he is, he is just a worse version of huntress. Currently competing for one of the worst killers in the game.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/1105316#Comment_1105316
That is fine even if I disagree with you. All I wanted was for people to take to he time to test the new features before hating on them. The new killer is pretty dope though. Definitely my new main.
He needs a buff imo, but he's very fun.
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I will because I own all the DLC for the game, but the dude needs a buff badly, while imo he is more fun then Huntress, it's just her with extra steps.
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While I love his design I feel as though he doesn't have the tools to pressure generators, he is great in the 1v1 game but is very weak otherwise, while I think movement speed could solve this that could easily make him broken.
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He is a lot more fun imo, and reels in survivors to windows so you can slap them. He can also reload from anywhere on the map which is a big difference.
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@NullEXE said:
https://forum.deadbydaylight.com/en/discussion/comment/1102799#Comment_1102799
Yeah. I hate the changes, toolboxes are more broken than ever now. Already faced 3 teams that just bullied me with just breaking hooks. Then got mad when I slugged them out.
New killer is dope though.
I 100% agree after playing the PTB that sabo speeds need to be looked into, they should be a little less then double the speed it takes currently.
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@dizbruhlikesthering said:
I agree! The new killer may seem underwhelming and basic at first, but i think when you get to play him properly he is much more advanced. I like the new killer.
Exactly, I love killers that have a lot of strategy and add something new to the table, some of my favorite killers in the game are ones that added new ideas around their release, like myers or demo.
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@hahmraro said:
Sometimes I wonder if people that make posts like these either have very unpopular but genuine opinions, or are just baiting.
I play at rank 1 and when I refer to a great killer I'm talking about one that is fun to play and has a lot of depth and strategy to them, Strong killers like the Spirit and freddy are a turn off for me, as I can play them and get a 4k every time with ease, I want a killer that take time to learn and offers more to the table. Maybe my opinion is different, but I just like different killers. :D
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Seeing a lot of concern for the new sabo speeds, while I entirely agree that they sound unfavorable, it's one of those things I'm gonna have to form an opinion on after the PTB is out, as we don't know just how much faster they are and how long hooks stay broken.
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I've been playing this game since launch and have talked with many others with the same amount of experience as me (survivor mains too), we all seem to agree on the same 3 causes of this problem.
- Map Design: Certain maps are WAAAY too big or too powerful that they must be reworked in order to achieve balance, examples of these would be either Red Forest map, or Haddonfield in terms of balance.
- Beginning of the game: While generator times themselves don't need to be reduced, something needs to be done about the start of the game, the first couple gens can go by way too quickly and killers that require setup such as the Hag or Trapper simply don't have the time to do so. The best way to fix this issue would be something similar to ScottJund's game startup idea which would decrease gen speeds until the first chase is initiated.
- Killer Balance: Most killers are just too weak, Clown, Cannibal, Legion, and Trapper are a few who especially need to be looked into
The unfortunate thing is that addressing just one of these problems most likely won't fix the issue, and in my opinion at least two of these need to be addressed if not all three.
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Wanna hear a third joke?
The Clown.... pls buff my chubby boi
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It's very popular but not nearly as used as ruin used to be, it's most likely used less than BBQ and chili, so I wouldn't worry about it.
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When the game came out I didn't really main anyone until Myers dropped, while I play a lot of other killers I easily have the most amount of hours on Myers out of anyone, but then when The Demogorgon released I didn't like his power, but Stranger Things being my favorite show I wanted to learn him, and I quickly discovered how much depth he has to him, and he quickly became one of my favorite killers. So I would say I "main" Myers and Demo, but I do play other killers just not as often, I like the Oni, Legion, Trapper, and Doctor.
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Just because I'm legally required to say it, The Chain Chomp
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@Peanits said:
This sounds like fun. I'm going to go ahead and pin this.
I'm really curious to see if anyone will actually get it.
Maybe you should take a guess 😅
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@McLightning said:
Maybe.
Soon™
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I've been collecting Funko Pops for close to 4 years now, and a majority of that time my most requested line of pops is for DbD, I currently own almost every horror pop on the market, and to put a Trapper pop next to my Demogorgan or Myers would be a dream come true.
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I also happen to play Warcraft III on top of dbd, and let me tell you Blizzard is in some hot stuff right now.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1065184#Comment_1065184
Ruin doesn't change how survivor perks work.
Your correct it doesn't, but it gave us time, without that time every second counts, and your borrowed time and your DS and your dead hard costs us a large amount of that time, you pick a any mid tier killer and you get a down and realize a gen is already done, and then you get another and 2 more gens are done, and you sweat your ass off in red ranks only to get 2 kills because we don't have time anymore, you can't enjoy the game anymore unless you play top tier killers.
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I completely agree without ruin survivor perks effect the game much more than they used to and something has to be done about it.
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FNAF, Chucky, and IT. Anything but those 3, they don't fit the game and most people dont want them.
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@crossboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1052365#Comment_1052365
What evidence do you have that this is the case? Did the devs release more stats? Or are you just making stats up
The devs released stats back in November, her pick rate is similar to clowns and her kill rate is below average. Of course this is outdated since the ruin changes, but I'm sure that wouldn't increase her kill or pick rate.
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@ABannedCat said:
Nurse.
I want her cooldown gone :(
A justified add-on pass turned into a giant unjustified base-power nerf was really sad to see.
I really hope the devs realize their mistake now that Nurse's one of the least picked Killers in the whole game, with one of the worst kill-rates. They just need to remove the base kit changes, the add-on changes are fine.
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@Waffleyumboy said:
Give clown a mobility option. Maybe even just some generator pressure.
I like the idea of that and have heard people mention it, but I don't know how they would do it. I think it would be really cool to have him be able to teleport between lockers like a fun house. Just an idea.
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Object of Obsession and Insidious, both induce toxic behavior and are difficult to use without being a jerk.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1047096#Comment_1047096
Lmao
One who is stuck at 115% movement speed vs one who can zoom across the map as frequently as he wants at 230% speed
One who has to waste time stalking survivors and delaying the chase to be granted instadowns for a very short duration vs someone who has unlimited instadowns from the very start of the trial
How can they both be the most balanced when they aren’t even in the same league
Because billy has a high risk high reward play style, with Myers you earn you reward over time, where with billy you start with it but messing up with it punishes you hard. Just my opinion.
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Billy and Myers are the two most balanced killers in the game at the moment, in my opinion.
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Unbreakable is fine, sure it lets you pick yourself up and possibly change the outcome of a game but you can only do it once per match and there are a lot of games where you don't get a chance to use it. With the recent increase in slugging since ruin got shafted you should probably run it now while it's more useful. This is coming from a killer main that's been with the game since launch, never had a problem with the perk.
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If we got a Cherry Slurpee charm I would never take it off
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@ChunChunMaru said:
Yeah, that's the gist of it. I've seen player say "X killer is a bit strong, what should the devs nerf about them?" It seems any killer that is "a bit" better than average, is deemed nerf worthy. Billy and Huntress are what Killers should look like. And the Doctor rework I think was great. But like you said, some people don't change their playstyle or adapt to different killers and immediately go "OP pls nerf". The problem is solo queue survivors hate relying on their teammates because "they are bad". So they want to have the power to essentially one v one the killer to ensure their survival isn't dependent on their team. Which I can understand. So if a killer feels "oppressive" in a 1 v 1, then he is looked at as "too strong". But yknow, people need to understand its a team game man.
I personally think Billy, Myers, Demo, and Huntress are the 4 most balanced killers in the game. If i had to pick 2 it would be Billy and Myers.
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This post needs more attention then the large amount it already has, the devs need to be aware of this before they start implementing it, because if they start it's very unlikely they're going to go back on it. People reading, please take time to comment on this post and share your thoughts and opinions to keep this discussion on the front page. This is something the devs need to look into.
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Here are 3 of mine in order of what I would like to see the most.
- Average game time after ruin changes
- Average Kill rate after ruin changes
- Percentage of players that use Decisive Strike
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I never really camp anyone unless it's an OoO following me the entire match, I never used to tunnel all that much, but to win games without ruin I have to more often now.
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@Steel_Eyed said:
You know I don’t think I’ve seen a complaint about Doctor yet.
Even if people had anything to complain about it would get overshadowed by the ruin changes.
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Unfortunately while I can play optimally and 4k in red ranks without ruin it takes me being a jerk to do it.
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I've been through support with them twice within the past 3 months, and they keep re-directing me to the same post saying they were working on it. I think with all the backlash about the ruin changes and this new update in general it just isn't high on their priority list.
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Because it takes 2 perk slots to get a benefit that will work only if ruin is up, so in most games the first 2 minutes, if you're lucky.
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@johnmwarner said:
This game is taking a route similar to World of Warcraft, the devs making ridiculous decisions and not understanding balance of their own game.
Except WoW is still alive because it reaches millions of players at one point... DBD does not have a cushion like that. One big mass exodus would be hard to recover from.
No I don’t believe all killers will quit, but I think a large amount will either stop playing or switch to only survivors.
Your right, I also think a lot of knowledgeable players that will be able to survive without ruin will stay with the game. As far as myself, I'll probably lose games more often without ruin, but that's about it.
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/982956#Comment_982956
First the chatter
Then they scatter
One by one
They lose their fun
A pretty good job so far
Killer perks hit by a car
Slowly they disappear
Because the end is near
While survivors over behavior fawn
Chanting their cry, "Hex: Ruin is gone!"
That was..... beautiful
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@BabyBubbaMain said:
BHVR pulled a Thanos and snapped away half their killer playerbase with these changes.
Most of us already left, some of us will finally leave as is the saying, the straw that broke the camels back.
Playing in Red Ranks was already rough with ruin, but now without? What hope do low tier killers have? Everyone's saying that killers rely too much on ruin and need to "get good" without it but honestly, what other perk prevents 3 generators from getting completed as soon as you get your first hook? Sure, maybe corrupt intervention, but that lasts only 2 minutes. Ruin has the potential to stay up all game, even if its cleaned within the first minute.
I'm conflicted, I want to stay, but I dont want my voice to be unheard and just be AI for survivors to toy with.
It really sucks, the amount of "i'm leaving" posts on the forums grows every day due to how unbalanced this game is. Nerfing ruin is taking a huge step back and is only going to make the problem worse.
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The fact that the only dev responses on this post ignore the topic completely shows their priorities. Please don't attack the developers, I think they just need to realize the impression they are currently giving off.
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@Ev13698324 said:
https://forum.deadbydaylight.com/en/discussion/comment/965399#Comment_965399
Could you link the patchnotes where they said this? If its truly the case then fair enough.
It wasn't in any patch notes, it was in one of their live streams, I believe it was in the Archives live stream around Halloween, but I could be mistaken.
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This was from the start an intended feature, and when removed from the game was done by accident, it being back isn't a bug it was intentional.