Mister_xD
Mister_xD
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and thats only a level 2 challenge...
i am scared of what the level 4 challenges are going to look like!
i bet its gonna be something fun like
"hit an invigorated Survivor while not invigurated yourself 5 times in a single trial"
or
"intoxicate 4 survivors with a single bottle of the afterpiece tonic"
:)
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yeah you gotta intoxicate them and afterwards invigorate them.
so you want them to first run through a purple and then through a yellow cloud.
also, who tf designed those clown challenges?
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can we please stop hyperventilating over something that is not only not going to be a huge deal if it happens (it'd literally just be one more character - there are still 24 others that got nothing to do with him), but also is nothing other than pure speculation at this point?
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fun fact about Trappers basekit:
he doesnt even have a set amount of Traps available.
the number of available Traps (without Add Ons) is random between 4 and (i think) 7.
he really needs some tweaks to be more consistent.
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if the entirety of your argument against it is that you cant instantly hook suicide anymore, then i fail to see anything wrong with that mechanic.
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i think there are a few good ones in there, but the makority i dont really think is all that good.
like, i only really look forward to 6 things from it, the first being the level 1 clown body and the next one being on page 4 (legion body) :)
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Demodoggo has continued to be a good boi.
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you know, i very highly doubt they would just release a screenshot that is ment as a teaser (the red S) that just happens to have the new killer in the background.
thats like making the Resident Evil teaser trailer with Nemesis hookcamping the Survivor on the hook.
this is either a rock with a crow on it that just happens to look a bit weird, or its a Huntress with Insidious standing there.
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i mean, my misery is guaranteed in both, so why not choose the option that allows me to get rid of it sooner?
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i think Bloodlust in general should be removed.
however, now it not a good time for that.
we can get to that once the balancing team has revisited some maps to make them more fair for Killers.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2415420#Comment_2415420
If you don't try hard, you won't go up against people who tryhard either. If you always play to win, you will go up against people who also play to win, just as it should be.
that argument is only going to hold up for people who absolutely dont give a ######### about whether they win or lose though.
i play for fun - and losing, at least in my humble opinion, is not fun. (and i would like to point out that "wanting to win" is not the same as "tryharding" - there is still a long way to go from one to the other)
the MMR is going to keep challenging me with harder matches, which i will be attempting to win, but will end up being unable to at a certain point in time.
so essentially, even though i try not to tryhard currently, the game is going to push me in exactly that direction with MMR and that is going to be the case for a lot of other people as well.
and a 2 - 2 match outcome is IMHO not a satisfying thing to see. yeah, technically speaking its a draw, but if we're being honest its quite appearant that the survivors kicked your behind that match pretty badly. you probaply didnt have many enjoyable 1v1s, you felt like gens popped left and right without you having much say in that matter and you getting your second kill by the time the gates are powered / open means this was a very close call for you, meaning the match was pretty stressfull overall.
so in short, MMR is, at least for players like me, going to suck the fun straight out of this game.
and honestly, i doubt i would keep playing this game without the option to turn it off (e.g. a "casual" DbD and "ranked / competetive" DbD mode existing)
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i absolutely dont.
honestly, i feel like most just havent realized how much this is going to screw Killer gameplay over (regardless of your rating btw - if you have to give your absolute best in a game just to barely make a 2k in every single one of your games, that is not going to be a healthy thing for DbD overall. trust me, a lot of people are going to get burned out from DbD once they reached that point).
also, high rank DbD is going to be essentially unplayable.
well, unless you really enjoy going against / playing as super tryhard Nurses and Spirits that camp, slug and tunnel as much as they can to secure their kills.
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95% of the time you can just look up to avoid the blind.
however, as you noticed, that doesnt always work. My guess is, that you cant avoid the blind when you are standing right on top of the grenade when it detonates, so try to avoid that the next time?
and btw, yes, the flashbang is literally just a reskin of the firecrackers.
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dont take this game too serious.
the more serious you treat this game, the more upsetting it is going to become for you.
i know thats hard for some, including me btw, but once you have come to realize that this is nowhere near the competetive game many want it to be, simply due to one of the biggest core elements of DbDs design being straight up luck (also known as RNG), you can enjoy yourself with this game a lot more.
sometimes you just get a map setup that is essentially unwinnable for you; sometimes you just get extremely lucky / unlucky with a Killers power (Pig / Trapper); sometimes the Killer will end up on a map their character is extremely strong / weak at; etc. this kind of stuff just happens, so dont get too upset about it. is it unfair? yeah, absolutely. could you have done anything about it? nope. and its not gonna change either.
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i might be crazy here, but the new Tome charms kind of reminded me of The Keeper from The Evil Within...
thats a lot of speculation on my end - he would fit in perfectly though....
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whts the point of being OG in dbd if u reused old refts items n sell it to new players
the point is that you paid 10$ (considering you bought the premium pass, otherwise its fewer, therefore free skins for you) for around 5 skin sets, while the new players who want to obtain these cosmetics have to pay 10$ for each skin individually.
as its been pointed out above already, the Devs never had any intentions on making exclusive cosmetics.
It was stated from the very start that every rift skin would make an appearance in the store at least half a year after it had first been introduced in the rift.
the only exclusive cosmetics in this game are content creator / develpoer exclusive items (e.g. Neas Crew Shirt for Devs - generally items with the "Artifact" rarity) and legacy skins.
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in its current state:
A Binding of Kin.
in its original state (prior to any balancing / changes):
Darkness Among Us.
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essentially the same way you deal with any good nurse, just a little sped up this time:
you die.
or you somehow find a key in a chest and manage to take the hatch before your time has come and cheat death once again, buuut i wouldnt bank on that.
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i just hope their license agreement allows them to make balance changes to the map and address some of the issues.
e.g. ripping some holes in walls where there were none in the RE series to allow for actually possible map traversal, adding a staircase or two, cutting its size, ...
if not, we're in for a world of pain.
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my guess would be Perks that are not only terrible, but also cant be used in fun meme builds.
something like Deja Vu for Survivors and Monstrous Shrine for Killers.
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Spirit.
most of them arent even good at the game, they just do the ultra skillfull and extremely exciting "im just gonna stand here for 10 seconds and if they go anywhere else i walk up to hit them, while if they stay at this loop ill go into a phase at an entirely unknown time to them so there is no way they can predict and dodge me" strategy (i refuse to call that a mindgame, sorry).
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@PigMainBigBrain said:
https://forum.deadbydaylight.com/en/discussion/comment/2360194#Comment_2360194
Thats demonstrably false....
I've been in everything from Dino Crisis to Resident Evil to Outlast...good horror games only lose their fear factor after you've memorized them.
This game on the other hand....the enemies can't be memorized because they're played by actual people. Theres no excuse for this game to lose fear factor, except it has....over time....I've watched it....burn away...little...by little. And the reason its burned away is due to coddling, nerfs, and giving tells to the survivor player too much, under the guise of (improving solo queue experience) when in actuality its done nothing but take away from the overall theme of the game. Every stealth killer was given huge sound queues and tells so people could see them coming. And most of the threats that made killers dangerous and build tension have been removed or a perk on the survivors side is created to negate a threat and negate tension.
It isn't like this game didn't used to be scary or have tension. It used to....damn near every single game, especially against jump scare killers. Past 2 years though..its been thrown down the drain in exchange for FORTNITE SKINS! And happy go lucky themes. Don't take my word for it...just go back and look at old DBD videos (from players not click hungry content creators) The ambiance, mood, character themes, costume choices ARE NIGHT AND DAY! And the way survivors would play WAS NIGHT AND DAY. They had more of a sense of self preservation and immersion because it was way easier to die as a survivor.
good horror games only lose their fear factor after you've memorized them.
yes, that is quite literally the point i was making.
the enemies can't be memorized because they're played by actual people
this one is jut straight up false.
you can absolutely memorize all the characters, their strengths, weaknesses, Perk combinations and common playstyles - it doesnt even take that long.
then you memorize all the map layouts and once you figured out that more than half of the entire Killer cast can be countered by the exact same playstyle (looping and / or genrushing), you wont be scared of any Killer you see anymore.
And the reason its burned away is due to coddling, nerfs, and giving tells to the survivor player too much, under the guise of (improving solo queue experience) when in actuality its done nothing but take away from the overall theme of the game
so you're saying that this game being balanced and fair is a bad thing?
i can guarantee you, even if they buffed every Killer to be ridiculously OP and unbeatable, people wont be scared of them. They will be annoyed at best and just quit the game at worst.
Every stealth killer was given huge sound queues and tells so people could see them coming.
... no?
if that were the case, Killers like Shape, Ghost Face or Pig would be literally unplayable.
if you get spotted with them, thats because your pathing was flawed and you ran straight into the Survivors LoS / because the map you were on happened to be a huge and open one like Rotten Fields or Mount Ormond.
i still see plenty of people getting jumpscared by stealth Killers even today.
and yes, when everyone was new to the game and didnt know ######### about it, they played very differently and much more immersed.
however, as you can very clearly see, the more they got into it, the less scared and the more bold they became - thats not because the game had changed drastically in the survivors favor (quite the opposite, actually), its because they learned the different mechanics, layouts, Killers, etc. and got bored of hiding.
again, play literally any horror game you want for 2k+ hours and you will experience exactly what you currently experience with DbD.
or just rewatch the same horror film on a loop, its the same thing: they can be as good as they want, once you saw it all there is nothing left in there to scare you - even jumpscares (which are the cheapest way of "scaring" someone) eventually grow old. just look at FNAF, the exact same thing happened to those games - death was scary at first, but after a while was just annoying.
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@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/2360190#Comment_2360190
A couple of years ago, gens finish in face of killer less often. Genrush not was so simple.
https://forum.deadbydaylight.com/en/discussion/comment/2360194#Comment_2360194
You can be afraid of at least in-game death, that the match will be over for you. This can make at least behave more adequately and realistically in game. It could also have been provided by more amount of visual emotion of fear among survivors. Like rapid and intermittent breathing, thrill, crying, screams of horror. But devs may simply be afraid to give the game a too realistic touch.
go play any horror game, lets just say Outlast for the fun of it, for more than 2k hours.
i guarantee you dying will no longer be scary to you, it will have shifted into an annoyance.
you wont be sitting in a locker, frightened with the thought "omg please no, if he opens this door i will have to replay this entire section again!", your thoughts are going to be a lot more like this "i swear i will quit this damn game if the randomly checks my locker again. i am so sick of playing this section over and over".
that is, simply put, exactly the point DbD has reached over the years. Dying has turned from a frightening thought you want to avoid at any cost into an annoyance that wont let you get your 5k "escaped" BP.
and thats nothing unique to DbD, its just that you will usually play most horror games once and then stop, because they dont really have anything new to offer to you. DbD on the other hand is build as a game you will repeatedly come back to, so you will get to exactly that point eventually, while a game like Outlast wont have you reach that point (unless you're someone who tries to go for like a 100% achievements playthrough / speedrun of it), which makes it feel like this was a phenomeon unique to DbD, when in reality it simply isnt.
also...
Like rapid and intermittent breathing, thrill, crying, screams of horror
that is literally in the game already.
you just grew dull to it eventually for the exact same reason as to why you no longer find it scary: you've simply seen it too many times now.
once again, lets take Outlast as an example: go and repeatedly watch the scene where the Doctor cuts off your fingers. i guarantee you after you've watched it like 100 times in a row, you will just shrug it off, it will have lost all shock and scare factor it originally had. and 100, in comparison to the amount of trials in DbD, is quite a low number.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2360782#Comment_2360782
You are aware that the game for consoles has been terrible since years, right?
its kind of pointless trying to argue with me when you just went ahead and changed the entirety of your post so my answer to it no longer up to date anyway.
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@Lord_Tony said:
https://forum.deadbydaylight.com/en/discussion/comment/2360323#Comment_2360323
if trapper starts off with like 5 traps with add-ons why can't he start the game with at least 3 as basekit?
why does he have to run around to collect them in the first place?
just give him all 6 from the very start and only force him to run around to collect them if he wants to move his setup around.
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you are aware they are pushing the console fixes for midchapter, yes?
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2351306#Comment_2351306
I am personally not a fan of current iri add-on design. for one, these add-on are suppose to be.... ultra rare and when we say.. ultra-rare... its suppose to be extremely hard to get but in reality, the add-on rarity is far too easy obtain. you should like only be able to get them 1 in 50 million BP or something or perhaps you can only get a copy of pair if you reach rank 1 at end of the season by choosing it as a reward at the end of the season on single character. also Black ward should not be able to work on them.
The other problem with these add-on are that in my opinion, they're suppose to be to level of old ebony mori in power, they're suppose to be very unfair to play against to the point that they "almost" auto win for the game for killer and many of them are not of that nature.
An sample would be:
Ghostface:
Iri add-on 1: Survivors that reveal ghostface are exposed for 30 seconds, When ghostface is revealed, Night shroud cooldown is refreshed.
Iri add-on 2: Leaning stalk can no longer expose the survivor. Performing a leaning stalk will instantly increase stalk meter to 99%.
Deathslinger:
Iri add-on 1: Increases Deathslinger harpoon ammo carry capacity by 1.
Iri add-on 2: Survivors hit by the harpoon are inflicted by expose status effect.
Nurse:
Iri add-on 1: Add 1 blink charge. Tremendously decreases blink power recovery rate.
iri add-on 2: Tremendously decreases blink charge time, Tremendously increases blink distance and Blink movement speed.
Will you ever escape a deathslinger that has 2 shots and instant downs or Ghostface that has undetectable+instant downs? probably not but it would be a very difficult challenge to attempt to win. I am not sure what survivor iri add-on would be.... they technically used to exist... like old brand new parts/instant heals/instant blinds but I feel it is weird to be powerful on the side that is suppose to be "challenged".
I wonder if this would encourage more people to play DBD to get to rank 1 every season on both sides or would it just create lop-sided games?
those sound extremely overpowered.
i think the best way to approach those Add Ons is by making them strong and fun.
give the Killer some unique mechanics that are only obtainable with those specific Add Ons equipped for example.
one thing you got to keep in mind is the fun of the people that have to go up against that.
i can guarantee you, everyone would DC on a Deathslinger with instant down shots who can shoot twice before reloading - and i couldnt really blame them for that.
games against that would be over in about 5 minutes, the Survivors would literally not stand a chance.
maybe think about it the other way around:
would you, as the Killer, want to have the old Brand New Part back? you know, the one that instantly repaired a generator in exchange for the Toolbox?
would you have fun going against a group of people bringing 4 of these, instantly repairing 4 out of 5 gens in about 30 seconds?
i know i wouldnt.
and therefore i think it was the right call to nerf them to be what they currently are.
and i would really not want to repeat that mistake of having such OP stuff in the game again.
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i kinda want to save them for a potential Bloodhunt event in the future though...
im still using them when i play Nemesis, cause he is the one im currently leveling, therefore i get the cakes back relatively easily
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Trickster.
he has such a great visual and audio design that i always find myself wanting to play him.
and once it gets to his gameplay, i just want to curl up in a ball in the corner of my room and cry.
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@Zokenay said:
https://forum.deadbydaylight.com/en/discussion/comment/2360200#Comment_2360200
Allowing him to start with all his traps would probably cause issues, cause unlike Hag, his traps actually stop the player from being able to move, often for a long time.
Trapper is a bit of a difficult situation when it comes to buffing him, cause he would easily become oppressive if he could lock down multiple areas right away
therefore his traps:
1) can be disarmed
2) are much more precise than Hags
3) are easier to spot than Hags
4) are fewer in their numbers, compared to Hag (Trapper has 6, Hag has 10)
he has way less area controll than her, his traps are much harder to use and he cant just spam them like she can.
and no worries, Trapper wont be locking down multiple areas at once. He doesnt have the ressources to do that effectively - however, what he is going to do is he will be locking down one area to make it very hard to get through it - which, btw, is exactly how he was designed to be played and is exactly how he is played right now, just that you no longer have to travel accross the entire map just to get a single trap.
so no, there really isnt a problem with his starting out with all 6 traps. all thats gonna do is, that he is finally on par with literally every other trap based Killer in this game, who, for some reason, all start out with all traps in hand. so why should he specifically be excluded?
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i hate that so much.
you work on a gen for 50 seconds: nothing.
you take your hand off your mouse for .5 seconds to scratch your nose or sthg: instant skillcheck, gen blows up.
why cant all skillchecks just work like Overcharge does?
(the Overcharge skillcheck does not automatically blow the gen up in your face if you stop repairing it, it actually allows you to hit it while running away)
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i would keep going for as long as there is enough demand for it.
though personally i wouldnt mind if they were to tune it down a bit with the chapters and then add some smaller things inbetween chapters (e.g. a new general perk or a new map for a realm that isnt at the "5 maps per realm" end goal yet) aswell as focussing a bit more on game health.
how about having a chapter every 6 months (new Killer, new Survivor, new Realm, 6 new Teachable Perks) and a midchapter every 3 months (new map(s) for already existing realm(s), new general Perk(s), gamehealth and balance changes)?
that way we would still be getting new content every 3 months, but it would be less big of a deal than a whole new chapter - it would allow the Devs to focus more on the actual chapters (to avoid another Twins / Trickster) and get them some more time on their hand for other important things (e.g. gamehealth).
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nah, he'd be pretty fine with just some buffs.
1) let him start with & always be able to carry all traps
2) make the dark traps he currently has basekit (i still fear that might just be a bug, so im listing it as a just-in-case kind of thing)
3) remove trap RNG and make it a set amount of escape attempts to escape a trap
honestly, i feel like he'd be fine with those 3 changes.
his Add Ons would need some work with them though (referring to the bag, escape chance and darkening Add On series in particular)
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i mean, go play any horror game for like 2.000 hours and i guarantee you it wont be able to scare you anymore either.
we are usually scared of the unknown, so once that factor is ruled out there isnt a whole lot left to scare us anymore, which is exactly why DbD cant maintain the scare factor it had on us when we never heard of it before and just played it for the first time.
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someone who didnt do anything all game, is the main reason everyone else dies, randomly finds hatch, escapes with it and then acts like they were good in end chat.
usually a Claudette player with Urban Evasion and Iron Will :)
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i think we need a killer who is balanced in both aspects.
we dont want another Deathslinger who is extremely good at 1v1, but sucks at 1v4 and we also dont want another Legion who sucks at 1v1, but is great at 1v4.
we need someone who is decent in both aspects, but not oppressive in either one.
Huntress seems like a pretty good example here, i think.
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some people just cant accept that this isnt an competetive game and that sucks the fun out of it.
competetive DbD is one of the most unfun experiences on this planet, Blight is just one little symptom of that.
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you can not balance Nurse with buffs or nerfs, the last attempts at that have proven this quite clearly.
if you want to make her balanced, she needs to be reworked.
but it doesnt look like the Devs want that right now, so we're gonna be stuck with her being OP for a while.
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we have, but the topic somehow never got much attention.
and as someone who mained Trapper for a long time, i couldnt be happier!
BUT
i am afraid this might just be a straight up bug.
the trap darkening add ons havent worked ever since, plus i've had a match on Mothers Dwelling not too long ago where suddenly the Traps had the "normal" (= old) colour.
even if its a bug, i really hope its here to stay.
it made playing him actually fun again.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2355659#Comment_2355659
50 Win streaks are INSANE and basically never done in any game with loose MMR. Once that hits, OTZ will never get one of those again. He needs to hurry up and finish that series, a$ap.
that is only correct when the MMR system was actually going to only find and match him with players of his skill level.
and considering Otz is like the top 1% of players, that'd mean the system would either force him into lobby waiting times of 30+ minutes (i believe Dowsey once waited over an hour to get into a single game during the MMR testrun), or its just going to match him with weaker players again, which kind of ruins the whole point of its existance in the first place.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2355628#Comment_2355628
The majority of the killer cast has some way to counter DH. Deathslinger can shoot you faster than you can react. Pyramid Head's shockwave is way longer than a DH. Demogorgon's shred is wayyyyy longer than a DH. Doctor can shut down any pallet/window you DH to. If there are multiple Hag traps around DH will do nothing. I can go on and on about how DH can easily be made useless.
And then there are the perks/specific add-ons that completely counter it. Huntress's add-on, Blood Echo, and Mindbreaker.
I listed all of these ways you can counter Dead Hard (and there's a lot more I didn't list) but it just seems like you don't want to do any of those and just ignore them. You want to get every free hit on someone with DH without actually doing any work.
the Exhaustion Perks come with huge cooldowns and restrictions, its hardly worth to ever use a Perk slot for them, unless you center your entire build around them - and even then, you are going to lack at some other aspect of the game and will lose to that. give me more perk slots / buff those perks to a level where they are worth running and i'll bring them more often.
you are correct about the Exhaustion Add Ons, but think about it: how many Killers have access to those? thats like 3 out of 24 Killers. which means everyone who doesnt have them gets screwed again.
and the Killer list you gave hardly has anyone that actually counters the Perk. and even if, what about everyone else?
Deathslinger isnt a valid point, ive had plenty people react to my close range shots with DH to dodge them.
PH would require you to run in a straight line in the perfect distance towards him to have his PotD work, thats extremely situational at best.
same applies to Demo, which, btw, additionally has its shred cancelled when it hits a Survivor, so DH still lets them get away without taking damage with the Demo either jumping through them or the shred getting cancelled.
Doctor is not going to shock you in the loop he thinks he is gonna land a hit, so DH to a pallet once again saves you - some even use it to dodge the incomming shock and bring the pallet between them and the Killer. it still works fine.
a survivor can just DH straight through a hag who just teleported to her trap to hit them. "just have multiple traps around" is abotut the same level of an argument as "just dont get hit" or "just catch the survivor in a deadzone so they cant DH to safety".
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2355674#Comment_2355674
It simply wouldn't suit the whole concept over which dbd is built, which is chaos. Rng on DBD is a core element, just look at map generation where the same map can spawn with awesome jungle gyms chained one another and complete dead zones.
Devs are well aware of this and they're not going to change it because they've stated already they like the chaotic nature of the game, and frankly I'd say many players like it too, otherwise this game wouldn't be so popular.
Same for pig's reverse bear traps. What's the point of having 4 if you make it a fixed number of tries? Just place one single correct box and quadruplicate the time needed to remove the bear trap. Same concept for the trapper then, just triplicate the time to remove the trap and make it one single attempt. Having multiple attempts is just pointless if the number required is fixed
And tbh, i prefer this rng
there is a HUGE difference between the chaos you are trying to refer to and something being outright unnecessary and unfair.
i could use your exact argumentation to push some real BS changes - e.g. why not make it so Hillbilly has a 1 in 5 chance to just not down someone with his Chainsaw, but overheat instead? or how about a 1 in 10 chance the Wraith gets a stun like being lightburned any time he uncloaks?
those would certainly add some more chaos into the mix, which im sure everyone is going to absolutely love.
cause why only screw over a few Killers with RNG when we can just do it with everyone?
the point im trying to make here is, that it is extremely unfair for Trapper and Pig to get this huge RNG aspect to their power, when all the others have a consistently working power. if you want chaos, thats fine - like you said, thats a core aspect of the game - but at least make it so its consistent between the different characters.
its extremely unnecessary to just screw a few characters over more than others and it makes them feel weak, luck dependend and sometimes outright unfair in comparison with all the others. why is it that when i do a skillfull play with a Hillbilly i always get rewarded, but when i do it as Trapper i have a one in i-dont-know-what chance to just randomly get it taken away from me again?
build a functioning character and THEN add the chaos around them.
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i do see it as a problematic Perk (due to the playstyle it promotes) and i think the only way of changing that would be by completely reworking it.
what would you think of this idea?
Insidious
whenever a Survivor tries to read your aura, their aura becomes revealed to you and you gain the Undetectable status effect for 10/15/20 seconds.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355695#Comment_2355695
So you saying that even if survivors playing an oracle level then still the killer should have 50% chance to win?
Yes killers should be stronger than 1v1 but should be weaker in 1v4, however because survivors RNG based, the role should be easier even if the team has one 1 mediocre player should be able to win.
What I see that killers demand perfect teamwork on oracle level and even then should be even chance vs killer.
That would make killers overpowered because you only rely on yourself, while survivors should be given easier time because you have teammates and thats RNG
i like how your description is literally the polar opposite to what is actually going on xD
also i have absolutely no clue where you got that idea for the first sentence from.
and what do you mean with "a 50% chance to win"? two sacrifices? then thats not a win, 2 sacrifices is a draw. 3 and 4 sacrifices are a win, 0 and 1 are a loss.
literally all i have been saying is, that survivors are supposed to work together as a team to win. if they dont, then they shouldnt win either. you can not and should not be able to single handedly carry your entire team to victory, that is just not how this game and the entire genre of asymetrical games work.
also, no the killer should not be weaker in the 1v4, they should be evenly matched. you seem to be forgetting that the killer is indeed supposed to be the power role here, alias the huge obstacle that your team has to work together to be able to overcome.
the survivors should be the ones that need to put work into getting to where the Killer is, power level wise, and not the other way around (as it currently is).
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355659#Comment_2355659
You dont understand as a solo you can lose the game just because your teammates.
Why should the killer role blessed to have no RNG at all? Why should an 5000+ hour ingame allow to destroy every survivor team?
Killer mains are doing 4k after 100+ games in row. You know something wrong.
Nerf the role to the ground
You dont understand as a solo you can lose the game just because your teammates.
yes, that is indeed the basic description of how Survivor is supposed to play out. you either work together as a team and overcome the Killer, or you dont and fail. you should never be able to 1v1 the Killer, as you are implying.
Why should the killer role blessed to have no RNG at all?
there is tons of RNG in this game that screws over Killers. please dont act like that was something unique to Survivors.
Why should an 5000+ hour ingame allow to destroy every survivor team?
firstly, i never said that. i just said that a Killer with 5k ingame hours is going to beat a Survivor team with an average of below 1k. secondly, the entire point i have been trying to make here in this entire discussion is, that as soon as the Survivors have the same average skill level as their Killer, the Killer starts struggeling a lot.
imagine an Overwatch game where your entire team is made out of bronze players and you get to fight against a team of grand master players. obviously you are going to lose the game, because those people are way more experienced than you are - that has nothing to do with the game being unbalanced, thats literally just someone being better at the game than you are.
Killer mains are doing 4k after 100+ games in row. You know something wrong.
Nerf the role to the ground
just in case you actually think that, maybe you should try playing some Killer then.
and i dont mean go into a rank 15 match to stomp the baby survivors there, i mean actually play the role. play against people who are as good as you are (or even better than you are) and see how easy Killer is then.
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@nursewannabe said:
https://forum.deadbydaylight.com/en/discussion/comment/2355646#Comment_2355646
Making it a set amount of escapes would make it pointless all together as a mechanic
what exactly are you referring to right now?
traps would be a lot more consistent for both sides, which means both the Killer and the Survivors would be able to get a good guess on how long they are going to be stuck in there, allowing the Killer to make the decision of whether he wants to stop what he is currently doing to go and grab that trapped person, while Survivors have to make the decision whether they want to race the Killer to the trap in order to free their teammate before they get picked up.
the trap escape RNG is a horrible design choice, because it makes everything you do with your traps a gamble. heck, ive seen people escape a trap faster than i could vault the god damn window to get to them! how is that a good mechanic?
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355621#Comment_2355621
Yeah exactly what happens, shouldnt be possible to win 50+ games in row like streamers doing, it means game unbalanced and a very good killer unbeatable
it doesnt mean it was in the killers favor, it just means that people like Otzdarva, who play this game for a living for a good 6 to 8 hours each day are going to be much better at it than people who have an average of 1 to 2 hours a day and play this game a bit for fun.
i dont know how you even got the idea of comparing those two types of players 1:1 the way you did.
of course the guy with 8000 ingame hours is going to beat the guy with less than 1000. thats the way pretty much every game works.
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Twins.
literally all they are good at is camping, tunneling and slugging.
i hate them with a burning passion.
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nope, the Devs went out of their way to keep that in the game :)
ffs just make it a set amount of escapes i HATE the RNG on Trapper ;-;
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@gendoss said:
NOED.
totems.
now you: what do i, as the Killer, have to deal with someone using Dead Hard to extend their loops?
And i am not referring to someone using DH do dodge a hit in a dead zone or anything like that, i mean someone looping me until they get greedy / fall for one of my mindgames and then pressing E to quickly get back to safety immediately.
