Mister_xD
Mister_xD
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2355604#Comment_2355604
That would be good thing since RE release too many player want the easy role AK killer.
So at least waiting times would be more balanced.
Killers nowadays having over 75% killrate in red ranks, streamers having 200+ winrate in row against survivors.
Killer role should be harder
you titeling Killer the "easy role" really just shows how inexperienced you are in high level DbD.
Killer is very far from being the "easy" role, unless the people you are matched against are vastly below your skill level.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355604#Comment_2355604
Did you only read the first part? Once you start performing bad, you´ll get matched against easier players.
which is going to lead you to perform well again, which gets you back into the hard games, which leads to you losing, which ...
like i said, eventually you are going to be in a place where you dont lose, but also dont win.
and that place is what i was referring to in the original post.
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okay, just because ive read this a lot here:
"the worst case is that he (the Trapper) is going to put all traps in one area and then camp it"
that is literally how the Killer is ment to be played.
he is an area defense Killer, thats his entire job. he locks down a 3 gen and then defends it or he makes hook rescues extremely risky by having a lot of traps in that general area.
he is not ment to be a map wide force to be dealt with, he is not a Hillbilly or Wraith. He is a stationary, slow and strategic character.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2355427#Comment_2355427
Thats not how the mmr works.
It will aim to give a killer a average of 2 kills. When he gets more kills, he ends up getting matched against stronger and stronger survivors up to the point where he won´t get 2 kills. Likewise, when he starts getting 0 or 1 kills, he will get matched against easier and easier survivors until he starts getting more kills.
which means everyone is eventually going to be at the point where they have to sweat their ass off, just to get the very dissatisfying end result of having two kills.
in other words, based on the basic nature of how killer plays, the slightest mistake in your trial can easily cost you the entire match.
Killer is going to become a much more stressfull experience than it is now, which means people like me who are more of a casual player will get very bored and burned out from this game very quickly and take more frequent and longer breaks - some will probaply quit entirely.
high MMR DbD is going to be an absolutely miserable experience, especially for Killers.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2353667#Comment_2353667
I agree with you but you shouldn't have to lose 2 health states because of it. If you go down while unhooking it should be because of your skill not the servers saying you went down.
its not the servers saying that, its your own decision making that leads to it.
the only time the servers have anything to say in this matter is when they grant you to live even though you should have went down.
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expecting to get an unhook every time you try it is a bad mindset.
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no?
gens are supposed to go fast at the beginning, then slow down the longer the match goes on.
a much better fix would be to force the Survivors to spawn together every game and rework the spawn location offerings.
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my favourites are these two:
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you are aware why they did that though, right?
if you dont have any FPS issues and want to learn the map, i'd suggest you go grab a friend or two and play custom games on it until you understood its layout.
personally, im tempted to just keep my current strategy of DCing whenever i see it.
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@Midori_21 said:
https://forum.deadbydaylight.com/en/discussion/265465/stats-show-us-kill-rates-are-not-so-high
No, we can't say that. We shouldn't draw any conclusions from the stats they released. Those stats only tell how many escapes and kills there were, it doesn't say how those kills and escapes happened (suicide on hook, dc's, key escapes, moris)
the char does feature the word "sacrifices", not "kills" or "deaths", so by that wording it should be pretty safe to exclude bleed outs, DCs or Mories from it.
just one small thing i'd like to add, otherwise i fully agree.
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same!
i really struggled with a lot of the Survivor crowns (since most of my survivors are level 1), but eventually i got them!
such a great feeling when you know you finally got them all and can concentrate on stockpiling cakes / event items!
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Devour rHope is what i call the "perfect Hex".
it involves a huge risk for the Killer, but when it works it really hits like a truck.
more Hex Perks should be like Devour.
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i would make her the mandatory part of downing a Survivor.
and i would buff Victor to be a much stronger supporting part for that task.
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@shalo said:
Brings cake, insidious camps, wins with only 16K.
https://us.v-cdn.net/6030815/uploads/H27EXBJKTZ7F/insidious.jpg
that doesnt even seem that weird to me tbh.
ive had plenty of genrush groups burn 4 cakes and then have ~12k BP on their highest scoring member.
i think people like that are aware that the way they play wont be making any points, so they burn the cakes to at least get somewhere close to a normal amount of points.
the thing i always find the weirdest are those that burn cakes and then DC when the game is already over.
like, yeah you went down last second, yeah you're on your last hook and wont be making those 5k escape points - but why waste the 20+k points you made this game (plus multipliers) AND the cake you brought?
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so instead of buffing a bad Survivor Perk to a level where it might actually be usefull, you want to nerf an already mediocre Killer Perk to be essentially useless?
just... do bones if NOED bothers you this much.
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this games mandatory chat filter is a joke.
there are tons of words being censored that by no means should be and despite the extreme amounts of (usually pretty negative) feedback they got on it, they really dont seem to be willing to just make the chat filter deactivatable (which would be a very simple solution that would make everyone happy).
so now we're stuck with a chat filter that randomly butchers your sentences for no reason and that completely falls apart once you start having a conversation in any language that isnt english.
a tip for your next endgame chats: dont try to bring up Hawkins. that word too is censored. just call it "the demo map" or sthg.
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i just recently made a monster post where i address all the UR Add Ons i'd want to see changed & how i'd do so.
Black Box was a part of that too, so here's my idea for it:
simply make it so the Exit Gate is blocked for 15 seconds for any sleeping Survivor once they enter the gate.
that way we can keep its current effect (which IMO is a pretty cool idea) and make it actually noticeable for both sides.
essentially, if you want to escape while asleep, you're gonna have to plan for an extra 15 seconds of Blood Warden
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the entire point of this Killers balance is that he excells at one thing, but sucks at everything else.
he is insanely strong in 1v1 chases, but as soon as he gets forced into a 4v1, he struggles immensely.
IMO he is one of the few Killers that are balanced pretty much perfectly.
and this balance position is a very fragile one on top of that - any ever so slight buff or nerf could have a tremendous impact on it.
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@Thr_ust said:
I definitely am a fan of some of these ideas. Only ones I’m curious about. If a tormented survivor takes another survivor from a cage would it still cure torment under the effect of that addon? Also when we say tremendously reduce oni’s cooldown what % were you thinking for that? And lastly I don’t think giving nurse any more blinks is a good idea.
the idea behind the Executioner Add On was centered a bit around how Furtive Chase works.
the Survivor that is send to a Cage of aAtonement have their Torment cured, while the rescuer gets inflicted with it.
if the rescuer is already inflicted with Torment, they would just keep it.
i dont really know how balanced that would be though, so maybe, should it prove to be too much, i would not mind saying that Tormented Survivors will be healed off their Torment, while healthy Survivors would get inflicted with it. it would certainly add some interesting strategies to the game.
for the Onis Family Crest, the "tremendous" as it currently stands has no direct value attached to it.
due to it being the only Add On that could effect his missed hit cooldown for Demon Strikes, there isnt really anything to compare it with as of right now.
personally i was imagining something like the time after a missed attack being reduced roughly by 50%, due to Oni being in a timelimited ability, that wont allow him to just walk around, bonking the ground all the time, i wanted him to be able to keep some momentum while using the Add On.
as for the Nurses Add Ons, i essentially just took the already existing ones and buffed them.
the Torn Bookmark (which adds the bonus blink) i removed the huge downside of not being able to blink through walls from and the Matchbox got buffed to make her a 110% mms Killer rather than a 105% mms Killer, in exchange for one of her blinks.
those two i definitely agree could be extremely strong when combined together, but if im being honest, Nurse is a very hard case for me to make any balanced suggestions for, considering the entirety of her basekit is already utterly broken.
the way i feel about her right now is, that if you encounter a great Nurse player, it really wont matter whether they run those Add Ons or not, you will die anyway.
So i guess in a way the Twins treatment applies here too, where the best course of action would be to just rework the base Killer and then add balanced UR Add Ons to their new power afterwards.
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okay
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that would mean i have to spend even longer on that map...
please no.
dont extend my suffering!
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it feels a bit unnecessary since they already dropped the EXP requirement for a fragment to 500 (previously 800), which made the whole thing much easier.
still, i dont mind them extending it a bit for those who didnt get the chance to play enough.
also, i 100% agree with @Boss here. there needs to be something to fill the empty spots in the free rift!
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/2349518#Comment_2349518
counterforce leads survivors straight from totem to totem… there’s no way a hex has a chance of staying up to be worthwhile.. so many tools given but survivors don’t want to use them.
i fail to see how one has to do with the other.
and i dont like the mindset of "if side A has something OP, that justifies side B having something OP!"
if anything, balance both.
(yes, this is a copy paste)
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2349542#Comment_2349542
both relate to one another as being totem related perks, that's why it's bring up
i don't have that same mindset of justifying something op either.
i simply asked if you defended counterforce as balanced...woulda been nice to here what you thought about it.
currently i have no opinon on it, simply due to me never really seeing it in action.
idk how i feel about the 20% faster cleansing speed from the very beginning (maybe make it so they earn it by cleansing one, then a second one gives them the 40% boost) - it seems a lot like a reversed Hex: Thrill Of The Hunt to me though, which i dont really mind.
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yeah, pretty much any time i down more than one person at the same time, at least one of the downed ragequits.
of course they all have flashlights and try to go for the save (which is the thing that gets them killed in the first place btw)
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/2349518#Comment_2349518
do you defend counterforce as being balanced?
i fail to see how one has to do with the other.
and i dont like the mindset of "if side A has something OP, that justifies side B having something OP!"
if anything, balance both.
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no.
old Undying was absolutely broken and should never make it back.
the current version is much more balanced than the old one.
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but dont they give you up to 4k BP?
i mean, they give you 50% more in one BP category - the limit for each category is 8.000 BP, 150% of that would be 12.000 BP, so 4.000 BP more, no?
now this might very well just be me sucking at math (as i usually do), but in my book thats profit. so you get the slot in the Blood Web for 3.000 BP and then you can use the offering to gain 4.000 BP back, thats the opposite of "useless" to me.
or is there some magical BHVR math at work that i'm simply unaware of as of right now?
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agreed.
every Killer should look as perfect as he does!
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@PlantCollector said:
https://forum.deadbydaylight.com/en/discussion/comment/2346813#Comment_2346813
Your first point literally only works against 5 solo survivors. Not a reasonable argument, because there is at least a 2 man swf in almost every game.
Also for the third one you have to consider that Ormond has snow. That's a huge factor you can't miss out on.
Definitely agree with the last one though, nothing to add there.
damn, your right... i apologize for such a poor research on my part!
here, how do these sound instead?
1)
3)
did i word them better this time?
i really hope i was able to correctly add the snow factor in Ormond to the third one, i still can not believe that i missed such an obvious factor the first time!
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Dead Hard has one main problem IMO:
neither does it require you to do anything specific to earn its effect (as is the case with every other Exhaustion Perk in this game), nor does it come with a clear downside added to it (as is the case with Sprint Burst, the only other Exhaustion Perk that doesnt require any specific action).
i dont necessarily want the Perk nerfed, i want it changed to fit into the above stated criteria.
currently the Perk basically just acts as a free 3rd healthstate, there really isnt any reason not to run it every game and it leaves the Killer with no way to actively play around it, as is the case with so many of the others.
of course you can "just bait out the DH", but lets be honest, a vast minority of people actually use the Perk that way. The main usage and the main issue with it is the infamous "Dead Hard for distance", something you cant just bait out as Killer.
so what exactly do i want to happen?
there are two possible answers to this question:
1) keep the Perk in its current form, but make it so when a Survivor uses it, they feel a heavy downside attached to it. That or make it so they risk their Perk by doing certain actions during the game and then risking not having it when the Killer comes around (as is the case with Sprint Burst)
2) rework the current activation requirement into something the Survivor has to earn. something that isnt "play the game normally and then press E when you're about to go down". That or make it tied to a certain action they have to take so the Killer can actively predict its usage (as is the case with Lithe, Balanced Landing, Smash Hit, ...)
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NOED exists to punish Survivors who didnt do totems during the trial.
its a great Perk concept, but it lacks in its execution.
essentially, current NOED punishes teams who did 4 totems and teams who did 0 totems the exact same. in addition to that, a team that did 0 totems can still have the NOED totem spawn right next to their last repaired gen, meaning they can just kill it and immediately negate the whole point of the Perk.
i want the Perk reworked into something that still punishes Survivors for not doing dull totems, but with the strength of its effect differing based on the amount of dull totems left when it triggers.
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ah yes, because thats how programming and coding works!
obviously they immediately know what the issue is, what causes it and how to easily remove it without creating any new ones!
programming is a lot like magic, really.
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if there is nothing left you want to level up, there is no reason to play.
idk, maybe stockpiling cakes for the future?
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in addition to all of your listed points:
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and who could forget about the infamous:
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(that one really was too strong)
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here is mine:
both me (the Killer) and the Survivors were running around like headless chicken, trying to figure out how to get anywhere.
essentially, thanks to this someone died on first hook, another one ran into me a couple of times and then died to.
one feng was being a cutie, so i decided she was gonna get hatch - which lead to me actively hunting down a blendette with urban evasion on that map. so after a good 20 minutes i found her (after she finally decided to touch a gen) and then no one found hatch, because it just randomly decided to spawn upstairs.
(i decided to kill clauds, because they still had 4 gens to do, feng was actively struggeling to find any and clauds did probaply too, which lead to her not touching anything for a very long time - and i really didnt want to wait the extra 20 minutes till they got it)
and i havent even seen all of it yet.
like, ive not even entered the library once, thats how ridiculously big and maze like it is...
TL;DR: finding stuff on that map is freaking impossible
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rework as in actual rework?
Nurse and Twins.
everyone elses problems can be addressed by tweaking their powers, some buffs and / or nerfs should do the trick.
do keep in mind that "rework" means scrapping the current power and replacing it with a new one, as they did with Freddy. buffing / nerfing something or adding a secondary part to it / changing a small portion of it (as was the case with Clown (yellow bottles) and Doctor (removal of treatment mode, addition of static blast)) doesnt count as such.
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personally i just want to use as many cakes as i can with him before i prestige him.
once he hits P3 (so the next time i hit 1.000.000 BP) im probaply going to play him less - not that he'd be unenjoyable to play (i find him very fun), he just isnt very strong and his early game can be outright upsetting at times.
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depends.
visually its a breathtaking map.
but the gameplay is easily the worst in this entire game.
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@Dhuron said:
https://forum.deadbydaylight.com/en/discussion/comment/2340282#Comment_2340282
How long it took for PH to get a skin post release?
i believe he got the Corrupted skin set very early on.
but i dont think its as simple as with PH with Nemesis.
we could run into another Michael Myers problem here where the license holders dont want anything changed on a certain part of the Killers appearance (for MM that was the mask), which would make it much harder for BHVR to get the allowance for new skins.
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pig.
RNG is the worst mechanic to base a power on.
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yeah :/ we're currently looking at about 30 cakes going to waste every prestige level...
though before prestiging ill be making sure to get to the BP cap, so i can get the most i can out of them!
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i would love him to get one!
but sadly, thats not up to BHVR.
all BHVR can do is come up with concepts and then hope the RE license holders approve of them (as is the case with Pyramid Head)
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i dont play to stockpile cakes, i plan on leveling the not yet maxed out killers i have.
my hag, after maxing her out, now has 120 cakes and my Nemesis is a current work in progress (P1, so a lot of cakes will be going to waste)
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@OniWantsYourMacaroni said:
You forgot Deathslinger 👁👄👁
The best stealth killer is Wraith,but best jumpscare killer is definetely Ghostface or Myers
have you ever gotten a random harpoon hit your back while working on a generator in the middle of a cornfield without any prior warning?
THAT makes you jump xD
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most likely.
but i havent really noticed it / had no proof for it.
subtle survivor hacking can go from being like 2% faster in chases, to getting an early warning when the Killer is comming towards you, to a small repair speed buff.
none of those are anything i could prove easily.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2339480#Comment_2339480
Even if the trap doesn't spook you, it still spooks the survivor you're controlling.
and it can do that.
but it shouldnt turn my camera around for it to happen.
the Survivors scream when one pops up, thats enough to visualize it scares them.
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@lauraa said:
https://forum.deadbydaylight.com/en/discussion/comment/2339182#Comment_2339182
how exactly is it outdated? It spooks the survivor, which may or may not screw you over. It does exactly what it was designed to do.
it doesnt spook anyone though.
well, anyone who is not new to the game that is.
for a good 95% of people, the sudden camera pull is just annoying and it really messes with peoples pathing.
and honestly, its not like Hag needed that. IMO it should be removed and maybe added as an alternative effect to her Rusty Shackles Add On.
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yeah,
all 4 Killer BP cathegories are centered around one thing: chases
Survivors on the other hand have to do 4 different things to get their BP, which means, when compared to Killer, Survivors have it much harder to earn BP in the limited time that is given to them each match.
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@JordanMalicious said:
https://forum.deadbydaylight.com/en/discussion/comment/2339066#Comment_2339066
I really appreciate you taking the time to share this knowledge with me 😊 I've played deathslinger a few times, but not at a high level. My understanding of his powers and weaknesses are still developing.
I'll give your advice a shot and see how I fair the next time I play against a good Deathslinger 👍🏻
Again, I really appreciate the lengthy response and information from your perspective as a good Deathslinger.
Have a great day!
i really hope it helps :D
he is a very strong 1v1 Killer, but if you have a functioning team, he can get his behind beaten quite badly.
if you have good map awareness to see him comming (also, if they aim at you you get a bell ringing sound - just in case you didnt already know that), the only thing left for this man is his chase potential. if you can make him take a decently long time to catch you, your team can do a lot of damage with the gens.
also, one more thing to keep in mind:
if there is a hole, he is going to be able to shoot you through it.
you have to be very careful of your surroundings to not get hit with something like that (e.g. a few days ago i had someone take cover behind one of the burnt down walls on the Asylum (the middle height ones that always spawn in a square with a pallet spot) and i shot them through a tiny crack between said walls).
(this sort of excludes the swamp - thats just a buggy mess right now with these hitboxes xD)


