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Mister_xD

Mister_xD

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Mister_xD
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  • @HazeHound said:

    @Mister_xD Yes it would, having many traps in one spot is the best strategy there is. You can achieve this but that is 4 maybe 5 traps, if one spawned here aswell, in one spot without any strong addons (because using 2 bags already). If trapper could pull this of with tar or autotraps arround basement in 20 seconds with corrupt Intervention on so they have to come to you...

    If you really main trapper i don't get how you don't see ridiculousness of demanding 3 traps in hand as base kit.

    Trapper is area control killer, better than Hag even but he pays for it with time to set up.

    trappers area of effect is much smaller than hags and his traps need to be placed much more precisely. hag has easily the superior area defense, therefore her traps arent as strong as his.

    having all 6 traps in one area means that anything outside this area is safe for them to loop you on and thats where they will run off to. also, survivors can easily disarm your traps with a little map awareness.

    and again: this is already a strategy many aim for. the only difference is, that they wouldnt lose 3 gens in the process of setting this area up. the result would literally be unchanged, as you eigther get to place a setup around the 3 gen of your choise fast and then start hunting or place it slow and then defend these 3 gens, since they are the only ones left at that point.

    they would still need to go through the exact same work to get these gens done, there would still be 6 traps placed around them.


    everyone agrees that trapper has a too long setup time. but allowing him to make a quick setup is suddenly overpowered?

    when literally any other trap based killer can do the same with traps that are a lot easier to use and not disarmable by default?

  • why not?

    but then i also want that killers can confiscate items on the ground, taking them out of the trial.


    also give killers some way to keep their add ons already .-. they spoke about that ages ago but nothing happened D:

  • @Colton147 said:

    It would not be very balanced.

    However, starting with 3 traps right off and then needing to go get 3 more laying around (making six) would be better and much more balanced.

    @HazeHound said:

    Because he would be too strong this way :). Keep in mind Trapper mains were doing alright all this time with worse map balance, rigged pallets and much longer trap set up time and much lower trap disarm time.

    I think that he should be able to carry 2 as a base (start with one but beeing able to carry two). Trapper sack would just grant one more trap in hand at the very beggining.

    Right now +1 trap is a must have for trapper and you are left with one addon slot. If not killer is at huge disadvantage, even with both good addons.

    mind explaining why?

    cause i dont see at all how this would be "too strong".

    you would literally just be able to get your setup done before 2 or more gens pop. thats it.


    trapper is the only trap based killer who does not start with all traps in hand, he is the only one who can not carry them all at once, he is the only one who cant place endless traps (deleting the first placed), he cant use his traps mid chase very efficiently, he is the only one whose traps can be disarmed without any extra tools, he is the only one whose traps can be destroyed and he is the only one who instantly has a map wide giveaway that its him in form of beartraps lying around.

    also, all the others have 10 traps base, trapper can, with double extra trap add ons, barely reach 9, basekit 6.

    and yes, while his traps are deadlier, they are also 100% RNG reliant. ive had ppl escape from a trap in the time i vaulted the window they previously vaulted.

    it would certainly not be too strong to allow him to have 6 (9 with double bag add ons) traps at the beginning of the trial ready to place.

    so thats my opinion, please share your arguments. i am really interested to hear them.


    PS:

    <-- rank 1 Trappermain (~3k hrs) - just so no one is gonna tell me that i am "just a bad trapper" and "had no idea what i'm talking about".

  • its gonna be hard to get rid of ruin.

    ive dont it a while back and it took me months of playtime to get used to these gen speeds - i also tried many perks to achieve similar effects to ruin.

    i stuck with sloppy butcher for a long time, however since the "dont heal, get this freackin engine done asap" meta was discovered i switched to pop.

    its gonna be a lot harder for you though.

  • secondary objectives that slow down the early game for survivors.

    like finding parts for gens.


    its just dumb that they took away something essential to many killers without addressing the obvious design flaw these tried to "fix" using ruin.

    80+% of red rank games had ruin. that shows something - and its not that the perk is overused and therefore too strong.

  • i have to agree: killer is easier than ever.

    that doesnt have to mean anything though. looking at how unbalanced everything was back in the day, the game would not be alive now if killer experience wasnt improved drastically.

    instead of comparing the current killer experience with the "Dark Times" - as some call the early years of DbD, why not compare killer experience with survivor experience?


    if you did that, you would have realized the difference between playing killer and survivor - namely that the killer has a LOT more pressure to deal with that the survivors. survivors are still the easier role to play (which was confirmed by the devs, as they want survivor to be more of a casual mode) and survivors, despite of what many say, still hold the game in their hands.

    its survivors who dictate how long the round will take. its their playstyles that change how every single game plays out and all killers can really do about that is to see what survivors do and act accordingly.

    a prime example for this would be looping:

    the survivor dictates the rout they run, the killer only follows. if the survivor screws up at one point, the killer can punish him for that - unless the survivor brings one of the many second chance perks ofc, which eradicates their mistake. in theory, if a survivor team was to play completely flawless with a killer who plays completely flawless, the survivors would end the round with a 4 man escape, as gens would be done incredibly efficiently and the killer would be unable to catch a survivor in the time given to him before the game ends.


    this is what i got from my killer and survivor experience so far:

    the hits i get as killer are usually when 1) i catch them out in the open and they have no plan where they want to run off to; 2) they go for unsave hookrescues; 3) they make a mistake in their looping.

    and as a survivor i usually die when 1) my team is playing very inefficiently (i play solo survivor a lot. in my last game i did 3 gens on my own (3 gens were completed in total) rescued many (3 or 4) players from a hook (safely) and went down once due to me misjudging the distance i could run around a loop. i got out via hatch though - lucky me); 2) i screw up on a loop; 3) i misjudged the killers capability of finding me (i am more of a stealth player).

    in the end my experience from both sides says, that - unless the killer brings their strongest possible loadout - survivors dont ever have to go down. by the time the ressources survivors have to waste a killers time are used up - when the survivors know how to efficiently use them - the game is over. ive had games where the survivors didnt even know how to efficiently use a pallet and still stalled me for 3 gens just by instantly throwing safe pallets down and holding 'W'. and this is exactly the scenario many killers find themselves in, which is why they bring ruin to slow down the gen speed.

    and i havent even started talking about survivors second chance perks...

    though seeing how long this post is im gonne stop now xD


    TL;DR:

    survivor is a lot easier to play than killer, even though killer is "easier than ever" and survivor is "harder than ever".

    play some high rank killer games without ruin and see how it goes for you.

    it took me over a year of training to be able to play without the perk and there are still many games where i just dont stand a chance at all, since gens get completed so much faster than i could ever hook the survivors, which is a serious problem.

    killer may be easier than ever, but that doesnt mean the game is balanced.


    PS: in case you wonder why killers are so angry atm, thats because the devs just nerfed the #1 early game slow down perk without acknowledging the issue why many used it. this is also not comparable to many of the latest survivor nerfs, such as DS, insta heals or BNP, as none of these removed things were needed for survivors to survive - yes ruin is also not needed, but without ruin you have a tremendously harder game. you can still survive very well without any of these, now removed, crutches though. the games dont get significantly harder without them, they were just an extra.

  • before they do that they should update their emblems.

    i usually depip with a 2k.

  • can i have a pretzel? :D

    additional ammo is always good ^^

  • was it good for the game? yes

    was it good for the current state of the game? no


    they should have addressed the major issue ruin was used to fight before removing ruin.

  • you missed the point why we are complaining.

    the ruin changes themselves are something very few actually have a problem with.

    instead, we are complaining about them nerfing ruin WITHOUT addressing the problem that ruin was used to "fix" - genrush.

    there is a good reason why >80% of highrank games had ruin in them. sadly, the devs only recognised that ruin was overused, yet they didnt seem to care why it was used this much.

    the perk needed to be changed eventually, but this is just not the right time for it. they should instead have gotten rid of it uppon releasing secondary objectives for survivors to stall games longer.

    current objective times without ruin are a joke - and i highly doubt anyone can deny that.

    they should not nerf ruin, before fixing the survivor objective times.


    also the wording of the dev post set many players off, as that was very survivor biased.

    i am sooo glad that this KILLER perk has benefits for SURVIVORS. nice!

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/976021#Comment_976021

    But it looks good on the hook next to the square trap 🥺

    no, you heard OP.

    unequip it NOW! °^°

  • @not_Queen said:

    It is applied when you leave a generator and the generator starts regressing.

    just a question, but how do you expect this perk to be a lategame perk when you instantly tell everyone its active?

    how did you expect ruin to ever be a lategame perk, when this forum is literally full with people complaining that their ruin broke 30 seconds into the match?


    i'm not trying to offend you or anything, i just dont understand your thought process here...

    oh and props to whoever redesigned lerys! that looks really really good now!

  • i mean...

    they just took away a killers #1 tool to slow down the game WITHOUT addressing the, ridiculous, genspeed at all. and without any warning aswell.

    of course that would lead to an huge outrage.

  • @goat10em said:

    Self care was at least still very useful after it's rework. Ruin....not even remotely useful.

    "we want it to be a lategame perk" - the devs

    a HEX PERK? lategame?

    excuse me, WHAT?

  • okay.

    who are the survivors gonna face then though?


    i mean, currently pretty much everyone from the killer community - including me, even though im not even a fan of ruin - is pissed. so should we all just take a break?

  • sorry i'll unequip the BNP from my Trapper again...

  • it'd be good if the static blast cooldown was reduced, the shocktherapy hit timing change was reverted and the time between a shock therapy and an attack was shortened.

    they once again overbalanced it - so Doc goes straight to trash tier to meet with Legion and Nurses ultra rare add ons. yaaay.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/975459#Comment_975459

    Quick! Grind like the wind! I'm rooting for you 👊

    yeah... i aint gonne get the last 4.3 tiers with playtime alone xD


    god i wish i hadnt had this bug a while ago that didnt let me play for over a week Dx

  • i wont complain ^^

    gimme these last tiers for free then :D

  • i diddnt play with the perk anyway.

    why should i quit?

  • @Judgement said:

    Inb4 “cHeCk ThE pAuSe MeNu” or “yOu sHoUlD rEmEmBeR yOuR bUiLd”

    yeah i am kinda expecting those too xD

    lets see what the future brings us!

  • well, The Last Breath Chapter was ment to be a test to see how DLCs would work and if we, as the community, would be interested in them.

    A Lullaby For The Dark was probaply for free, since Huntress brought a whole new mechanic into the game and had the potential to be one of the top tier killers, so they made her free aswell.

    they go by the rule "no pay to win" afterall and at that time it would have been eigther pay for her or dont play her.

    nowadays, thanks to the shop, all oroginal chapters are basically free chapters, as they are obtainable with shards and therefore playtime.

    the only chapters that actually do cost money would be licensed chapters.

  • an original HaddonFUN rework please ^^

  • because no one in the community ever came up with this issue, so its unknown to the devs.

    /s

  • @humanbeing1704 said:

    Killers shouldn't be entitled to 4ks as well

    you know, as much as i want to agree here, lets not forget the killer not only denied them their first escape route (gens), but at that point their second escape route (hatch) aswell.

    the simple fact that there even is a third escape route (gates) is already super survivor friendly. if one complains about it still not being enough, thats really just entitlement at that point, sorry.

  • this seems like a real overkill, sorry thats way too much.

    NOED, despite not being a great perk, is still a strong perk to be used.

    i would say the perk needs some changes, that in the end would end up as a buff, yes, but nothing nearly as strong as your idea.


    what i think needs improvement is the mechanic of punishing survivors for failing the secondary ovjective, not the strength of the overall perks effects. imo, if they didnt do a single totem, noed should be a huge punishment for them. currently they can ignore all totems and just cleanse the lit up one, rendering the perk useless.

    i also dislike how cleansing 4 totems means just as much as cleansing 0, as the perk will still be just as strong as when you'd just ignored it. so its also frustrating from the survivors perspective. like, i literally wont come back for my team if i did 4 totems and they still get hit by NOED.

    ive come up with 2 ideas (one simple and one more complicated) for possible changes of this perk that would fix this issue.

    1) (the simple one):

    NOED lights up every remaining dull totem / uppon being destroyed and a dull totem still standing, it switches to said totem until all are destroyed.

    that way teams that completely ignored totems will probaply not get rid of the perk, though the more totems you did throughout the trial the easier you can get rid of the perk. so as a benefit for the killer, the perk wont get taken down asap uppon the affected totem being discovered. and as a benefit for the survivor, it actually fells rewarding to take down totems during the trial now and the killer had NOED, since every dull totem you cleansed was one taken down NOED totem, instead of everything being basically useless if just a single totem survived until the gens got done.

    2) (the more complicated one):

    NOED works like a tombstone Myers. however, uppon using it to kill a survivor, 3/2/1 totem(s) will be destroyed.

    this would, again, punish survivors for ignoring totems all game, however the more totems they destroyed the weaker the perk actually gets. on top of that, the perk would get limited in a way where the killer cant use it to cheese a momentum and get a 4k out of a 0k. since it works like a tombstone Myers, you wont be able to insta down them and slug, you'd basically just be able to insta mori them uppon getting close - if there are enough totems left. on top of that, this would actually change how strong NOED tier 1, 2 and 3 are, since a tier 1 NOED would only allow for a single mori, tier 2 would allow for 2 mories and tier 3 for up to 5 (theoretically).

    (yes uppon first reading this sounds like an incredible buff, but the more you think about it, the more balanced it actually gets)


    in the end, cleansing 5 totems would always disable the perk though. it would still be 100% survivor reliant to ever activate. all i aimed for with these changes is to make the perk more punishing for those who didnt care about totems at all.

    however, both would allow for counterplay besides cleansing the totems aswell, just as the current version of NOED does.

  • since all of them are invulnerable they'd all do pretty good...

    i think PLAG can do the most damage to large numbers of people though.

  • @ppo8820 said:

    https://forum.deadbydaylight.com/en/discussion/comment/965419#Comment_965419

    Really? I just played Friday and Jason got team killed pretty quick. Jason is massively underpowered vs dbd killers. I actually enjoy playing killer in dbd.

    in theory, once he gets you you are dead. therefore he is stronger than DbD's killers, who have to get you 3 times in a match to kill you - 2 with a mori.


    so F13's base killer is a lot more powerful than DbD's. in F13 the killer is an actual killer that goes around and kills whoever he finds. in DbD killers are more like butchers walking around, sacrificing blood to the entity over longer periodes of time.

    therefore the insta kill in F13 is why i said the fighting back part would be reasonable - since you will need a way to get away from the killer once you have been discovered so you are able to play the game a bit longer. DbD does not have that, as there isnt such a high risk to being cought by the killer - since you have 3 lifes anyway.


    of course the balancing around that needs to be right - and from what ive seen of F13 so far (and from what ive read out of your comment aswell) i do admit that balancing is very survivor sided.

    the flaw here lies not in the actual mechanic, as that is fitting into the game just right, it lies in the balancing around said mechanic.

  • i always cry out in pain when i see a blendette cleanse, cause i dared to touch her gen and she got 1% infection from it, therefore screwing the entire team, which (like me) was not cleansing, over.

  • DbD's killers are not deadly enough to have such a mechanic.


    F13, which i believe to be the game you got the inspiration for this idea from, had a killer that was a lot deadlier than DbD's, since he could insta kill them uppon contact, therefore justifying the survivors ability to fight back.

    in DbD, due to how long killer objectives take to be completed, this would be way too strong for survivors.

    also, lets be real: this would only - and i mean ONLY - benefit toxic SWF groups whose one and only goal is to make a killer's life hell.

  • i havent seen it ever since they said they fixed it a while back...

    what plattform are you playing on? PC, Switch, Mobile or Console?

  • @TAG said:

    I've had a few people threaten to report me because they didn't understand how Mad Grit functioned.

    ive had someone report me for "lagswitching" once, because they didnt know how spirit works xD

  • @ABannedCat said:

    Don't forget perks and items that outright hard-counter certain killer powers. Urban evasion and/or flashlight making Hag obsolete. Calm Spirit makes Doc an M1 killer. Spine Chill hard counters stealth killers and Spirit.

    The only equivalent killers have is exhaustion add-ons for Huntress, Clown, and Doctor. The latter of which is confirmed to get removed in the upcoming nerf rework.

    dont forget small game, dead hard, slippery meat and saboteur for trapper.

    i always hated that there is literally a whole perk build that hardcounters all of his abilities and renders his power completely useless.

    but how dare a clown or huntress bring an exhaustion add on to counter one survivor perk...

  • i guess that one is a SWF group and the rank 5s were rank 4s before the game / its just a visual bug that shows them to be rank 5s, even though they are rank 4 (that happens sometimes. when you lose, the game portraits you as 1 rank below your current rank and if you win, you are shown to be one rank above the current one)

  • @thesuicidefox said:

    It's a crutch perk. I rarely, if ever, see a good killer using it. It's always the bad killers that use NOED. The ones that chase a single person all game and then cry about how gens get done too fast when in reality they applied exactly 0 pressure to the other survivors. It's hard to respect any killer that runs NOED for this reason. The only time I personally ever use it is for end game builds, and even then it's very rare that I do.

    well, maybe you wont see any good killers use it, since they realised how bad and inconsistent the perk actually is?

    im not gonna waste 25% of my perks on something that is completely useless during the entire trial - until the game is pretty much over - only to get a CHANCE of this activating then.


    its also not a "clutch perk for baby killers" (as many love to call it). in reality, this perk does one thing and one thing only: punish survivors for failing at the secondary objective they have been given. and even that is something the perk cant really accomplish, due to only one totem lighting up in the end.

    not worth a slot in my builds.

    not without a buff that eigther fixes its inconsistency or makes it a proper punishment.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/962938#Comment_962938

    I wouldn't mind it being basekit for both sides. In fact, a totem counter isn't even necessary. The game should play a sound or something when all totems are cleansed for both sides, that would be enough in my opinion

    thats a solution i like.

    i personally thought about adding speachbubbles to the game (similar to Identity V), where one can tell the team what to do, to close the gap between solo and SWF.

    it'd be short messages they can select, which would be shown to everyone else (dunno if the killer should be included or not), like "focus on repairing!", "cleansed a totem!" or "Help me!"...

  • when the insta heal hack doesnt work, so he activated invulnerability instead LOL

  • @arslaN said:

    It's pretty annoying.

    Give survivors a totem counter and it will be fine.

    add the totem counter to small game.

    not even the killer has a totem counter unless he sacrifices a perk slot for it, i dont see why survivors should have that privilege.

  • hatch pops up to force the game to an end.


    with your idea, when you kill 3 with 0 gens done, the last player could literally hide from you for all eternity, which would be a game taken hostage situation.

    the current version of the hatch prevents this, by eigther allowing the survivor to escape - should they find it first - or the killer to start the EGC - should he find it first.

    in any of these situations, the game gets forced to an end, which is the sole reason this was implemented for anyway.

  • bad perk.

    not worth the risk, due to it being 100% survivor dependent.

    seriously, if THEY did 5 totems - something you cant control as killer - YOU dont get to use a perk that is ONLY available in the endgame anyway?

    and even IF they didnt do the 5 totems, since NOED will only affect one of them, getting rid of it is extremely easy!


    in short, way too many risks for the, not even THAT great buff.

  • sorry, no.

    DbD is a great game, BECAUSE you cant fight the killer.

    also getting stunned for 40 seconds sounds like hell. i dont think i would stay in a round where i am literally unable to do anything for 40 seconds straight.

    if you want the killer to be stunned, use a pallet. those are already annoying enough xD

  • actually, the survivor hitbox isnt a square, its a pill instead.


    the reason why this isnt a thing is pretty easy: looping.

    the current hitbox is about the size of your torso and the standart height of every survivor, so arms and legs stick out of it. this allows you to squeeze past objects a lot more smoothly. addind arm and leg hitboxes that match the actual playmodel, you would be unable to turn corners as swiftly as you can now, therefore this change would greatly reduce your ability to loop around objects.

    and not only that, this would also give female survivors an unfair advantage over the male versions, as they are a lot smaller, therefore they would be harder to hit than the male survivor.


    conclusion:

    even though some huntress hits may look weird, the current hitboxes favor survivors a lot more than "fixed" hitboxes would.

  • possible? certainly.

    IF Scott says yes and the DbD crew wants it, its gonna happen.


    do i want this? no.

    for me that would be nothing but cringe, honestly. FNAF is one of these games that have been copied and overused sooo many times, its really just annoying to see a Freddy Fazebear somewhere, imo. and thats a route i wouldnt really want DbD to go.


    also, the FNAF characters dont fit the Devs idea of humanoid killers, so they are very unlikely to ever get added. but then we also got Demogorgon, sooooo...

  • @KingHEADBUSTER said:

    Have u seen a horror flick ppl get stabbed multi times and still get away.

    they also get insta killed uppon being cought.


    old mori in every killers basekit when?

  • i mean..

    as long as you dont complain about the survivors bringing certain perks / items / add ons / offerings to make your game harder there is no problem with that.

  • remove the weapon, thats too OP.

    and make these perks basekit.


    and people say balancing the game was hard! lol

    /s

  • i will wear the survivor main shirt and then bamboozle the entire world!

    MUHAHAHAHAHAHAHAAAA! >:D

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