Mochan
Mochan
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When you say they randomly get Iron Will you are referring tohe soundbug right?
Anyway I think I just realized the problem. My rank has been slowly climbing up I'm in purple ranks again. Maybe killers are sparse in the purples these days? I mean killers have it tough in the higher ranks. Hopefully I get smashed so I rank back down to Green.
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What is the problem?
If you don't like the killer because you think he's crap, don't play him. Don't buy him. Don't give money for him.
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Training Dummies in KYF would definitely be welcome.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/512443#Comment_512443
Probably because optimal play involves 0 stealth and loops that can keep you safe for a full minute even while Broken.
See, that's the "only one way to play" thing I was telling you about in the other thread.
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What is the latest news on the MoM nerf? What does it look like now?
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We do it's called KYF. :)
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/512778#Comment_512778
That would be a bit of a stretch. You can already do exactly that in the live game, except the killer will be busy checking generators instead so it would be much safer.
In reality, what would likely happen is that most survivors would just hide until they're unblocked. You can see a bit of this with Corrupt Intervention. You might be able to spin this to you advantage if you find someone early on, but otherwise it just adds a game of hide and seek to the start of a match.
It may seem like a stretch, but in practice most people actually go straight for gens or hide at the start of a match, so the game accelerates and goes into run and gun mode really fast and totems are often ignored.
I posit that giving a lull time at the start will encourage survivors to hunt totems, a relatively safe endeavour. Either that or they hide... whichever happens it's generally good and low risk for survivors.
Further, now survivors won't be starting across the map from the killer, so the killer has less of an idea where to look.
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@Judith said:
Escaping as survivor and dominating survivors as killer. If i let survivors go as a killer I consider that a win too. I am not a 4k person.
And yeah if killer lets me escape I consider that a loss.
I too consider that a loss, but I am thankful for the extra blood points.
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@Ksoni said:
Monstrous shrine
Everytime you hook someone in basement 3 random generators are blocked by the entity by 30 seconds.
Underused is like understatement of the century.
I have never seen this used.
Then again, maybe it was used sometime in the last few months I wouldn't know since killer loadout is blocked (sorry I'm still salty over that). But that perk definitely needs a buff.
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A win for me is getting to do what I set out to do in the match.
Sometimes that's escaping, sometimes it's not. When I run Santa Claus build and everyone beats me to opening chests I consider that a loss and it makes me want to DC.
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No this one injures, you, not puts you in Broken State.
There's a difference.
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This is a buff to survivors.
Survivors would now be using the start of the game to open chests and break totems, so NoEd would be 100% useless. Killer would have a much harder time finding them because there are no indicators for the killer as to where chests and dull totems are.
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The game isn't balanced around Rank 20 potatoes. In case you hadn't noticed, Rank 20 has the highest mortality rate.
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Yeah, and you are Broken the entire game. NO, not end story.
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@mcNuggets said:
https://forum.deadbydaylight.com/en/discussion/comment/511310#Comment_511310
MoM's nerf is a buff, tbh.
3 safe unhooks or protection hits (you get these when being near a surviovr and getting hit) for a COMPLETE protection against any hits?
It's buffed, not nerfed and it should be nerfed properly, there shouldnt be perks, which disguise hits.
Otherwise killers need perks like this too.
- When hitting 3 survivors, the next hit on a fully healed survivor, is putting them into dying state. Up to 4 times.
That would be equally strong to what survivors already can, and imagine the survivors outcry if this perk existed for killers?
Well there's a lot of killers out there that can one shot you for a good part of the game. And you can bet it's annoying as heck.
Iridescent hatchet, BIlly, Leatehrface, heck Myers even outright kills you.
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@George_Soros said:
I agree with this view, but I always had the impression most players play both sides. I'm a killer at heart, but I have a lot of fun as survivor (Diversion!!!!!). It's just that most of us, even if we play both roles regularly, are drawn to one side more than to the other, thus we're biased even if we have valid survivor and killer experience.
I play both sides but OP says "play enough" I definitely do not play Killer anywhere near enough. I play it here and there but maybe 95% of my playtime is Survivor.
And it's definitely because I have more fun as a Survivor than as a Killer... even though I am arguably a lot better at the game as a Killer than as a Survivor.
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@Pike_Trickfoot said:
https://forum.deadbydaylight.com/en/discussion/comment/512662#Comment_512662
Basically they should just rework everything from the ground up. Just shut down servers and take a good hard look at the core mechanics. Probably a minority for this, but I know other games shut down and do maintenance that's more than just a patch up. Devs should consider this before moving forward, as in what direction do they want this game to go towards and come back with a clear vision.
There is no need to shut down the servers to create a patch to fix the problems with this game.
What that actually needs is a Dev Team with a good understanding of the game, a vision to create, and the perseverance to actually work on it.
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Useless perk, but it's fine, this is the direction the game needs to take. We need less looping and chase perks.
That said, they should have just changed the perk altogether because nobody is ever going to use it. Three protection hits is crazy. Three safe unhooks better, but you're practically begging for the killer to let you farm your team before it procs.
And lol at the "insanely strong payoff" lol ######### killers.
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No Mither - buff the Iron Will effect to 100%. Oh and remove the Injured music.
Deja Vu - keep the Aura reading effect always on.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/512374#Comment_512374
A DC is not a loss. Legitimate connections issues exist in this game because it is P2P. Besides, a more accurate representation would be the pip up rate.
You can Rank up without surviving. This means gauging Survivors as "losing" via dying is absolutely pointless and does not even come close to representing the true state of the game. If we were to gauge the Pip rate of Survivors based on whether they die or not would give a better idea.
Some people suicide on the hook for their friend to get the hatch. They might do this because they know they already have a pip and can take a death. Do you seriously consider that a loss? Ranking up but still dying? That's a win dude. No way to twist that.
Also this "not everyone plays this way" is an extremely terrible argument. Any game that cares about its balance will balance the game around the top players. Even Super Smash Bros, a game Sakurai INSISTS is meant to be a casual game, is STILL balanced around top competitive players that are the 1%, simply because of the potential of what can happen. There is 0 reason for DbD to do the same.
Also, you chastising that I shouldn't be on a dev team without even reading my post just goes to show that you have no idea what you're talking about. At no point did I EVER suggest they remove SWF. Not once. Not in my entire Petiton did I ever consider removing it.
Get real and read before you start talking nonsense please.
Also for the record, I literally say in my post that I do NOT want people who use VOIP to be banned. I simply point out Rule 5 to highlight the contradiction in the developers Rules.
First off, many games balance around the majority of the player base and not the top end. Overwatch is one such example.
Second, the ranking system in this game is broken and useless. Emblem system is dumb as bricks. It all needs a rework. Most people don't even care about rank anymore, and in fact ranking up is even seen as a punishment by some. To the point that there are killers who derank by leaving the game on and turbo attacking just to lose. The things that actually matter for most people are "winning" by killing or surviving. Huge improvements need to be made here.
Third, my bad you didn't want to remove SWF. I'm sorry, I don't know you, are you supposed to be someone important? Your air of self-importance leads me to believe you're some kind of big shot. But your solution is no good. Making a ranked and casual mode is problematic, not because it splits the playerbase, but because of the way it splits the playerbase.
Basically you have an SWF mode and a non-SWF mode. Guess what? All the killers will be in non-SWF mode, while all survivors will be playing in SWF mode. Result: dead game. It doesn't matter how big the player base is. As long as the fundamental problem with the game design balance is there, it will never work.
The solution is to balance around voice comms, they are part of Online Gaming itself and not just the game. Nomally balancing is automatic but in an asymmetric game like this they actually made a terrible design choice when they conceptualized it. The game should be treated like every survivor group has voice comms, and every survivor group should have the ability to get a mild form of knowledge as if they had voice comms -- that means all survivors have Bond, Empathy and Kindred baseline. Then killer mechanics all need to be rebalanced with that in mind.
Finally, if you have no intention to ban or disallow VOIP why bring it up, it adds nothing to the argument.
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This is the problem with DBD -- the perception of the killer community that only killers with chase powers are viable.
This is so wrong.
But part of the blame lies on the Devs for allowing the game (and even encouraging it) to be a run and gun chase simulator.
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I feel like people are overreacting to Plague.
Her power basically reads: "Everyone is permanently Broken unless they give me a Machine Gun."
How is that not good? Killers are overdramatizing this. She can still goop up everything, and it's really nasty. She can use her power just fine even if Survivors choose not to heal up.
It's just the same as Hag. You can choose to slow your game down crabwalking everywhere or just run around willy nilly and give in to her power.
I do not understand why people think that being Broken all game, not to mention oozing an awful green cloud that prevents stealth and coughing and vomiting the entire game is an inconsequential thing.
It's crazy.
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Sad that the glitch looks better than the normal forum, in my opinion. I hope we get different style options for this forum someday.
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I don't find any of this disrespectful. I get that there are disabled people and it's terrible to be disabled (and yes that is my politically incorrect opinion), but people seriously need to not be so sensitive.
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Well I think I can look forward to my regular beheadings, vomits, stabs and hookings for the rest of the day, I think I'll be fine.
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@Zagrid said:
https://forum.deadbydaylight.com/en/discussion/comment/512286#Comment_512286
If you had watched the video you would know he livestreams DbD on a regular basis and no that is not what that is at all.
At most this would just be a few community members like the Fog Whisperers or something that could have direct contact with the people that do develop the game and tell them whether or not they like their ideas and if it is something they think the DbD community would want to have so we don't have situations like with Ghost Face and his perks being so garbage.
Seriously did you even read anything I typed or even clicked on the video? Not sure what I am expecting you to take away from this reply if that is the case but, no that is not what Scott said in the video at all.
Just because he livestreams DBD doesn't make him an important person. I have always found it funny how today's generation of gamers idolize streamers but in my book he is a nobody in terms of DBD game development.
"a few community members like the Fog Whisperers or something that could have direct contact with the people that do develop the game and tell them whether or not they like their ideas and if it is something they think the DbD community would want to have so we don't have situations like with Ghost Face and his perks being so garbage."Sounds like telling the devs what they can and can't do.
He does not deserve to advise the DBD team on what they can and can't do.
And no, I don't watch videos like that, sorry.
Call me ignorant, but my point is the Devs need him to tell them what to do as much as they need any of us here on the forums to tell them what to do. He isn't special, if he wants to give the Devs a piece of his mind, he can post in the Wishlist and Balance forums just like everyone else.
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Either way works for me. Increased noise reduction up to 100% works great, so I can drop Iron Will. Being one-hit throughout the match still hurts, but it's worth not leaving blood all over the place.
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Survivor Items and Add-Ons are crap though. The only important ones are consumed - Keys, Anti-Hemmoragic/Anti-Styptic and Brand New Part.
Compared to Killer-Addons some of which are extremely broken and basically guarantee a 4K unless the survivors are extremely good and lucky, or the killer is just plain bad.
Also, Insta-medkits do not survive. They are consumed on use. And there is no such thing as an insta-flashlight. Flashlights got changed a long time ago and all of them, even the tricked out purple ones, take time to focus. Anyone who actually plays survivor knows that.
Also, Killers get a lot more BP per match compared to Survivors.
Frankly, if you're so worried about balance, I'd much rather Survivors lose all items and addons every match, than let killers have a chance to keep their add-ons. I don't need Survivor add-ons and items. They are basically crap anyway. The balance rift between killer and survivor items/addons is so bad that allowing that is favorable to me as a survivor.
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No.
I think Killer-addons in general are too powerful. The really broken ones need to be nerfed and the game adjusted to compensate in other ways.
You are basically suggesting Huntress get to keep her Iridescent Hatchet. Or Myers keep his Tufts of Hair or Mirror, or Catatonic Boys. Because guess what, if Killers use these add-ons more often than not they will be getting 4Ks. These add-ons are broken powerful.
It would cause a devilish feedback loop of getting 4Ks every game. Survivors don't want to deal with that. It's just not fun.
Also, why exactly are you running out of add-ons? As a Survivor that makes far less BP per match I have so many add-ons, even if I play every game iwth addons I will never run out.
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A DC is a loss. Same for killer or survivor. Loss is loss.
Not everyone plays "the optimal way" that you believe is the only way to play. Survivors take risks because that's how they play the game. If the game were nothing but a killer face camping one survivor and all gens getting done that would get boring fast for everyone.
There are many changes that need to be done to the game. Removing SWF, is neither a smart one nor a good one. Nerfing pallets and looping, giving all survivors more baseline info (like making Bond, Empathy and Kindred baseline), making things like Ruin and NoEd baseline, bringing back old dark and gloomy lighting, and adjusting gen speed times to make them shorter then introducing a second objective that requires you to run around the map, these are all changes I would recommend to fix the game.
Not removing SWF, which is ass backwards. As BHVR themselves said, SWF is here to stay, even if it goes against the original vision. Killers need to accept that and stop stroking that tired old line that "The game was not meant to have SWF!" It's here to stay. Deal with it.
I'm glad you're not in charge of design for this game.
@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/512198#Comment_512198
They also count disconnects in their stats, likely to skew it in their favor that "kILleRs aRe jUsT fInE"
Not to mention plenty of survivors get themselves killed making risks they shouldn't make, such as going for a save against a facecamper. That doesnt mean Killers are strong, it means Survivors are stupid. That statistic means absolutely nothing when Survivors quit, and it means nothing when they don't care about their own lives. All that matters is the Pip, not surviving.
Also, I would like to add that people apparently saying that they are threatening the devs with leaving the game, aren't the SWF players doing the same exact thing? "This will kill the game." "I won't play anymore."
You're literally acting the same. If it doesn't work, the changes can always be reverted.
Why not at least TRY?
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@weirdkid5 said:
Eyy lmao it's hilarious how relevant my post continues to be despite being almost 2 years old. It has the most comments out of anything the community has posted, be it forums or Reddit, yet the devs just don't care.
I have presented my post both to the creative director, Dave Richard, and personally had a one-on-one with @not_Queen over it (love our conversations btw), however, they have made it clear their intentions are to never touch SWF in terms of balance, no matter how much it goes against their original vision and idea that "you aren't supposed to have much information."
I get it, people want to play with their friends. But I'm sorry, balance of the game is more important than people's desire to have fun with friends. The overall health of the game is what is most important, which is why a Ranked and Casual mode are honestly essential to this game.
And to the people that say this game doesn't have the population, when is it ever going to be enough? The game averages around 15k to 30k players. How is that not enough? When will it be enough? 40k? 50k? 100k?
I can tell you right now, if the devs actually focused on making GOOD Killers, fixing the bad ones, and correcting the balance issues SWF presents, this game's population would only benefit from it.
Yknow that 70k it reached during the free weekend? The other 50k likely realized how absolutely tragic the game's balance actually is and ran away. The game is now fluctuating back to around 10k playerbase recently, solely because player's are finally waking up to the nonsense BHVR is doing. Players don't want to return to the game, myself including.
I'm a solo survivor. SWF directly makes my games less fun but no one seems to care about what a solo player thinks. It's absurd how much they cater to the people that don't care about balance. I would dump so many hours into this game if I could just play it the way I did back before SWF was ever made: solitary, alone, with my teammates in the same scenario. No game plans or meta strategies. Just you, your wit, and your opportunities to assist other Survivors. When people perform feats they could never perform knowing information they shouldn't know, it absolutely kills the game.
This game is so sad man, and I still love it. But I cannot play it anymore.
BHVR is afraid of taking risks. That's all this is.
More like the 50k had no intention of buying the game so they just enjoyed their free weekend and went back to their normal gaming pleasure.
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Silly me. I found Feng Min's name in a Chinese screenshot of the game. It's 凤敏 which still means "Quick Phoenix" though.
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@applepie_1998 said:
The issue is Nurse Is too reliant on her power. And the fact that with addons she either has a huge map presence or has many second chances with the extra blinks. I’d rather they make it into a cool down type power and then buff her movement speed to 110%. That way she isn’t too reliant on her power.
But of course killer mains dominate this forum so I highly doubt it will happen.
All killers are reliant on their powers. If they didn't, they would just all be M1 Killers, and as killers like to say M1 killers are trash.
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Feng Min is obviously Chinese and not Korean; Feng Min is a Chinese name.
Not sure since I have never seen the devs spell her name, but it probably means "Quick Phoenix" ( 馮敏 )
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Chinese girls wear the same Japanese schoolgirl outfits. Behold!
From Chinese manwha "Just One Smile is Very Alluring."
So she's a dropout... that means she went to school once! Hey if Rin, a dead ghost, can wear a highschool girl uniform surely Feng Min can, too.
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Good riddance. This game needs less killer aura-reading abilities.
This is the right direction to take the game.
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I actually wouldn't mind playing killer if the Killer Queues weren't so terrible. It takes 5 minutes to get a game, in that time I'd have been hooked and killed already as a survivor and looking for my next game.
I play to play, not to sit in the lobby.
Give me Survivor Dailies because I don't get to play Killer much (not fully by my choice).
Then again, I'm at a point where blood points aren't a big deal to me, so it's just water off my back.
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Then killers need to adapt and work for their kills. Survivors aren't just going to lay there and die for you, sorry.
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Who is ScottJund, and basically you want a group of random people to enjoy all the perks of being the Devs, without actually needing to go through all the hardwork required of being a Dev.
Basically, you want to call the shots and then make the Devs do your work for you.
How about NO.
if ScottJund wants to make the perfect hide and seek killer game, he should make his own game.
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So basically his power only works on people who are working gens or totems?
Seems far too limited to be useful. And it would raise the usual complaints of "dumb M1 killer" as a power that absolutely cannot be used at all in a chase or any other situation outside of camping gens.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/511844#Comment_511844
This is still enough to remove her from competitive play.
There is no competitive play, Dead by Daylight is not a competition.
That said, I do not support nerfing Nurse.
But the devs more or less do their work based on stats. Nurse is over-represented in higher ranks. This is a fact. And it's what BHVR is acting on -- the bigger picture, not our anecdotes. So I get why they are nerfing or reworking nurse. There is a problem in the bigger picture and she is an outlier.
This is also the reason why MOM got a nerf; it's not because of player complaints and feedback (we all know they don't really listen to that). They probably saw that the survival rate of players using MOM is too high compared to those without, or chase stats were too long, etc.
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@Mc_Harty said:
But we all agree that Ghost Face is #########, right?
I'm actually excited to play Ghost Face.
Stealth Myers is pretty much the only killer I play. Ghost Face looks like an iteration of that by default, no need to even M&A.
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@weirdkid5 said:
https://forum.deadbydaylight.com/en/discussion/comment/511901#Comment_511901
Just like when they showed the stats behind how many "people" run Self Care, this seems misrepresented.
Like, we are gauging the percentage of all players that play in queue sizes? You know that entire 50% probably plays with at least one friend at some point?
A better gauge would be to see how many LOBBIES are filled with each kind of player. This makes it almost seem like most matches have all solo players, which I just find hard to believe.
Of course, they give us the info as obscure as possible so that the echo chamber will keep going.
Besides, didn't like 2 years ago they said only 30% of players are solo players? Suddenly 20% more decided to drop all their friends?
What?
Besides, even just a two man squad upsets the balance, doesnt matter how little it actually happens. It still happens.
Yet even with that upset balance the global survival rate is still below 50%.
Clearly more killer nerfing needs to be done.
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I'm totally against small maps.
The only way for survivors to win in cramped quarters is to have someone loop the killer forever while everyone else finishes gens. There is no room for any other kind of tactical maneuvering.
I thought that was the kind of game killers wanted to move away from?
@BadMrFrosty said:
Shrink down the maps to force as much killer interaction with all survivors as possible. Make more unsafe/mindgameable loops. That'd be a nice start.
At the end of the day, it really comes down to this: what kind of a game do -we- want? A horror game, where each match is a thrilling, heart-racing team effort to the exit gates against a variety of slashers.
OR
An action game, where running in circles serves as primary entertainment for 1 while 3 people sit bored on generators, meme around, and then escape.
If the majority want a horror experience where every killer comes with their own unique set of strengths the survivors must put effort into overcoming, then we can have it. Unfortunately, this game has become a gigantic clown fiesta. Killers are basically stand in AI for the survivors until the game reaches a better state of balance.
I WANT to be scared. I WANT to fear the killer. I WANT the escape I got to feel genuinely earned. I feel none of those things at the moment, and I think that's a problem with DBD. Every killer should be a threat and require effort on the part of the survivors to overcome as a collective. For this to happen, self-sufficiency of survivors needs to go way down, maps need to be rebalanced, and killers need to be more threatening. You should never, -ever- feel safe if you're being targeted by the killer. Those are just my 2 cents, though.
Your suggestion to make maps smaller will have the exact effect you are trying to avoid: an action run and gun game.
I do not understand your logic.
And actually, what you are suggesting: tiny maps with no safe loops, basically means GG Killer every game. No survivors would be left to play with. What survivor would want to play such a hopeless, masochistic game?
Solutions are to nerf looping, yes, but also to provide more tools to avoid and survive against the killer. Generator objectives also need to be looked at, they are woefully insufficient. Gens need less time sitting on them to finish, but more things to do to get them to work - as others have suggested some additional objective needs to be incorporated, something that requires survivors to run around the map (like getting gas, for instance).
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The power role has plenty of power.
It's just YOU that has no power. In other words, get good.
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Nea is the Entity, of course she gets a lot of skins.
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But Dream State will no longer be Aura Read by Freddy, so it's seriously no big deal.
This is a huge step in the right direction, the less killer aura-reading in this game, the better.
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@MichaelAfton said:
https://forum.deadbydaylight.com/en/discussion/comment/511123#Comment_511123
I forgot to mention you need proof which is hard obtain without them explicitly stating they were communicating. DBD doesn't come with intrusive software to detect outside communication.
So basically you're saying you're just "assuming" all these SWFs are actually communicating, you don't have any actual "proof" they are.
<rolls eyes>
There are people who are literally streaming their communication live and upload it to YouTube, devs can see this just fine, but they don't ban them.
Maybe because it's actually gasp fine and the way the game is now, intended?
The problem here is that there are so many killer mains who make up their own rules on how the game should be played, when BHVR has consistently shown that it's fine.
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@Dreamnomad said:
If they gave her the Legion treatment then I might actually start playing her. 115% move speed with 1 blink (max) with a 5 sec stun. Even with a 20 sec cooldown on her ability, that would be 100% playable. I would probably try to land the first hit w/o blink and go for the kill with the blink.
Wouldn't you just be "looped forever as a useless M1 Killer"
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I hope they Nerf her. I have 1700+ hours in game and sit at red ranks on both sides (Bubba's my boy though) and I have to say Nurse needs a nerf.
There is no need to buff all killers after nerfing Billy and Nurse (and maybe spirit).
After that Survivors just need to be nerfed -- in particular looping needs to be reworked. This would put the game in a better state.

