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Monarch

Monarch

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Monarch
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  • In reality it's toxic egc bc they know they can verbally bully you with 4 people to 1

  • Solo Q is too weak, I agree but jesus christ, survs won't stfu

    @Slashstreetboy said:

    "Remove slugging, it´s toxic"

    and this ^

    it would be a massive MASSIVE nerf to killer and wouod make 12 hooks requirements without throwing or camping

  • @dspaceman20 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884708#Comment_1884708

    I can agree with what you want, and I would like for there to be more of an emphasis on team.

    Ideally 4 survivor should equal 1 killer. But you can't always rely on your teammates right? And so for the cases in which you can't really on teammates shouldn't there be some things to help yourself? This is a genuine question.

    That's what we have now.

    I can give a few reasons why second chance perks exist:

    What you mentioned- Solo would be miserable without these perks (at least most of the time) so the devs add this to not upset what is the majority of their players so like out of 80% survivors I'd guess 70% are Solo or play solo consistently and only swf sometimes. I am guilty of what I call DS syndrome:

    when I play with DS I feel like it's the best perk in the game even though I play solo survivor 99% of the time; but when I don't have DS I feel just as good if not better than no DS.

    Killers will often still play around DS even if you don't have it, same with BT. This is why I think it's stupid to say "Ds TaKeS uP a VaLuAbLe PeRk SlOt" same thing with BT and UB every single survivor can have 0 perks and these perks still have an effect on the gameplay,

    honestly if they nerfed or even deleted every second chance perk in existence and no one told anyone who plays killer, it'd still effect gameplay.

    Of course this is healthy changes to gameplay but theres a reason people say "welp guess I tunneled" after getting DS'd because nearly no situation in the game with a good killer getting DS'd is because of 59 second DS's and the killer literally having no choice than to pick up.

    TL:DR: they give healthy effects without even existing in the match but are so broken and unfair when they're actually used to stun (99% of the time ofc If you get farmed and facecamped yeah then DS is serving a fair use)



    Devs don't know what to do - It's clear at this point BHVR aren't the best at being unbiased, hardworking or attentive to the community. Right now I think the devs just want to damage control their reputation, they gutted moris: IMMEDIATE BACKLASH, New UI: IMMEDIATE BACKLASH, survivor anims: BACKLASH.

    I think at this point they want to appeal to the good 80% of survivors and keep DS even at the expense of the 20% killers.

    I think they want to keep on the downlow for now; they're too scared that everyone will hate it and leave it OR they understand they have nothing else to play and no competition so they are intentionally lazy.

    While the latter is very cynical, Scott Jund, The Huntress God Himself, said this and he has much more experience than all of us (Well maybe not but its extremely likely)

    I think right now DS is hated widely by most killers because it basically forces slugging and then you get UB or you get DS'd because you killed them too quick. That's legitimately a thing that happens btw, i can chainsaw someone across the map with billy 20 seconds after unhook zoom back with BBQ kill the person too quick due to poor plays and then get punished by 55+ second DS.

    TL:DR: even though a majority of killers agree that DS is OP and unfun to play against BHVR is still happy to do nothing because its only 15% of players that are just the vocal minority.


    They already have something in mind - The most likely scenario, they probably just don't have dedication to thoroughly play test these things. BHVR is known to not be the best at play testing and not let the people who want the change to play test either. They seem to forget they have a ptb and only use it for major updates.

    Imagine if we could have 3 days with 3 different proposed changes to DS and at the end of the match everyone could rate this one and at the end on the 10th day there would be a survey asking what worked what didn't and which was the best.

    I think if they did then this game could be headed to a really good state of health and I think both survivors and killers can unite over this idea and I hope I can hear your feed back to these theories and this suggestion but we can't give BHVR too much ######### they run a unique unlike any other game that we all more or less enjoy or even love and we're only here because of that

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884439#Comment_1884439

    I said that in reference to the post, quote: *"to create something similar to exhaustion"*

    you said: "So completely remove potentially 3 perks from a survivors loadout?"

    I referenced the original post by using his exhaustion comparison, this is the only thing we have the idea to base on:

    so yes if you ran 4 exhaustion perks it wouldn't work and if this guys idea was implemented running 4 second chance perks wouldn't either.

    I'm literally referencing the Original post that you decided to comment on I thought you would've read it before projecting your opinion onto others.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884410#Comment_1884410

    Could you please tell me where I talked about using 4 exhaustion perks? Do you know what a second chance perk is?

    I said that in reference to the post, quote: *"to create something similar to exhaustion"*

    you said: "So completely remove potentially 3 perks from a survivors loadout?"

    I referenced the original post by using his exhaustion comparison, this is the only thing we have the idea to base on:

    so yes if you ran 4 exhaustion perks it wouldn't work and if this guys idea was implemented running 4 second chance perks wouldn't either.

  • @dspaceman20 said:

    I have a few questions and concerns.

    If this were to happen wouldn't there need to be a compromise with the killers to minimize the amount of tunneling, slugging and camping they do? I mean thats the reason why Survivors take second chance perks right, as a way to handle these strategies better?

    Also I have to ask, when is a second chance perk justified, and when is it ok to use a second chance perk? When is it that using them makes the game fair?

    I think second chance perks are the noed of survivors but 1000x worse.

    They basically imply just liek noed you worked really hard to get me but now I'm going to spit in your face and delete all your progress.

    Imagine 16 noeds one that aplies early game one that aplies after 2 gens after 3 gens and after the 5th gen on all 4 survivors.

    They're unhealthy for the game like hostage doctor yet actually nearly guarantee 2-3 escapes when played optimally, the killer either stares into a corner of the map or face camps.


    There's a second chance perk for when you get hooked, slugged, "tunneled", literally just chased when the last gens completed, stand infront of the killer doing a gen, afk for 60 seconds after an unhook, ect.

    basically all these scenarios are punishable by multiple meta perks.

    noed isn't even meta.

    These perks are game breaking.


    In regards to an anti camp tunnel or slug measure:


    Why is slugging punished? It's a strategic choice a killer makes that they've wasted time to invest in you can't allow people to just click a button and win dbd, not even a joke it removes any and all pressure in any slugging situation.

    Tunneling/Facecamping is throwing the game, I'd say just if the killer camps a survivor they gain emblem points 60 seconds of proximity = automatic iridescent evader and lightbringer to a lesser degree. If not facecamping then in all fairness evader will already be high bc you get the BT hit and gtfo; you have the ENTIRE MAPS SUPPLIES it basically just comes down to not being stupid and running the killer for enough time you have every pallet in the world, maybe if you have been chased for more than 4 minutes you get automatic iri unbroken (after 2 start gaining unbroken points). this would reward people who are actually capable of running the killer for long

    Camping has many types so let's go over them

    facecamping: It's the exact same thing as tunneling in my opinion just on the hook and is always used with tunneling, i Have never seen nor myself facecamped without tunneling but i have tunneled without facecamping.

    proxy camping: I think this comes down to general strategy, giving the killer an easy patrol with a 3 gen is the same as an easy patrol with a hook. You have the tools to leave and force him to leave. Survivors don't understand that THEY control the match's pace and where the killer goes either force him to facecamp or force him to leave.

    soft camping/ patrolling: This imo is different to proxy camping this is when I go out of my way to check the hook (not directly on my path). Thsi is the most deadly form of camping cuz you can still spread pressure that being said, if you get chased a teammate with bond could see that and then go for the save. This is mostly used just as a way to bait out overly altruistic actions. Don't save if you don't have the tools and dedication to do so you can get his attention and then it will be like he never was ever patrolling.

  • @indieeden7 said:

    So completely remove potentially 3 perks from a survivors loadout? If this was made then I would personally also expect one that only allows killers to use 1 slowdown perk.

    Well if you decide to run 4 exhaustion perks and are suprised when you can only use SB I'm not going to explain what you didn't take 3 seconds to wrap your head around

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884265#Comment_1884265

    Yes I do agree I said buff solo Q buff killer.

    I know there are more than 2 problems but i generalized solo q being unfun and swf to killers being unfun into 2 different problems.

    I suggested we make every survivor team like current swfs and change killer to compensate and make both sides fun to play solo q, swf or killer

    I likened it to keys bc both sides killer and solo both were dissatisfied with the issue and wanted it gone it would be better to solve both problems than just one

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1884195#Comment_1884195

    If you have more than 10 hours in the game in Solo Q, you'd know this isn't just 2 problems.

    This discussion isn't a mori bad key bad discussion. I don't agree with moris and I dont agree with keys. What is the point?

    So you just admitted that solo q get stomped. Proves my point.

    Yes I do agree I said buff solo Q buff killer.

    I know there are more than 2 problems but i generalized solo q being unfun and swf to killers being unfun into 2 different problems.

    I suggested we make every survivor team like current swfs and change killer to compensate and make both sides fun to play solo q, swf or killer

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1883696#Comment_1883696

    I didn't say swf don't call out hex totems to eachother. I just pointed out as a solo player I've cleansed hex totems my random teammates have been run off of or have run by during a chase.

    Nerfing swf will hurt the solos that get paired with them. Instead buff solo and killer.

    Finally someone who didn't get it backwards.

  • @alaenyia said:

    This guy comes out of the gate saying, "I was playing super toxic and not bothering to perform my own objectives and the survivors used a not even top tier perk and now I am mad my crappy gameplay style backfired."

    Bro, down someone hook them, chase another person, down them hook them, patrol some gens, rinse and repeat. Easy peasy, and Unbreakable will never bother you again.

    ask any killer main content creator who each have thousands of hours, they will tell you, there's basically no way to win without playing top teir everything to not use either slugging, camping or tunneling the latter 2 basically force slugging to not get hit by DS. Scott Jund said this exact thing in one of his videos.

  • @Koukdw said:

    hook them. That's this easy

    I want you to tell me how he's supposed to track and monitor all 4 slugs at once and insta down them during UB, It's quite possibly one of the hardest things to manage in DBD, you lose so many slugs unrightfully to hatch bc you were too good and downed them all too quick

  • @Marigoria said:

    Have you ever had SWF on your team when you're playing solo? At least as killer you can still try to get some chases going. I cannot play when I get left to die on first hook even when I have kindred and they have BT but they only care about their SWF group.

    Killers also complain about keys, and it is indeed very annoying to see people escaping by just pressing m1 near the hatch, but have you been left behind by a SWF group when they open the hatch and leave you to die? At least as killer you can try to kill them before they open it. The percentage of me being able to open a gate, that a lot of times aren't even far and with a timer, isn't great.

    SWF is as bad for Solo Q as it is for Killers, and some of the killers who complain about "OP" survivor perks, forget that Solo Q also exists. Those perks are mostly a problem in SWF.

    I agree but the way to solve this isn't by not doing anything because 2 problems exist.

    Just like keys and moris either you leave them in the game unchanged or they both have to go, you can't just say ok well we'll buff survivors so that every player can play like a full swf and then totally leave killers in the dark they need to buff solo Q and killers to account.

    If you only break one of the negatives then the other side feels cheated and i'm sure survivors would feel just as cheated as killers when they gutted moris into BP wasters and left keys.

    Right now at this point the only thing stopping the game from being a stomp house is Solo Q's existence and swfs not wanting to make killers die.

    If the game was casually balanced then nothiong ould change and stomping would still exist on both sides

    If it was balanced around serious play then the game would be a lot more fair and feel like a true game of skill not rng and who can bring the most ######### things into the match for free kills or escapes.

    Also, dude, yes I always get left behind by key users but in all defense you're complaining about not getting something you didn't deserve.

    Maybe sometimes you did but in my opinion I count every hatch escape as a kill because they had to rely on had holding mechanics bc they're complete trash at the game.

  • @Botiz said:

    Is this not what majority of people said they wanted in regards to a change to the Mori for years, only allowing it to be used after second hook? Why is it getting so much backlash now? As someone who is typically more Killer Biased, this is a great change and a step in the right direction.

    This is not what peopel asked for, the most popular thing I heard was hook everybody once to mori.

    We didn't want 7000 BP per mori bought wasted bc they deleted and nullified their existence.

  • @Luciferr_2nd said:

    Seriously its ridiculous how many killers slug at 5 or 4 gens.

    Its so boring to go up against.

    Sometimes they end the game so fast by slugging everyone and its frustrating when me and my girlfriend are just trying to have some fun on a game we like.

    Its even more painful when they have a build with ruin/undying/tinkerer etc. And they play very sweaty.

    Thank god for the undying nerf, because that just gave killers pressure for free and it was just really unhealthy for the game.

    Does anyone know why killers like to slug so early and end the game quick? Just ruining the survivors fun?

    Because the killer doesn't havea requirement to be nice to you and not play optimally.

    It's not to ruin your fun, it's because they win the game.

    It's not even for pips, I have never ever pipped by slugging early if you play too well and kill too early you are literally punished by the game.

  • @Johnny_XMan said:

    The thing is devs never said it is strictly an anti-tunnel perk.

    Many people are so hung up on this, when they specifically explained how it is that, but that if you get found later on (after being unhooked and not being tunneled) it will come down to a strategy.

    DS favors the lore that is literally grabbing a knife and stabbing the killer because the perk is a Laurie perk. Michael never said "Let me make sure I don't tunnel her". It was her stabbing him by any means necessary. I know this doesn't address how people think the perk it is strong, but considering how it worked before it seems fair.

    You are never truly going to stop killers from tunneling because part of their job as killer IS tunneling even if every once in a while.

    I would be happy if they just took away the condition and made it so that if you run a killer for so many seconds you can use it then because then at least that means that the killer WAS actually tunneling. I can't tell you how many times I've had killers tunnel and gens pop and they still don't care.

    If old moris were said to be an anti bully perk would that make them ok? No.

    just because of what they said and didn't doesn't justify your point.

    Using lore to justify ######### balance is also not a defense, same with hatch, I mean the entiity is all powerful so why can myers kill without an offering? why don't we just add more hook stages cuz it's lore. It's lore.

    Lore is just an ugly buzzword that's irrelevant to any disscussion of game balance.

    I agree you can never stop tunneling it is SOMETIMES a necessity DS should prevent malicious tunneling not tunneling. You literally just said they have to do it but I'm defending the punishment of a necessity and pretty much - as much of a meme it is - telling survivors he tunneled, he's in the wrong, harrass him at endgame.

    If I'm reading your idea right, correct me if I'm wrong would make it like stake out but in chase for the same effect


    I'm gonna say this as nice as possible:


    That has got to be one of the stupidest idea's I've ever heard.


    So first this would just make it so that it punishes bad killers who take long chases and be wasted on bad survivors who don't last in chase.

    Secondly, It would basically allow a free escape at the end of the match, all 4 people would have their DS up and no matter who the killer downs, they basically lose.

    Thirdly, it still has the same second chance bulllshit, it still allows a free escape for nothing, it rewards the survivor for playing like a babboon and dashing towards the killer.

    Most importantly however, IT DOESN'T EVEN PUNISH TUNNELING, it just punishes the killer for playing the game, the only reason it would ever punish tunneling is by coincidence because in essence tunneling is just chasing a player.

    I don't mean a personal attack on your idea's and person but I just can't stand for what you said.


  • @Bwsted said:

    Your reasoning is solid, but you need to suggest an alternative to kill rate then. Otherwise, the whole conversation is moot.

    I mean that's like saying old moris on old nurse is bad so we need an alternative, you don't need to suggest something an alternative to point out somethings bad. Quite frankly, I don't think we even need an alternative.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1854406#Comment_1854406

    " Enduring reduces your stun duration is reduced, but not for DS, nope: DS is an exception!"

    Enduring reduces the effectiveness of pallet stuns by, iirc, 40%/45%/50%. Decisive Strike is not a pallet stun because you don't use a pallet.

    It used to it's not like it's a limitation of their code

  • @Zagrid said:

    The data that they use to make changes based on killers is from the top 1% of killer players.

    If they made survivor changes based on the top 1% of survivors, well there would certainly be more survivor nerfs than what we are seeing.

    But to be honest I don't think we need survivor nerfs. We need a solo player buffs.

    Bring solo survivors up to the level of an SWF team. Then buff all the killers accordingly. Then every survivor would have the tools to succeed if they work together.

    I think this is abit backwards really:

    We need to nerf everything down to the same level, here's my reasoning:

    Both sides have a plethera of nuclear options: 4 man SWF with all meta, old moris, keys, spirit with MDR and Yakuyoke amulet, forever Freddy, small pp build, blood amber, whatever else.

    I think right now there needs to be a handicap for swf, maybe like a +10% matchmaking rank or mmr for a 4 man swf +5% for 3 man, I think this allows non sweat swfs to play more casually while still giving them the challenge because no matter how you look at it even casually playing being swf that doesnt even sweat is a ridiculous ######### advantage, and it still allows the sweatiest of the sweatiest to go against eachother.

    Notice that this method doesnt remove anything from gameplay and doesn't effect skill ceilings.

    I think this should happen with certain addons on killers too but not killer themselves, because a rank 10 nurse who hasnt touched her since their first match shouldn't be put in red ranks, like they are right now.

    I've also noticed something, killers are so consistently matched with ranks higher than them that basically at rank 10 if you try pick up a new better killer you're going against 3-4 red ranks, 100%.

    I think it should it be harder to rank up, I've noticed that as a trapper/billy main floating around purple and green I'm consistently ranked with 3-4 reds as billy, who isn't even that good of a killer and I had only picked up a few days ago when i noticed this, this wasn't SBMM, it was just an assumption cuz i was playing a mid tier killer, but the worst part is after getting onto my feet after 2 days or so I was actually keeping up with them and gettign a few 4ks, but I wasn't ranking up but occassionally I'd get a bad map or an unfortunate match and 0k and then I'd plummet straight back into the 4ks. Most of these people were the same rank btw some were boosted and some were just destroying me, I had no arbitrary way of rankng myself and the game wasn't even ranking me up or down.

    I couldn't say ohthese guys were really good cuz last match i 4ked the exact same ranks, so what was it, luck? bad map? me?

    The game didn't rank me down, I 4ked on hawkins multiple times and it one of the worst maps for killer and billy's mobility, luck is the only option then.

    The game gave me no feedback at all on why I lost or how good I am.

    The only reason I have other than gettign unlucky is there's a massive disparity in skill in each rank.

    Now i know skill =/= rank but it's the only vsual representation of how good I am/ how good other players think I am.

    I think if it was harder for surv or both sides to rank up the mmr sysatem would actually match with the emblem system, or just delete one or the other.

    It's also partly because at rank 20 for the most part the game is really survivor sided becuase their skill floor is a lot lower, but as soon as killer wisen up it becomes a slaughter house then it kind of balances out in high yellows.


    I think at the lowest level and the highest the game is not fun because of nuclear options or skill floors and ceilings, survivor's being a lot lower.


    The WORST problems in dbd is the nuclear options (the top1%) and the matchmaking(the 99%).


    We don't need solo buff, we need a swf nerf and nuclear option removal and for me to actuallgo against my rank in order to have a balanced game

  • @CakeDuty said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848537#Comment_1848537

    I know, I can still pass, but she'll just switch back to Charlotte as soon as someone saves. At least other killers that camp, can't put on map pressure and can't be punished by doing gens. This one can camp and put on pressure at the same time.

    I agree but I'd also like to add tat victor vccan be even more effective cuz he can hide so effectively and even gives killer instinct, while still giving you an m1 killer.


    BHVR really somehow gave facecampers more options to facecamp.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848303#Comment_1848303

    “you can't play "bad" with victor unless you're a complete idiot smashing your head on your keyboard”

    This isn’t a fair statement, as playing on console/controller is an entirely different story. I’m red ranks, and against red and purple survivors they find it incredibly easy to dodge Victor. They dodge so frequently that it becomes pointless using Victor at all. This is the same story for any of the killers that have a power with a wind up that only travels in a straight line. Survivors just dodge dodge dodge because no matter how patient I am, no matter how high the stick sensitivity is, their just simply isn’t the level of control to make those last micro second flicks to counter a survivors sudden turn or back step.

    I agree but it doesnt negate that its incredibly hard to miss on PC, maybe on console the twins is the old billy of balance as of this, but that doesnt make them fun enjoyable or interactive.

    I will not combat you in your point due to my inexperience on console but you cannot combat my point that on PC at least this point applies.

    I would assume some aim assist might help, but hopefully BHVR doesn't to a BHVR and overtune the ######### out of it.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848371#Comment_1848371

    Hatch isn't a free escape. I need to find it. The killer can also find it. And once the killer finds it, there's a 90% chance the survivor doesnt have time to open one of the gates. Are you new to the game?

    ok let's say you have a 1/2 chance of a free escape which is reasonable if so you get a free esc if not i close hatch and thus more rng happens in gate spawns sometimes in hawkins case being fixed literally the entire map away.

    in reality you have a 1/2 chance as well as the gates rng

    also what do you mean not enough time? a gate takes 15-20 seconds to open out of your 120 seconds and at worst you're going to have to run 40 seconds to one gate.

    in any case you have an average 50% chance to escape twice.

    We're not even factoring in keys or other perks that are specifically for letting the last surv esc.

    this is gone off to a side anyway because no matter how you look at it you have multiple chances for a free escape for doing nothing is not something that should exist.

    Try and argue back and you're literally saying you deserve a free escape when you already have such an incredibly high chance as the last surv.

    i couldn't tell you how many times i've not lsugged cuz of the magical surv rulebook and than been cheated of a kill, becuase of rng.

    I'm not even saying delete hatch make the game 100% killer sided all 4 survs should start on the hook ect ect

    I'm just saying having 25% of the killers main objective be 60% or so rng is not good design, very lazy and deserving of criticism and tweaking.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848361#Comment_1848361

    Giving you a free 4k because you're lazy to close the hatch is also not an argument.

    Giving you a free escape cuz your team died at 5 gens is also not an argument?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/1848250#Comment_1848250

    This. It's not my fault as a solo player that my team suicided on hook or totally sucked. I'm already being punished anyway for low BP gains, why should I be punished even more?

    @Selliato said:

    The penality for not doing gen already exist : Less blood points.

    in the same vain robbing the killer of a 4th kill is also less BP.

    and i know you probably thought that was petty immideiately cuz it is but so is what you said.

    "LeSs Bp" Is NOT a valid argument cuz BP isn't indicitave of balance or anything in game related.

  • @Kaiju said:

    https://forum.deadbydaylight.com/en/discussion/comment/1847700#Comment_1847700

    Killers would just ban Haddonfield or Rotten Fields. So no

    are we just not allowed to have a say or opinion on this game?

    ######### maps shouldn't exist and leaving it up to the killer to have the ability to have fun is good and i assume you can also take pleasure if survs could ban indoor maps or other things ect

  • Survivor entitlement:

    I'm not allowed to do any of these or else I'll have 4 people verbally harrasing me in post game chat, spamming my steam comments ect:

    Use NOED, Sprit, Nurse, other killers deemed unfun, use iri head, in some cases tombstone, mint rag, rusty shackles, doctor, his iri addons, freddy, blood warden in some cases, clown, clown pinky finger, legion, in some cases plague, deathslinger, executioner, twins, ruin undying.

    I'm not allowed to camp, tunnel, complain about anything ever, be bad at the game, be good at the game, not give hatch, play after a dc or suicide, use too many stall perks.

    And btw this list is of things that have a defined meaning survs will complain about almost anything when they're salty eve if no one knows what the ######### they mean.

    The worst part is that you are one person being attacked by 4 others who don't even know whta they are talking about.

  • @[Deleted User] said:

    how can you change them massively without nerfing them

    They need a fundamental rework, doing some buffs here some nerfs there will not work, I do not want their power replaced but i do want to see counterplay and interaction between victor and charloette as well as victore and the survivors. right now getting crushed is barely an issue cuz you literally are just an m1 killer for 6 seconds and then you hjvae the unfair power that after that. I think victor should be risk reward not just reward reward. as for victor and survivors there needs to be interaction and weaknesses. A way that allows survivors to outplay victor even on the worst maps and vice versa.

    The game lacks a flow with them, they have good base detection, lethality and you can't play "bad" with victor unless you're a complete idiot smashing your head on your keyboard

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832926#Comment_1832926

    Oh yeah. How people managed to turn KvS into some kind of cold war class vendetta is beyond me, but both sides having such nuclear options probably never fostered good faith.

    4 DS Unbreakable BNP/Key gamers and tunnelcamp ebony mori spirit/nurse likely did a lot of people dirty that really didn't deserve it.

    At least Ormond got reworked, though. And I remember before Crossplay was introduced (and worked) that survivor queues generally went by in a flash and killer queues took minutes 'cause too many killers and not enough survivors on PC. It's not the case on console, but I mostly attribute that to the format not being super killer-friendly-- so I don't envy the devs job to try and maintain the holy 80%/20% ratio while everyone screams at them for bias.

    And as for moris.. I dunno. I understand those fixes, I think it'd be a lot better than how it was, but I think it's a lot to expect people to try and outplay it that hard when they aren't even sure if it's in play or not. I just don't think an offering should have that level of sheer power, and there's no way solo players would be able to coordinate hard enough to get around it.

    That's just how I feel about it, though.

    Just to finish off the moris, I can relate - however, in my opinion, they've become redundant and ahem ######### off useless

    I think it should be buffed but I do think we're stuck with this due to the aptly put holy 80:20 ratio

    Suppose the vietcong Killer's legion is current waiting upon the assassination of J. F. Keyendy.

    I suppose we should just stand down and repect eachothers opinions, so I hope that's what's happened here

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832880#Comment_1832880

    S'all good.

    I just don't know where the narrative of "If you want to use moris you need to tunnelcamp" springs from-- feels like a lot of spent effort trying to pretend it's how it used to be instead of utilizing it more like a nice bonus that still has good uses in a couple situations.

    Which i'm more in favor of than "Hooking everyone once and then being able to mori everyone", because that's still going to cut a lot of games nearly in half. Why an offering ever had that level of power to begin with, I don't know, but now it's at least closer to par with being able to remove two chests from the next trial for 1000 less BP.

    I suppose that narrative comes from a place of all the hate in KvS over twitter and in-game. it's always been you have keys? Mori them all.

    It kinda feels like having a poker hand ripped away from you losing that ace up your sleeve, I think moris and keys are given a bad rep by the genuine malicious people abusing them.

    I just think it hurts especially hard now, its kinda blow after blow, pop nerf, new killer which is very "bad" in a lot of peoples eyes and now no moris.

    Not to mention the percieved bias towards survs, which makes sense they're like the 70% so why not pander to them?

    In light of the mori balancing, I do think it's gonna be more than what its written on paper, because you could waste time chasing the same survivor, you could have an immersed survivor ect. a possible change alternative could be for every 2 DIFFERENT survivors hooked you can kill a survivor that has already been hooked but not if they've been hooked in the last 60 seconds or were the last survivor unhooked

    This way it would fix the problem of a first hook mori and would force someone to get surv 1, hook, get surv 2, hook, retrace surv 1, mori

    this aims to allow the survivor to recooperate and hide.

    If they were downed in the 60 seconds they cannot be moried until they're hooked and unhooked or put into the injured/ healthy state and then downed again not inside the 60 seconds.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1832825#Comment_1832825

    Literally the first sentence of the post talks about tunneling to use the mori, so I think it was pretty on-topic.

    Don't begrudge the dude for dealing with his rituals how he do, they're still dumb, and so are the Rift challenges in general.

    And if 100% of players weren't complaining about an offering that cut the game in half, i'd be concerned.

    Moris are one of the most hotly debated topics in the game.

    im not begrudging him for doing it I interpreted your first line as exactly that and basically aa suited up "git gud" message.

    I literally even said "we're just playing the game" in defense of his tunneling because there was aritual and he has no easy way to get it.

    I think we're on the same side of this issue but on a different side on the "change the entire game issue", I in support of it being changed to something like hook everone once - you being in support of what I'd consider there utter deletion and irrelevancy.

    I'm sorry if i've come off as insulting or mistranslated your meaning. After all it's just a game and I suppose we can be passionate about how we think it should be.

  • Dude, it could'vebeen over in 5 minutes - I think in someway you're not helping yourself

  • @keygun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1831225#Comment_1831225

    So, slower killers DON'T rely on their power?

    So I should stop using blink as nurse, or gun with slinger?

    My point is so simple I'm surprised you missed it.

    Fast killers DON'T have to rely on their power as much as slower killers.

    Thus, no skill is really involved when playing full speed killers.

    I refuse to play against non-skill based killers, because they were going to win anyway.

    I- dude did you read the first line?

  • @Grandpa_Crack_Pipe said:

    Optionally, you.. play normally and get to use it as a consequence of playing well.

    I don't get why people feel like they HAVE to tunnel to use the Mori or that it encourages tunnelcamping or whatever. It's an offering. Same slot you use for remove two chests and slightly decrease hook distance. It shouldn't change the entire game or change your entire playstyle around it.

    If you're going to tunnel to make use of the mori, it's not really that distinguishable from just tunneling someone to death normally.

    The post literally says he had a ritual?

    I'm not gonna defend moris with my life but now i've wasted 7k PER MORI, a change was in order but bhvr's balncing team went with the ole well ######### if 80% of our playerbase is gonna complain we might as well delete it and sweep the broken glass up later.

    So in real terms, the 80% of the players about 70% survs and 10% killers/balanced complained, then ######### off the other 20% and left them with nothing other than wasted BP and a sour taste in their mouth, without realising that the challenges would create problems since they're now underpowered as #########, causing tunneling and the 80% to have something to blame on the 20% while in reality we're just trying to play the game.

  • @Thanotos_Omega said:

    yeah the only tasks should be hook x/hit x/break x for killers and should never be all in one game same goes for survivors, it should never ask you to change your play style, or feel stressed or worse demand you own a specific person, challenges and dailies are a bane on good game design,

    I think you've got on the right lines but i do believe that there should be non-essential challenges (non-master too) that you can do just for a challenge or perhaps they can hold like 75k BP or exclusive charms. Note on the owning specific characters - I agree, I think that maybe you should just have to own the perks / do the task as anyone. I think it'd be nice if behavior intentionally manipulated the shrine to give necessary perks for these challenges - but hey, business pays the bills and pay locked content is BHVR's speciality.


    To conclude, yes i don't think i should have to chainsaw 7 trillion survivors when you've sunken 0 hours into billy and only have him for enduring.

    But, I think if BillyBoi69 who's been player since beta and has 10000 hours in billy alone is up for the challenge more power to him.

  • @Monarch said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570621#Comment_1570621

    yes but there are still props that block vision on that map in those dead zones its not like theres the shop the 2 vehicles shack and then asolutely nothing inbetween and while i agree the map is in a desperate need of a buff the map alreadys offers 4 strong structures which all feature high walls not to mention the fact that a jungle gym or pallet gym which also include high walls dont exist ive played both sides on that map and the map while quite annoying to play as both sides on still wasnt a complete slaughter house as surv a could use shack i had the shop and i had the 2 vehicles, i still think they need a buff but still i think what you are saying is an exaggeration all structures feature high walls and there are many props to hide behind too

    sorry i meant to say there is na jungle gym or pallet gym able to spawn

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1570608#Comment_1570608

    Autohaven had an azarovs resting place cap out at 6 pallets. It was so bad with deadzones it forces a double pallet to spawn. And on the topic of auto haven it has so many dead zone variations nowadays it's bad really bad.

    Thaybsmall hitbox also allows for more precise shots through more narrow holes.

    yes but there are still props that block vision on that map in those dead zones its not like theres the shop the 2 vehicles shack and then asolutely nothing inbetween and while i agree the map is in a desperate need of a buff the map alreadys offers 4 strong structures which all feature high walls not to mention the fact that a jungle gym or pallet gym which also include high walls dont exist ive played both sides on that map and the map while quite annoying to play as both sides on still wasnt a complete slaughter house as surv a could use shack i had the shop and i had the 2 vehicles, i still think they need a buff but still i think what you are saying is an exaggeration all structures feature high walls and there are many props to hide behind too

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1569985#Comment_1569985

    The counterplay always involves something that is up to the killer to be bad or guesses. "Get behind cover" so what I'd there is no cover or he shoots you with precise accuracy.

    the deathslinger, who i assume you refer to in this post, has a projectile with an extremely narrow cuboid like hitbox it's not huntress where she can arch it over a projectile even if can see you many hitboxes dont match the models and the chain may break anyways, also what map seriously has large zones with absolutley no prop anywhere? what map are you talking about, and why would you be there anyway?

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