Monika
Monika
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@LetsPlayTogether said:
I enjoy playing like before. Probably cause i never used ruin any way. Nothing really changed. Just adapt and get more skilled.
Honestly I kind of wished it worked that way to the full extent, enjoying killers like the hag, and legion and such are kind of a death sentence right now.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1012320#Comment_1012320
Not to mention that, on the trap killers, hag and trapper, it doesn't matter if the survivors just sit around doing nothing. You have already laid your minefield by the time it runs out.
Now this is true to extent, yes you laid your minefield and no progress got done, but also with hag within seconds you could lose 3 traps to simply people running around or people running while you're in a chase. Plus even after your minefield has been set there is no definitive 100% you're going to use one of those 10 traps in your first chase. As with survivors hiding if they are aware you're a hag they'll stray from locations where you were seen, and will burn pallets there causing a chase to take longer or you have to lose a trap to lock down a mind game at a current loop.
Not including as trapper your mindfield is very limited and can be just as easily countered by again, people getting a wiff of what side of the map you've been on and what loops or endings do they know about. This is actually a great example of how killer shack is one of the first places to be looked for traps as it is one of the strongest loops.
And a big thing about these two killers even though you can have a mine field set if a team spreads out well, pops multiple traps as quick as happens you force a reset on traps and can actually shove a killer on their back foot instantly. Pop 2 traps as hag, that's two more traps that she will need to set, pop 2 traps with trapper, those are two more loops that have opened up and need to be reset. Simply having a mine field set up doesn't guarantee a game. You can actually run into a problem of actually also finding survivors too soon where you're either forced to leave or at least try to land a slap to apply some sort of gun shy slow down.
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@Apple2o said:
https://forum.deadbydaylight.com/en/discussion/comment/1010076#Comment_1010076
Corrupt was already the better perk, especially when combined with something like discordance or whispers. Ruin will get you to rank 10 by just equipping it, but red rank survivors will ignore it because you can do entire gens with only 2-3 skillchecks sometimes, and they will hit them anyways.
This, is very debatable on corrupt being good, as it can also be completely ignored if you just don't work on gens. WHICH is a strategy I have both and and had done to me.
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These aren't bad ideas, but balance wise he would be incredibly powerful and almost considered OP. Sn ability to kick gens without kicking it. Then the ability to kick a gen for a certain amount of time then on top of that after they still wait out the initial scream time if there is a failure they still suffer effects from the bottle, and if you apply these effects on smaller maps he would be able to pressure gens without the use of actually having to be there and would gain knowledge on everything as long as he reloads a bottle which he can do on the fly. This would make reload add-ons incredibly powerful as he would be able to pressure gens without being there and on top of that reload just as quick.
A general issue he has is he has no quick movment speed ability to be able to pressure larger map gens, so if we follow the idea of every map rework this would allow him as 115 much higher amounts of pressure, get better angles on gas throws and pressure more from a distance now maybe instead of making people scream and such what you g
Could do is allow him when the gas hits survivors it causes a prolonged status effect of coughing kind of like the plague which would make it easier for him to track the survivors he hits at a range, along with increasing the knowledge he gets when in a chase. Then to help at loops instead of forcing slow vaults at loops on pallets to give a better. Balance while he's in his gas he breaks pallets, and vaults objects quicker to provide a little more skill to his mind game and give better reason to use tbe add-on that increasing the lingering effect.
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@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1001133#Comment_1001133
I despise DL but love your other suggestions. May go with those 3 and thana maybe? I also hate thana so i don't know lol.
@goat10em said:
https://forum.deadbydaylight.com/en/discussion/comment/1001133#Comment_1001133
I despise DL but love your other suggestions. May go with those 3 and thana maybe? I also hate thana so i don't know lol.
Its prettt much personal choice that 4th perk, from BBQ to bitter murmur, there's not nuch left to synergize a 4th perk with those 3, thana would be good for increased slow to healing really benefiting an increase to his invisible terror radius, but if you don't like to you don't have to. Thana would be the best synergize to follow. Maybe instead of thana or dying you could do something like...I'm all ears, or give yourself better starting capabilities with corrupt.
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Mostly if not all 110% movement speed killers due to inceease travel times to gen pressure
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@goat10em said:
I have been a ruin crutch leaning, baby killer for two years now and looking for advice on a new build for my wraith.
Thinking corrupt, thrilling tremors, discordance, and pop. Or, corrupt, surge, surveillance, and something else... Maybe pop? Seems weird running that work surge though.
Give me suggestions please.
Pop, Nurses, Sloppy, and a final perk of your choice, dying light I can suggest.
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@Kongtwenty12 said:
https://forum.deadbydaylight.com/en/discussion/comment/995672#Comment_995672
Damn you must be real bad if this happens to you often. Why are you chasing one survivor for the whole game? Sometimes you gotta let him go so that you can stop the other 3. That's on you.
I think he did chase others but in the discription that could not be the less descriptive.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/995713#Comment_995713
Do you guys go to like a meeting where you go over a script? You literally see the same things in every topic about Ruin. At least come up with an argument.
We do come up with arguments. Then a survivor.exe kicks in
"80% of games it needed to happen, Just Pressure Gens, Gen speed isn't broken, Ruin is OP it needed to change, Get gud"
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@w_sohl said:
https://forum.deadbydaylight.com/en/discussion/comment/981151#Comment_981151
Surveillance is still useful after Ruin is eliminated.
On a handful of stealth killers, killers with an actual terror radius is heard a mile away to really pressure them, and by then then you're focusing so much on a single gen you've already applied no pressure across the map allowing other gens to be safely worked on
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@johnmwarner said:
Seriously, every time someone mentions corrupt to replace ruin someone (maybe the same person) chimes in with “corrupt is useless survivors can just wait out two minutes then your perk did nothing. Unless you are trapper or Hag it’s trash.”
I would argue even if the whole team did that you just pretend the whole team spent two minutes looking for ruin and then found it. That’s still a pretty good scenario right?
However as a killer using it I have always had at least one person do gens, sure the others hide and seek totems/chests but that is actually better for you. That means you’re chasing one player and that others aren’t doing jack to get the game done.
As a survivor I’m still going find a gen, yes it takes me closer to a killer but so be it, I’ve been found in 20 second even without Corrupt.
I guess against a SWF in comms they could just decide to hide for two minutes but that’s not as common as people would lead you to believe. And again, even if they do that just pretend all four spent two minutes looking for Ruin instead of doing gens.
This hiding strat is actually something I do solo unless I catch wiff of someone hopping on a gen then I join in, but even as killer I do see it very often as a strat to avoid. It works very well in angering the killer and throwing them on their back foot quickly.
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@Siren said:
Do you have a favorite perk build that would be considered non-meta, survivor and killer?
The latest build I've played with is Spine Chill, We'll Make It, Urban Evasion, and Kindred. Works well for a stealthier play style and forgetting hooked teammates back into the game quickly, but at the expense of exhaustion perks and other useful ones such as Borrowed Time.
As surv? I'm pretty sure its not Meta anymore but has great synergy. Botany/Autodidact/self-Care/Borrowed.
I mnow borrowed is really big but I don't see the other 3.
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@Sonzaishinai said:
Time for some self awareness, what would your biggest flaw as a player be in this game
For me as a killer: my accuracy of my attacks, i tend to be way to eager with my swings and miss hits i really shouldn't be missing
As a survivor: my poor reaction speed. Pallets that are normally safe often are unsafe for me cause i have the reaction speed of a dead cat
As Killer: trying to read someome but end up reading to much into them to what I think was going to a mind game, they simply ran straight.
As survivor: Never leaving a man behind, from face camps, to basement bubba, if I have borrowed I have one goal.
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@CrtKazz said:
Have never unlocked ruin and have only played hag once (many years ago and was destroyed so never tried again). Yes generators can go really fast with a SWF but that can happen with ruin anyway but from never using Ruin in my games, I haven’t learned to play without relying on it. Keep in mind I use other perks, discordance and surveillance being my favorite, to keep gens in check.
Long chases is what destroy killer not gen speeds. If I sense a strong loop or survivor I just leave them and mess with those working on gens. Interrupting gens was the best lesson learned over the years. I also play Legion (main), Pig, Plague, and Ghostface and have gotten Red ranks consistently if I play enough.
Also killer mains, try endgame builds it has been so fun changing the games power balance with perks like Blood warden, Remember me, and Rancor. Survivors think they have it in the bag, then BOOM. Surprise lol survivor main btw, everyone can do it! Play both sides you’ll learn a lot.
Depending on the team a long chase can literally be two fifteen second chases. A big thing never accounted for is killer travel times, to find people.
These minor aspects if you say roughly at the start of the match if you're a killer with a base spped it's roughly 25, to 30 seconds to find someone and that's under perfect circumstance.
But also you loose points for using the end-game collapse to your advantage, both in ranking and BP. It's not rewarded at all, also rancor moris's also aren't rewarded so ya know...yeah.
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@Aven_Fallen said:
You would have had the same result with Ruin, if they are really good Survivors. The best Survivors dont really care for Ruin anyway, sometimes I feel they even let it lit to have some form of challenge.
Even with survivor's being that great, even if they land a good skill check with current ruin, they are still at least partially delayed. So it can allow more pressure off survivor mistakes raising your chances for victory. Now under a perfect concept they never miss a great, your outcome would still be slower with ruin, then without due to the great skillcheck bonus.
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@RaSavage42 said:
I'm under the impression that new Ruin can be good
But my only complaint would be the regression bonus is based off of killers base kick regression... I think Ruin need to be the middle ground between survivor repair times and base killer kick regression
P.S. it takes 320 seconds to regress a 99ed Gen that needs to be looked at in conjunction with overall Gen times (repairing with toolboxes and perks)
Is that 320 just base kick? Cause if so that turns ruin into 160 seconds to full regress. Which...that's....that's not good
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/985005#Comment_985005
We don't need MORE gen regress/slowdown perks stacking than we already have. The games get pretty boring as is.
There are only what 3 perks that slow gens? Pop, Ruin, and Corrupt intervention. The surge is a negligible amount, and 9/10 times if you're not playing doctor they're gonna hit overcharge.
Adding in more perks that have a different base line for slowing the game, or allowing killers to apply pressure elsewhere would change up Meta's but as it stands with how some killers don't physically have the same pressure capabilities as some other killers Ruin was the only good and decent route to go without having to burn 2 perks slots just to synergize a gen delay.
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@Saitamfed said:
Hello How are you? I hope everyone has a nice evening/day. I want to ask something, I play both sides but mostly survivors and whether there are things that of course bother me, I try to have fun because it is a game, don't missunderstand me, I don't try to be disrespectful so my apologies beforehand but... Why do you care so much in pipping at red ranks?
Using arguments like "playing fair seems not to be enough for the ranking system, as if you do, you will likely depip". Why do you need to be red rank every season? I trully mean my question, there are no rewards and it's well known that red ranks matches are sweaty, as a survivor you see all the meta perks, and as a killer you see every meta perk as well.
So Why do you care so much in pipping or being at rank one every season, and try so hard to "no depip"? Just to use it in your argument? "I am a red rank player and I have hundreds of hours so I know what this game needs" or something like this? It's not healthy, I mean, seriously, for your own sake, chill down and play the game for fun.
Again I don't pretend to be rude or disrespectful, it's a question and giving some advice that a game objetive is having fun (even competitive ones) and if you feel pressured or you're not enjoying then Why playing at all? You will likely get stressed and that's the opposite objetive that a game wants.
Its a sense of competition, something games don't give often enough. And on top of that piping can be used as a way to determine balance at high ranks.
For example as killer getting a 4k early into the match because everyone was out of place at just the right moment and you played all the right mind games, but didn't pip.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/984537#Comment_984537
The hex is far too powerful to just have all generators that aren't being worked on regress at 2x speed, sorry.
Move it to you have to kick it instead of just ALL gens not being worked on, turn it into a perk at that point. That would give it better Synergy with things like pop and Overcharge.
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@dragobv said:
https://forum.deadbydaylight.com/en/discussion/comment/981151#Comment_981151
not if you kick gens 🙂
Kicking gens actually can hurt you more then help depending on killer. Aka, hag you rely so much on traps that if you turn to hit a gen and they don't hit a trap you wasted your time, and got 0 actual pressure out of it, because all you did was hurt your momentum by stopping an continuing a chase that as a hag you need.
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@Johnny_XMan said:
You get more value out of new Ruin if you're applying pressure.... why?
Because you can force multiple people to get off the gen they were working on and they automatically regress without you needing to go there and kick it. That in itself is a big deal.
People that are dead set on it being a "nerf" are going to go with that argument rather than argue what value the new perk brings.
What about killers that already have a hard time applying pressure aka your 110's
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@Thecoolestguy said:
But wait isn't using multiple perks to synergize with each other the whole point of a build? No, Ruin shouldn't be a Hex perk with its current strength, that's a good point. My point is I'm sick of people who say "Good perks shouldn't need other perks to be strong." It makes no sense and kinda feels like you're complaining to complain.
Here's the thing...it's NOT a perk...its a Hex, it can just go away...
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@w_sohl said:
Just watching killers play the PTB. I don't understand how anyone on the killer side can complain about it. If you are running Surveillance you'll know where Survivors are at all times. It's like Kindred, but on till totem is cleansed. The moment they hop off the gen you get the regression indicator, the moment they hop on you get the indicator that the gen has stopped regressing. Just watching Tru and some others play killer on the PTB, this is not a nerf to Ruin, it's a buff.
So when your totem breaks, both perks become useless. Cool.
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Soo....Let's put it this way, Ruin is still a Hex Totem, so it can be destroyed within 30 seconds, STILL. Secondly ruin is used on killers who's weaknesses is gen pressure. I want you to run Hag, without Ruin for one high red rank game. By the time traps are set you've lost a generator, repeat this playing as trapper, repeat this playing as any killer who has to rely on early game slow downs to even have a chance.
And yes I do run corrupt on my hag, and my trapper. But you waste the first 30 ish seconds of corrupt just setting down traps applying 0 pressure and leave yourself with just about a minute to actually apply a pressure and keep a momentum, which can also be easily lost by DS, or one of the many pallet or god loops. Or as some maps stand some of the still current INFINITE LOOPS that require you to break a pallet. But Ruin is unfair.
And let me teach you a fun fact as killer, if there are two people on a gen you can only chase one. Effectively making the said "great totem" useless.
And insidious camping doesn't exist, you just can't hear the heartbeat anymore cause the killer walked away.
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@Rivyn said:
As in, every killer is ranked by themselves, not as a whole. My Plague could be rank 4, for instance, while my Freddy could be rank 18.
I struggle when it comes to branching out to 'newer' killers that I want to learn, mostly because I'm sitting at high purple rank most of the time. By then, I'm facing, mostly, quality loopers on their way to red ranks. Most every match is a curb stomp, unless I spend a million or two BP on meta perks. Even then, a decent build doesn't equate to knowledge on how the killer works.
I used to try out killers I don't normally play just after rank reset, but now that we only go up one color level, it won't mean much. If each killer had their own ranking, would it be workable, or is the idea just a dud?
I don't think so, because as a killer you learn general knowledge of how to play as killer and things you can do as killers. So then overall your killers total rank would increase.
For example
Some Similar strategies can be taken from M1 killers, such as Legion, and Trapper and how you can apply mind games to certain locations in a similar manner which overall if you played as only legion, your trapper overall would also be better as you progressed your skills as a killer without even touching one of the two.
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@Nibla02 said:
It just feels so damn frustrating playing killers at higher ranks atm Gen rushing, some loops being way to strong, bodyblocking, insta blind with flash lights SWF and much more. I would love to know why the devs makes such slow and small changes every patch instead of fixing the issues. It's almost just 3 perks that get changed every patch even tho there is so many of them that are underpreforming and that includes survivor perks. Do they not see how games go in higher ranks or do they not play the game. The only frustrating thing with survivor is getting camped or tunneld. Nothing else while there is a ton of other things that needs to get addresed for killers. Iam getting real tired of it. I dont want to play the best killers to always kill them all. All i want is for every killer to be good and fix the annoying things in this game but the changes are so slow that it might aswell take 3 years for half of it to be changed. For how long will example Plague, Legion and leatherface be terrible. My guess is a very long time since the doctor some how has a higher priority and even that will make him better to play vs as a survivor which means another buff to them. Alot of people are saying that que times for survivors take a really long time. There has to be a reason for that right ? Maybe because killers are unfun to play atm and things needs to get quicker. Since i saw one from the devs plays or atleast knows what league is why can't you just make a patch every 3 week. maybe not 2 weeks since you are a smaller team but that can't be an excuse forever. It should take 1 and a halv month just to get some small balance changes and then a ton of bug fixes.
Keep the test server up at all times or something to make changes regularly not just once in a while. You know a ton of the problems yet you blame it on time and changing whole perks. I dont know much about how hard coding is but since this is your job and you work hard. How come that there is little to no changes in 1,5 months just bug fixes, thats all the patches are starting to become.
Edit: I forgot to notice that challenges. The final ones, escape one time with Claudette, trap 6 people is aton harder than escaping once but ok i let it go. Heal 5 health states (not in a single trial) hmm way to easy to be the final challenge. kill all 4 survivors in the basement in one trial. How is this even fair.
I do actually enjoy it a lot. Granted it can be frustratingly bad at times and that comes with competitive games. But I rarely have the feeling of "I can't even come close to having a chance"
I've recently began playing every killer except for a select few (bubba, nurse, and clown just cause I don't enjoy them)
But I enjoy the difficulty
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I know a very, very simple solution to this. As killer, and this applies to everyone who mains killer, (i do this myself being a killer main). You CAN tell when someone is knew, someone is weak, someone can't run, loop, mind game, or know the maps well. Those are your low ranks, give them a fun chace, don't use red rank skills to merc a rank 19 in a 15 second chase, pretend you mess up here and there give them a feel of the game, hit them then run. Still obviously hook them, but you know leave them down on the ground a time or two, give them some second chances
And when you can tell it's a higher rank, be a high rank killer give him your chases, down him, hook him just like if you were playing a 4 man red rank team.
Do that, and you will decrease the amount of DC's, and frankly you'll enjoy the matches a lot more as you're not ending certain chases within seconds and you're still getting satisfaction in chasing the higher ranks.
Now this doesn't fix the issue, but as a community of people we're capable of actually making the game enjoyable for everyone. Even survs should do this to obviously low ranked killers. "Mess up" a mind game here and there, let em hit you hook you, so on so forth. If you feel like being real nice let him get you as a final hook so he gets a kill or two if he hadn't gotten any already.
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@BagelLord said:
https://forum.deadbydaylight.com/en/discussion/comment/947386#Comment_947386
But with moris, you can quite honestly get a near instant effect at any point in the game, which is much more impactful than a survivor leaving early
But even at the end of the game being the last alive, a key still works.
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I don't quite understand why we are all getting at each others throats here. Yes, they weren't able to fully complete their road map but remember guys they have done a lot of things this roadmap.
More cosmetics, that plenty of people enjoy, more balances buffs and increases, nerfs things that improve the game quality. They've been testing out dedicated servers they even had a PTB to try and show they were making progress on it. They have made updates in the attempt to improve the functionality of the game on consoles, and people with low end PC's. And yes there are somethings that are still causing performance issues. Red woods, and maps of that sort with lots of fog and objects and such. But those are just things to be not every game touched runs absolutely smoothly especially with how many updates these guys have been pushing out regularly to attempt to fix and adjust frames and such. They release cosmetics pretty regularly they worked on the rift, and they continue with trying to make it the best expierence that they can for the players and im sure all they want is everyones support to do this.
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@DBDfan12 said:
the 4 seconds it takes you to do that you could have finished the gen more than often . you're. not clever you're toxic. if someone missed a skill check just KEEP GENNING . if not YOU'RE THE PROBLEM
Everyone gets off the gen because the most optimal strat is to hope off, ######### around for a second then risk getting a skill check that you can great for 0 progress
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@Meiygo said:
as killer the game is very frustrating sometimes. some players play very well and use their playstyle for toxic behaviour flashlight, teabagging etc.... what can we do to stop this?
for me it´s very hard to stay cool. because most of the time i try to snipe the toxic survivor out but the 2 hooks aver very safe most of the time and the rest of the team bodyblocks me and safte the toxic one.
what can we do to stop this exept playing one-shot killers?
Staying cool, is really the best option. Survivors following, clicking, being toxic and just trying to brag are not working on gens, not being progressive. Best thing to do is just continue a chase, let themselves slow down the game. Catch them out of position afterwards.
Don't chase them where they want to be chased.
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@susto said:
This is probably the only game in which I bought all DLC without hesitation but HolyS. I have never felt this scammed and it is already been a recurrent feeling with this game for a while.
First time i felt scammed it was with the pay to win "mettle of man" issue which forced everyone who played survivor regularly to buy Ash or be killed in most of redrank games because MoM players got to live with that extra life while you got hooked for not having MoM. All that to see it nerfed to the ground to the point that LITERALLY nobody uses it because it is dog poo.
Now with this chapter, which I instantly purchased, I leveled the surv to lvl 50 but i though i would give the oni a go and ######### loved it. Games were fast paced, survivors who got cocky got instantly punished and hooked and the most important aspect of it, i could contest almost every redrank game and always had the feeling that i could turn around the surv pressure even when there was a team of 2-3 surv with voicecom.
After millions of bloodpoints, I got him to prestige 3 to find out that it was nerfed within 10 days of its release after weeks of TESTING in ptb.
Now i find myself smashing walls nonstop instead of survs who were just in front of me but they made a 90º turn as soon as i got in range. Also smashing stupid corners because you can't turn and it will just hit the environment.
Now I find myself getting looped as a trash mouse1 killer because my power is only good for slug and if i ever find a surv out in the open and he fails to dodge ( which is really easy because as it has been said in other threads there is not really a turn of more 20º) i get punished if i want to hook him
You just transformed a fun and capable killer with his ups and downs into a worse version of Billy, in which we have our mobility with limited duration and a really high cooldown just to turn back to the m1 bad killer mechanic and getting pallet toured because the only good thing this killer had ( to force a surv out of a loop by using your power ) is gone with the wind because reasons.
What i am trying to say is that this game is putting in my mind that "scammed" feeling too many times. It is continuously making me feel scammed with so many worthless perks (Hello to Jeff, Quentin, Steve, Tapp, Ash, Yui,,,) and it really makes me feel like i wasted SO MANY time grinding for those perks after paying for the chapters to find that the perks are not only useless, but cannot be fitted in any "perk combo" because they are so situational that you can end a game and escape without even using them at all.
I even thought about uninstalling the game because all that grind to have it morph into an underpowered version of billy feels like a waste of time which i don't know if i ever want to repeat or waste my money to do it knowing that sooner than later its fun will be removed.
You do what you gotta do, because i know players like me with thousands of hours are just a speck of dust in the player base but man, i am really sure that it is not only me who feels this way.
Except that you were informed there was going to be a rotation speed decrease in the first day of the DLC release. So it wasn't a nerf it was a fix they were trying to figure out.
Secondly ASH wasn't pay to win it was just an unbalanced perk, hence why it was balanced within just a few weeks. You're not being scammed you're just experiencing balances that they run into when a DLC is fully released to a bigger audience .
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@Ihatelife said:
https://forum.deadbydaylight.com/en/discussion/comment/911290#Comment_911290
But the flick was existing from the PTB though? Stop nerfing killers devs, the game is getting boring with every update, when it comes to play as the killer.
And they told you it wasn't supposed to be that way.
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@Peanits said:
I wouldn't really want that, personally. As you've touched upon in the OP, you could work around it by using Discord or something and using an unused recording device in the game. If the game works around that by checking all of your recording devices for activity, that seems a little intrusive, but it could also be abused by playing a quiet ambient sound that's hard to hear through that device. In the absolute worst case scenario, I can use Discord through my phone and the game wouldn't be able to detect it.
But at that point, I feel like it's going too far. If I'm casually playing with friends, we can't talk about things other than the game without someone else listening in.
Over thinking is ideas! It's good feed back to an idea that can be more perfected to everyones enjoyment.
So maybe instead of forced make it optional, but maybe provide a small benefit to participating in the idea and making the game harder having to deal with an external source to hearing you. Possibly more BP, but don't allow this in like a full SWF so it can't be abused just for extra BP? Then just I'm going more for an idea that can also help solo players rather then hurt SWF. Any ideas?
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If I wasn't laughing so hard I'd be breathing xD
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@Miss_Britannia said:
I’ll just use group talk on Snapchat.
I see what you mean but now you have to go out of your way, it's not a PERFECT balance of course just an idea. And like a very minor deterrent and balance. The idea is to try and keep the games a little more interactive with an SWF around but for you to get around it you have to kinda go out your way. It's a very small deterrent but it also gives the option to try and communicate with your rando if you dont have a full squad, or if you play solo you can still have a means of communicating, but it is still slightly limited.
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@lunatehuman said:
okay so, I think what this community needs to understand is that everyone, EVERYONE (both survivors and killers) can run whatever perk they want. They can run meta they can run bad perks but they can run everything their hearts desires. This topic is touched literally every discussion here. ''They run ds so I tunnel&bully&slug'' ''They run noed what a piece of #########''
These kind of comments makes no sense. You can't choose what your killer runs, you can't choose what your survivors run. So STOP. COMPLAINING.
Am I thinking wrong?
You are not wrong, BUT you are also not right the same time. Yes you are able to play whatever perk you want, but in a competitive setting when people are beinf competitive your best option killer OR survivor is bringing perks that best suit your style as survivor. BUT the part where it gets bad is as killer, when you play killer you pick perks that best flow in conjunction with your killers power.
Legion: Thana
Doctor: Distressing.
The area when meta changes is when a survivor can run what they want to fit their play style, where as killer you put perks on to either try and babysit, the killers weaknesses, or further their strengths. Killer Meta and Surv meta aren't a set of "best perks for killers" it's perks to make up for each killers weakness.
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@UlvenDagoth said:
Yeah, My 9 page thread with 75 upvotes on the top post in General here? This one: https://forum.deadbydaylight.com/en/discussion/109666/dramatic-but-this-is-how-i-feel-now/p1
Yeah i asked Peanits about it on his stream and he told me "Oh I saw it, but I will be honest I didn't read it. It was clear you were upset, and we only read threads when they are Calm and Collected."
Oh well, sorry for being upset you gutted my favorite Killer again and made me lose faith in all of you. When he saw it was me asking about Legion and if they saw how many people thought they were bad now he said "Oh There's gonna be some bias in this."
Well this is actually a very smart thing to do as a community manager, especially when talking about those types of topics. Talking to someone who is under emotional stress can be no different then bashing your head against the wall. Calm and collected picking saves time, effort and you don't suffer any risk of possibly getting flustered yourself and making a slip up.
I totally understand why they do this and I don't mind it.
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@StrodeWins said:
https://forum.deadbydaylight.com/en/discussion/comment/899686#Comment_899686
i think they should make it to where if you camp when there are still 5 gens, you get 0 bloodpoints for entire match. seems fair.
Well...for your two minutes of ruined time being face camped I think the survs who hide out for the entire 2 minute endgame timer then run out last second should also.
But we're not gonna do that. Are we.
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@Destructa said:
I agree, it's very annoying that they put expert players with beginner players together, it doesn't even make sense
You mean the same way siege puts you up against golds when you're a bronze if someone on your team is gold?
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@DetailedDetriment said:
That's right, Balanced Landing now needs a buff or rework.
With the recent release of the Cursed Legacy chapter, Balanced Landing was tweaked to no longer give the stagger reduction when exhausted. It also removed the noises made when falling and the grunt when landing.
The thing is that the nerf heavily outweighs the buff. Balanced Landing is now the worst exhaustion perk in the game and one of the worst perks in the entire survivor selection. The perk is straight up useless when exhausted, no longer providing a passive.
Now that the nerf is officially in place, the perk needs a buff or rework. What I'm thinking is that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed. It is Balanced Landing after all, and only being able to balance your landing once every 40-60 seconds completely contradicts the name. The description of the perk literally says you have cat-like reflexes. Cats don't have a cooldown on stabilizing their landing. Just remove the exhaustion part of the perk and Balanced Landing will be a viable perk again.
Firstly "Worst exhaustion perk in the game because when you're exhausted you don't get the passive"
So it works like an exhaustion perk.
Secondly one of tbe WORST? You mean like Deja vu, or something else?
Thirdly...its an exhuastion perk. BL broke it's own rules by having buffs while exhausted. Now maybe I could see if it worked like Lithe and only used the exhaustion part when in a chase. That would be a change, you'd get the passive but when you end un a chase it only works once. That sounds like a better solution
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@malloymk said:
This game is unplayable if killers don't have the fortitude to actually play the game.
Developers- limit the information killers can see. Basically show the ping only. As a survivor on PS4 there are multiple instances where I am constantly dodged. I just had to switch to killer so I could actually you know, play the game.
Also, killers. Grow up and play. Cowards.
Only issue with this, then you'll ruin Franklin's. The big thing about Franklin's is you know when people are bringing items. Now imagine bringing franklins when you CAN'T see items assuming that they might have 4 toolboxes. And they end up having. One, or nothing at all.
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@wannaBaTraprGenTapr said:
https://us.v-cdn.net/6030815/uploads/783/NIASH5LJS44Q.png
https://us.v-cdn.net/6030815/uploads/100/I28IV74CQL69.png
https://us.v-cdn.net/6030815/uploads/448/JN2TH1BABT1I.png
Played a game as Pig for the first time. It took me about half of the match to figure out why her ambush kind of sucked. (I didn't hold the attack down so I just swung in place and looked like an idiot) So I was like okay w/e learning experience. Got a couple of them close to death hook, because they were incredibly altruistic, but in the end everyone got out due to my earlier screw ups. Might've gotten 1-2 if I hadn't mis-used her ambush ability. No big deal to me. For every 4K you gotta have some games where it's 0. Anyway I'm met with this onslaught of verbal abuse at the end. What's their deal? They won. It's not like I camped, or tunneled. They didn't even accuse me of anything that survivors don't like. They just wanted to let me know how ######### they thought I was. I know I'm not that good, that's why my highest rank so far is 9. And I've only got roughly under 200hrs total play time. (and I'd bet 20% of that is me just leaving the game open accidentally for extended periods of time)
Anyway I reported them, and wanted to share this here. Names crossed out ofc. Is there anywhere else I can report this so that I can make sure people like this get some sort of punishment?
Thanks.
Unfortunately man, this is just how people can be in this game if you're good you're a camping trash killer, if you use a nasty perk combo you need a crutch and you suck anyways. Everytime it happens, it reminds me just a little bit more on why I strived to be a good killer.
Don't let it get to you, toxic people do toxic things. Do what i do and use their annoyance to ruin the game of the next team. Aka, play a mori!
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@SleepyWillo said:
I think you lost too much time on setup. I would maybe suggest corrupt intervention when playing trapper/hag (maybe even demo). It allows you to set up your traps early without survivors being able to work on (and almost complete) distant gens. It works for me - give it a try and let me know what you think.
@NoShinyPony said:
Trapper loses at lot of time in the beginning of the match with setting traps. So Corrupt Intervention can be a decent choice for him.
So in my build what would you suggest changing out for it?
I kinda of like the set up to try and keep a momentum once combat starts plus keeping the stacks of STBFL is super easy, cause what trips me out about that game in my 1600 hours. Is how fast they went, quick chases full ruin and even the last 2 gens got done in just mere moments I had two people constantly down and hooked and such. I don't know if it would be long enough?
Grant it I don't see those types of games often but red ranks are getting good and ruin is becoming a thing of the past against them. I've had a few matches that went by fast but not like 3 minutes fast.
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@myers_obsession said:
https://forum.deadbydaylight.com/en/discussion/comment/758466#Comment_758466
Thats bannable. If You exclude someone from farming you can get banned. The dead surv only need to clip it and send it to the devs.
So then what does this count as if you give the last person hatch or complete the last gen?
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@WickedMilk03 said:
thats 4 full days out of 60? which is like dbd telling me to not get a life.
How long does fortnites take?
Well actually those would be a little skewed because if you seperate them sure, BUT if you take into acount during the matches you complete the Battle Pass goals. You are earning devotion XP before you run out of Battle pass completion.
I would have to say lets just guess that maybe it knocks a quarter off of it. Of the time so maybe 75 ish hours?
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@Financial_Stability said:
https://forum.deadbydaylight.com/en/discussion/comment/749348#Comment_749348
After factoring in fatigue nerfs it should be as much as it was prenerf. We nerf missed blinks and swings while keeping fatigue on successful ones.
True but currently (from what I noticed with the PTB) if you land a hit you don't get to much back into your next teleport (base kit no add-ons) which this is to prevent nurse from snowballing one person without much time. The SB from the hit is very small when you took into account how far she can teleport with 2 consecutive blinks right after.
Though I'm not quite a nurse main so I don't quite see what you mean to the fullest potential but i think the issue is if you just make it a little longer we run into the problem of its only a certain distance that the nurse can close.
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@Financial_Stability said:
Instead of having the whole cooldown and blink recharge mechanic, which majorly screws her over when trying to reproach a survivor who's made it into an LOS area, how about we look at the fatigue instead? It's what slows down her snowball, but I have a few ideas that might actually be better than never having the security of two blinks.
Added .5 sec fatigue to her first blink and her chained-blinks when not swinging.
Added .25 sec to the fatigue for a whiffed blink attack.
Reduced .5 sec from successful blink hit attack.
All in all she'll either be the same with a one blink hit or she'll be slightly hindered by .5 sec. Not only does she fatigue longer, giving survivors more time to escape, but she'll be looking down giving more of a chance for survivors to get to an LOS area without being seen.
Personally, I don't think her basekit should've been changed. It was the only kit that could face down the top swf teams. But I tried to meet in the middle. Making Nurse not always have her blinks is not a good idea. I've played her since release, I've played tournaments with her for large cash prizes (namely Space Esports 150$ weekly ritual, team won x3 of the 10 they had.) And she does struggle against the best of the best, but she has a chance.
She's the hardest killer to play. She has arguably the highest skill ceiling in the game. Why are we nerfing her basekit?
I see what you're getting at but knocking her down a half second for landing one will actually increase her snowball effect and make chases harder to mind game, and on top of that if anything this makes her skill cap a little higher and fixes the three blink nurse and some of her add-ons that made her increasingly simple for people who knew her ever so slightly.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/745538#Comment_745538
Did it really though? I've tried it in the past. All you need to do is put on Empathy and stay close. Bonus points if you're on voice chat and they can tell you when they're about to go down. You can spend that time working on nearby totems or generators, even.
You know I like you Peanits, you understand imbalances and issues and are willing to address them to the audience. Good work!
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/738759#Comment_738759
I don't know why some of you keep bringing this up.
It WAS NOT like this BEFORE the Stranger Things DLC.
It was very rare to face a Rank 20 Killer in SWF if you were red/purple/green and that was only because of looking for a match for so long.
This happened for a week yet some people here think its been happening for a couple years.
All anyone is asking for is some sort of balance in between, not one extreme or the other.
Rare? Dude I played with a guy who was rank 18 and for 2 hours all we got was 15 and up. It wasn't rare at all.