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Monlyth

Monlyth

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Monlyth
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  • @Andreyu44 said:

    No one is forcing you to pick BT or DS.

    Especially DS is just a crutch that helps bad players.

    If you're a real survivor player you wouldnt get boosted to rank 1 using meta perks.

    Survivor's perk variety is huge.

    And tunneling isnt a problem if you're good at looping the killer.

    My thoughts exactly, honestly. If you're getting tunneled, it's usually because you're an easy target. Either put some time into learning how to loop, or learn how to stealth so you don't have to loop.

  • @HatCreature said:

    https://forum.deadbydaylight.com/en/discussion/comment/821958#Comment_821958

    I'm not really a shooter guy tbh, I'm more melee. Deathgarden looks fun though and the designs for everything is beautiful. If only DBD could borrow some of those amazing design choices its cousin has.

    Well, if aiming isn't your cup of tea, you can always just play Scavenger. Usually, the only things you have to aim at are stationary targets like Drones, or your own feet to activate your character's power.

  • @HatCreature said:

    I thought this was a joke at first but you're serious.

    I do wish Survivors had more to do than just Gens and get chased or save friends. We've been asking for 2nd Objectives for a while and they gave that to us in the form of The Archives.......yay, exactly what everyone asked for...

    Well, if you want to play a different objective, why don't you just go play Deathgarden?

  • The emblem system can be much more frustrating. I've seen killers get a 4k and not even get a pip.

  • @Tarvesh said:

    https://forum.deadbydaylight.com/en/discussion/comment/813559#Comment_813559

    None of that is circumventing gameplay. It's augmenting it.

    A mori circumvents gameplay by ignoring the requirement of having to hook a survivor three times to sacriffice them.

    A flashlight does not circumvent gameplay as it simply prolongs a chase much like a well timed pallet stun or loop.

    Toolboxes do not circumvent gameplay because they still require you finish the generator which can be kicked and regressed.

    Iridescent heads circumvent the requirement that a survivor must be hit twice to go down (killer powers not withstanding).

    It doesn't depend on how well a player can use it. Using it at all circumvents standard gameplay.

    None of the examples you mentioned are a hard-and-fast rule of the game. There are numerous killers with insta-downs, as well as many perks with insta-downs.

    There are also several ways to kill a survivor without hooking them 3 times or using a Mori. You can use Devour Hope or Rancor, or you can use certain add-ons like Tombstone, or you can just slug a survivor and let them bleed out.

    It's not circumventing standard gameplay. It's a normal, well-established part of the game.

  • I can't agree with this change. It feels too arbitrary. And besides, if a player inflates their rank by using Moris, Keys or Iridescent Head, they can always be knocked back down to their actual rank once they run out.

  • It's called lag compensation. Welcome to online games. Just 100 ping can create a significant discrepancy between what you see and what the killer sees. You see a hatchet hitting you from behind a wall, the killer sees the hatchet hit you right as you're about to round the corner.

  • @DeathEscape Ah, it's 15 seconds according to the wiki. I mistakenly thought you were making it take more time, not less.

    I think the mend timer is fine as it is. It's long enough to be an inconvenience for the survivors, but short enough that the survivors will still have opportunities to work on objectives.

    Legion's biggest strengths in his current state are his ability to waste the survivors' time, his ability to score first hits easily, and his ability to injure multiple survivors in quick succession. So I think most of his changes should be focused around those aspects of his kit.

  • Because if you get them to a certain level, you can unlock teachable perks for them, and those perks will become available for all of your killers. I leveled Hillbilly, Trapper, Nurse, and Leatherface to 40 to unlock their teachable perks.

  • @DeathEscape said:

    @Monlyth check my work if it is to your liking

    The only changes I really like are increasing the sprint speed, not losing the Frenzy if you miss a single attack, and hitting a survivor with a non-Frenzy basic attack doesn't deplete the power gauge.

    But I have issues with the rest of your proposed changes:

    -The devs made it clear with Legion's rework that they don't want Legion to hit survivors more than once with Frenzy. Pre-rework Legion was considered very unfun to play against because his standard MO was to hit a survivor repeatedly with Deep Wounds until the timer hit zero and they went down. Because he was so fast and able to bypass most of the survivors' escape tools, he had very little counterplay. They want him to apply deep wounds to multiple survivors at once, not just tunnel a single survivor to death. So I doubt BHVR will ever approve of any changes that bring back Legion's old playstyle.

    -Making Mending take longer feels unnecessary, and adding a skillcheck just makes Legion more annoying to play against, without actually increasing his overall power.

    -Making the bleed-out timer shorter feels unnecessary. It's rare for the bleed-out timer to actually come into play against good survivors, so this just feels like another way to make Legion more annoying, but not more powerful.

    Also, a common tactic with pre-rework Legion was to spam lunge attacks over and over, since that was often faster than running due to missed attacks having no cooldown. So I think there should be a long enough cooldown that Legion can't just spam lunges while in Frenzy. But I do like the idea of removing the harsh penalty for missing a single attack in FF.

  • @Fibijean

    Then why not take steps to let the player know that their efforts mean something? Other games (Including many that were released long before DBD) give you a notification when someone you reported is disciplined for their actions, why can't DBD?

  • @BigBubs @Fibijean

    If after three years, this type of supposedly unacceptable behavior is still widespread throughout the game, then I feel that I have every right to question the effectiveness of the report system.

  • I use Ruin, Thana, Monitor and Abuse, and BBQ.

  • Has anyone here read "Killing Mr. Griffin"? I feel like that story kinda showcases how a young psychopath could twist his fellow teenage peers into committing horrendous acts. I think the Legion's story has a similar structure to that book.

    Filled with the adrenaline of youth, the fear of getting in trouble, the fear of losing friends and loved ones, fear of the future, and a lingering uncertainty about what you should and shouldn't do, young people can be driven down a very dark path.

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/comment/808590#Comment_808590

    The difference from Ruin to Corrupt Intervention is the fact they both immediately have a effect, but whereas Ruin helps the early game by slowing all gen progress down. Corrupt Intervention Helps secure a 3 gen strategy late game. We live in a time where getting a few gens completed no longer matters simply because hatch will auto spawn.

    The few people who truely defend Ruin are people who can't play without it. They have adapted to a playstyle that involves Ruin holding gens up so they can chase people regardless of time committed to the chase. These are the people who when Ruin pops either DC, Crumble under a single chase, and defend its strengths yet ignore it's serious faults.

    Killers are a little slow to adapt to new metas trying to keep their outdated philosophies and builds. While Ruin was at one point single handedly the reason to prevent hatch escapes in the past nowadays it's more a liability then a strength.

    Well, I have several questions here.

    Why do you care so much about hatch escapes? What do hatch escapes have to do with this conversation? Whether you run Ruin or Corrupt Intervention, the hatch always has the potential to give survivors a free escape (Or multiple escapes if they have a key), so I don't see why it has any relevance to this conversation whatsoever.

    I use Ruin and defend it, but I could play without it if I really wanted to. I simply choose to use the most effective and versatile stall perk in the game, rather than trying to rely on a slow, conditional stall perk like PGTW, or a situational, killer-dependent perk like Corrupt Intervention. When Ruin pops, I don't disconnect or crumble under a single chase; Ruin has served its purpose by that point, buying me time to end chases, get hooks and start putting some serious pressure on the survivor team.

    Ruin is not a liability in any sense of the word, and I don't see why anyone would consider it to be a liability unless they were purposely trying to be an anti-meta contrarian.

  • These nerfs you propose would make them useless. Especially Ebony mori. If any of the survivors are good at looping or staying hidden, then the mori is worthless.

  • @harry14141414 said:

    https://forum.deadbydaylight.com/en/discussion/101249/insta-heals

    moris are fine ... insta heals arent.. brand new parts aren't ..etc till god know how many more examples

    survivors always nerfed buddy.. welcome to dbd

    Survivors get nerfed because the game is, and always was, survivor sided, especially at the highest skill levels.

    Take a look at some early gameplay of Dead By Daylight. There was no Bloodlust. Infinite loops were everywhere. If you brought Rank 1 survivors from today into the Dead By Daylight of 2016, they'd literally never lose.

    Here's a good example video, to show what the game used to be like: https://www.youtube.com/watch?v=Q1fkX3H84SE

    But if you really think the game is truly balanced and the nerfs to insta-heals aren't justified, I encourage you to try playing Killer against a Rank 1 SWF, who all bring insta-heals, meta-perks, etc..

    And by the way, nobody here said that mori's shouldn't be changed. In fact, I can't recall a single instance where anyone on this forum said that mori's are just fine the way they are. I personally think they could use some changes/nerfs; the way they are now, they just feel cheap to use, and often turn a challenging match into an unsatisfying pushover.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/808656#Comment_808656

    I don't see why people complain about borrowed time and dead hard those perks are never gonna be changed

    Because they allow survivors to get away with plays that would normally be suicidal. That alone seems like reason enough to hate them.

    Although I'm mostly just trying to say that this nerf isn't that big a deal for survivors. If you want second chances, there's no shortage of second-chance perks.

  • Yeah, it was a really decisive strike to the survivors' arsenal of second chances. It'll be dead hard for survivors to come back from this. The survivors are practically living on borrowed time; I can feel the adrenaline pumping in my veins every time I get in a chase now.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/808556#Comment_808556

    Never said it's not good, i'm using it myself too much, but against very good teams it got little use.

    Well, I still have to disagree. Even if it's found and cleansed almost immediately by a Rank 1 SWF, it still buys you a fair amount of precious time. Corrupt Intervention also buys you time; but it, too, can be countered with relative ease by a Rank 1 SWF.

    The survivors can just take turns being chased by the Killer, and if the survivor being chased always leads the killer away from their teammates, then the rest of the team can just repair the gens normally, whether there are 7 active gens or only 4.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/808486#Comment_808486

    True, but patroling five generators is easier than eight.

    Yes, but the early game tends to be much more favorable for the Killer if you're running Ruin instead of Corrupt Intervention, unless you're a killer like Plague who can apply debuffs or score hits on multiple survivors if they're grouped up.

    With Corrupt Intervention, the survivors will generally just move to the unblocked generators and begin repairing them. Naturally, the killer quickly finds some of the survivors at the gens and starts chasing one of them. But the killer can only chase one survivor at a time, so the survivor being chased can lead the killer towards the blocked generators to buy time for his/her teammates, while the other 3 survivors are free to repair the generators normally until the Killer successfully ends a chase.

    Whereas with Ruin, so long as the totem is up, every survivor on the team is slowed down whether they're in a chase or not, and while the killer can still only chase one survivor at a time, the rest are forced to either repair the gens at a significantly reduced rate, or waste time looking for the totem.

    So I still stand by my statement that Ruin's ability to buy time is unmatched, because it passively slows down gen repairs for all 4 survivors without requiring any special conditions to be met, and is active during the crucial early game when the survivors have free reign over the generators.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/808366#Comment_808366

    Kinda true. But what if i told you, that there's a perk, that blocks three generators at the beginning of the game for two minutes? Boom!

    Well, if the survivors find an unblocked generator, then they can repair it at a normal rate. Once they've found an unblocked generator, you need to physically go there and chase them away in order to slow them down. Whereas Ruin will slow down gen repairs even if you're nowhere near the generators currently being worked on.

  • @FriendlyGuy said:

    Against REALLY good survivors, ruin is a wasted perk slot. But that swf are equally rare than mind reading nurse players.

    No, even against a SWF that runs Small Game and finds the totem immediately before you can interrupt them, AND only hits great skill checks, it's still a good perk.

    You forced the survivors to waste time looking for and cleansing the totem instead of doing generators, prevented 2% gen progress for every skillcheck they hit while Ruin was up, and in this case, forced them to run a niche perk like Small Game instead of BT, DS, Adren or DH.

    Even if Ruin only lasts for 60 seconds at the start of the match, and the survivors only hit great skill checks, the amount of time it buys you in the crucial early game is unmatched.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/712724#Comment_712724

    5/7 of those perks is Noed…… I feel like Noed is a crutch perk 100% since it kinda rewards you for losing tbh.

    Let's be real: Borrowed Time, Decisive Strike, and Dead Hard all reward the player for screwing up, and they're all meta survivor perks. Borrowed Time rewards you for unhooking in front of the killer (When that's normally an incredibly stupid play), Decisive Strike rewards you for getting caught repeatedly, and Dead Hard rewards you for being injured.

    A crutch perk would be a perk that can help you ascend through the lower ranks, but becomes completely useless at the highest skill level, when that's not the case for any of the so-called "crutch" perks. I really wish people would stop using the "crutch" label to describe any perk that happens to be meta.

  • I don't think NOED needs any changes. It already has adequate counterplay in its current state, both before and after the exit gates are powered.

  • This looks like an overall nerf to killers, tbh. Especially during the EGC when the exit gates are open or at 99%. If you don't facecamp the hook when the exit gates are open, the odds of getting a kill are almost nonexistent.

    If you leave the hook for even a brief moment, Borrowed Time and Decisive Strike will almost guarantee that all of the survivors escape. And altruism is literally the only thing preventing the rest of the survivor team from just escaping immediately.

  • There are two things that need to be changed about Legion ASAP:

    -Don't make Legion lose the entire duration of his Frenzy if he misses a single swing. It's incredibly crippling and tilting when you miss your first swing and instead of injuring 2-3 survivors, you injure zero survivors, can't use your power again, and lose all the distance you might have gained on the survivor you're chasing. It's incredibly punishing for no real reason.

    -Rework Smiley Face Pin and similar add-ons. These add-ons are worse than garbage; they encourage you to play Legion wrong, and waste the entire duration of your power just to apply a weak debuff for 60 seconds.

  • @Yamaoka Well, if that doesn't demonstrate why Leatherface is a weak killer, nothing will.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/805858#Comment_805858

    No. if you face 4 survivors that are better than you are you get stomped.

    If they are as good as you are it will be a good, close game.

    Unless you are saying "Game is Survivor Sided, BHVR don't care about killers, survivors are the power role and killers can't win unless survivors make mistakes."

    Even if you're evenly-matched, bad RNG or a mistake at just the wrong time can have a snowball effect, for either side. If someone is hooked and the Killer immediately happens upon an injured survivor by dumb luck after they leave the hook, it can often be GG right then and there.

    Or if the Killer checks all the wrong gens at the start of the game and is nowhere near the first gen that gets completed, giving the survivors an early lead that can snowball into 4 escapes.

  • I think the biggest thing Leatherface needs is a good reason to pick him over Hillbilly. Something that really sets him apart from Billy's mobility and insta-downs. Right now, if you know how to use him, Hillbilly can basically do what Leatherface does, but better.

  • I consider it to be good gamesense, not camping, if you decide to head back to the hook after patrolling some nearby generators. Or if you head back to the hook after receiving the unhook notification.

  • The devs have said that the current Tome 4 challenges are placeholders, and they have plans to replace them. So it might not be time to panic yet.

  • Camping is a strategy, like any other. The killer isn't cheating, taking the game hostage, or purposely allowing the survivors to win, so it's not against the rules.

    When the killer camps a survivor, he's just handing you a genrush on a platter. Take it, say thank you.

  • Killers don't get to choose whether they play against SWF or not. They have no control over who they get matched with. If the Killer runs into a closely-coordinated SWF who are all close to the same rank as him, his only options are to suck it up and take the loss, or disconnect.

    Survivors, on the other hand, can willingly choose to play SWF against a high-ranking killer. You know what you're getting yourself into when you bring your low-ranking friends into a group with you. If you don't want to play with SWF, you don't have to.

    Therefore, the system should be left as it is.

  • I patrol my ruin totem if it's near a generator or out in the open, in an area where survivors are likely to pass by it. Otherwise, I don't bother with it and just patrol the generators.

    Even if it gets cleansed within the first minute or so of the game, it still buys me a lot of time. Both by slowing down the survivors working on the gens, and forcing the survivors to waste time looking for the totem.

    There's a reason everyone considers it top-tier, including some of the best players in the world.

  • @HamdaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/802188#Comment_802188

    what if someone was doing adept...? this sounds like a you problem and its gross

    If they're doing adept, then they're the wounded prey. All the more reason to tunnel them.

  • I love to tunnel people who use OoO. They get so mad about it. The perk is the equivalent of holding up a giant sign that says "Kill me" all game, and it can be a refreshing change of pace to just facecamp them to death and not give a crap about winning, then watch them rage about it, even though they brought it on themselves.

  • The only thing I'd change about Spirit is Prayer Beads. I feel like her base kit already has a fair amount of counterplay.

  • @ahandfulofrain said:

    Ruin is NOT necessary. I can 4k a lot of games as Trapper with nothing but Corrupt Intervention. Tbh I would just practice killer more. Also, some games ars meant to be lost with or without ruin.

    No one's saying that it's literally impossible to win without Ruin, but considering that no other perk can buy you as much time as Ruin, there's no practical reason not to use it.

    Corrupt Intervention will always disappear after the first two minutes, but Ruin at least has a chance of sticking around for a long time, it will always be a significant hindrance to all of the survivors until it's gone (Unlike Corrupt Intervention, where the survivors can work on the gens normally if they find one that isn't being patrolled), and it forces the survivors to waste time looking for/cleansing the totem instead of doing gens.

    It can single-handedly turn the tide of a match, and turn a losing game into a winning one, no matter how good the survivors are at skill checks. Against an optimal, full-meta, Rank 1 SWF team, you'd be very hard-pressed to win without it.

  • @alienschmalien said:

    Honestly?

    Get rid of all generator stalling perks or change them to do something else. Get rid of every single one.

    Focus hard on making the generator objective different enough that people don't feel the need to dedicate 3 out of their 4 perks to slowing down the only survivor object.

    Because the only survivor objective is boring and stale to do as survivors already, but when you've got a killer running Ruin/Pop/Corrupt/Dying Light/etc or any combo of them?

    The game gets sooooo boring as a survivor. Bonus points if it's Freddy with any of his slowdown add ons.

    Instead of all these band aids? Just fix the problem at base level. They can do it, I just don't think they know HOW.

    Well, the primary issue is that the Killer, by default, has 10 minutes or less to kill 4 survivors, sometimes as little as 6 minutes if they get genrushed hard. With all the outs that survivors have, and their numerical superiority, that's no easy task.

    They tried fixing it at a base level, by creating a whole different game: Deathgarden. In Deathgarden, the objective requires the survivors to take a much more active role, collecting Blood tokens at Bloodpiles and turning them in at Blood Needles. Although it doesn't take as long to complete a Blood Needle and unlock your escape, turning in Blood gives away your position to the Killer, and every playable Killer can traverse the map at high speed to catch the survivors in the act. So I consider the objective to be a lot more engaging and fun compared to DBD.

    But sadly, Deathgarden's not doing so hot compared to DBD.

  • Yeah, I agree with this. It's ridiculous when survivors can gen tap in the middle of a chase just to remove the regression, and it's so fast that the killer can't punish them for it.

  • I second this. It'd be great to have an audio cue to let me know that a generator hasn't been touched.

  • Leatherface. He's just the Hillbilly, but worse in almost every way. No mobility, easily looped by good survivors, and his power does very little to set him apart from the Hillbilly.

  • I just think of this scene every time someone boops the snoot:

    https://www.youtube.com/watch?v=MQaDq01M-O4

  • Not really useful unless you're playing Impossible Skillchecks Doctor. Generally, there are a lot of better options for stall perks. Having to kick the gens over and over costs you a lot of time over the course of the game.

  • I think a big reason why Ruin is so good is because it's active right from the start of the game, when the Killer doesn't know where any of the survivors are, and the survivors have free reign over the generators.

    I think if we want to slow the game down, we should focus on changing the early game, so the survivors have less time to repair the generators before the Killer starts chasing them and getting hooks.

  • @EverflowingRiver said:

    https://forum.deadbydaylight.com/en/discussion/comment/800936#Comment_800936

    The missed hit penalty is the biggest thing I want changed about Legion for the reason you mentioned above. It over penalizes misses

    Yeah. A lot of the time, it makes me not want to use FF at all, knowing that if I miss, I'd have been better off just using M1.

    It's akin to the penalty you receive when you miss your chainsaw as Leatherface or Hillbilly, except your power doesn't have an insta-down, and also has to recharge if you miss. In its current state, it's a high-risk, low-reward ability. So they should either increase the reward, or decrease the risk.

  • @TheNerdyRockstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/800879#Comment_800879

    i appreciate it but im almost immediately put off by it because this dudes advice is "if youre snapping out of it and you have a hallucination pop up, stop snapping out of it and leave because now he knows where you are even though youre going to keep having hallucinations pop up and reveal your location regardless of where you go until you snap out of it."

    It depends on the situation. If the Doctor is coming and a hallucination has spawned for you, then you should stop snapping out of it because he knows where you are. If the Doctor is busy chasing someone else or isn't anywhere near you, then keep snapping out of it.

  • @TheNerdyRockstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/801143#Comment_801143

    and im currently rank 10 survivor also and half my games today have been against doctors

    okay well rank 11 with 4 pips because i cant figure out how to not die against doctors

    like, in all honesty, ive found it more effective when theres a doctor to run up to him and crouch and hope hell be nice than actually play seriiously.(like lowkey when i do that at least half the time theyll shock me a bunch, hit me once, and leave. idk why they do it so much but tbh its boring)

    If you're struggling against Doctor that much at Rank 10, then you need to take the time to learn how to counter him. As I said, don't try to hide against the Doctor. Just focus on doing the objectives, and run away if he comes for you.

    Again, here's a video explaining in detail how the Doctor's power works, and how to counter it:

    https://www.youtube.com/watch?v=TiQakFszpXA

  • @TheNerdyRockstar said:

    https://forum.deadbydaylight.com/en/discussion/comment/801114#Comment_801114

    okay but what killer rank are you

    PLEASE tell me how i can avoid the hallucinations revealing my location every 4 seconds

    also ya but weve already established the doctor is fine against experienced survivors, im talking for the average/less experienced players who get buttfukd by this dude every single time they play against him and dont learn from it cause they dont know what even happened or how to fix it

    his movement speed barely changed between modes

    ya I dont have a problem hitting the skill checks but again, not talking about people who are good, im talking about people who might still be learning or have gaps in their skillset or are just not good yet

    and im sorry but "if you cant deal with this killer because you arent at that level yet but hes very confusing to play against so you dont learn when you lose to him so just play killer even though you cant play with friends as killer" is not what id call a valid solution

    and what if he has ruin which they usually do? the people im talking about here prooobably cant hit ruin checks and if they find the totem and try to cleanse it and the doctor finds them because why wouldnt he protect the totem, he can force them to stop cleansing and scream which freezes their actions for a couple seconds so no pallets or vaulting

    I'm rank 10, currently. And there's a reason you almost never see Doctor at the higher ranks.

    If the hallucinations reveal your location, then move to a different location. Like I said, hiding against the Doctor is usually a waste of time. Just pressure the map, force him into long chases, and win.

    Balancing the game for the lowest common denominator would only serve to break the game for the experienced players. If you're having trouble against the Doctor, then learn the game to understand how his power works. Game knowledge is a player skill, like any other. Develop it.

    If you can't hit ruin skillchecks, then just tap the generator so you don't trigger any skill checks. If the Doctor is patrolling his Ruin totem, then he's not patrolling the generators. Punish him for it.

    And again, Shock Therapy really isn't that good. Its duration is often too short for the Doctor to properly take advantage of it, and it slows the Doctor a lot when he starts charging it.

    So I'll say it again: Learn the game instead of just complaining about every minor inconvenience you face as a Survivor. Or just play Killer if you don't want to deal with the Doctor. I even posted a video guide on how to counter the Doctor, just for you. But it seems like you'd rather just whine.

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