MrCalac123
MrCalac123
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- MrCalac123
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I know this thread is taking the piss out of that other one, but it kinda falls flat when 1 of the perks being complained about is turned off 20 seconds into the match roughly 40% of the time.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2547793#Comment_2547793
nobody was bullied into anything. Prior to the announcement that we'd made about colour blind options being added - it had been worked on internally for some time.
I will admit to being pessimistic and, in the belief of good faith, I will say the release of the color blind options after the complaints from the community reaching journalists was... very unfortunate timing.
Anyway, I can't think of a reason to not add like a half a second cooldown when using a flashlight. Would benefit the epileptic and we wouldn't lose anything of value with macros being sent to the shadow realm.
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How about both sides can ban 4 perks? Survivors can ban 1 each and Killer can ban 4.
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Corrupt and Deadlock. Nothing feels worse than going on 1 chase and 3 gens pop.
The last 2 depend on the Killer, usually BBQ and some staple perk on that Killer, like STBFL on Demo
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It's a fun combo with his passive, so 100% expect it to be nerfed and ruined with no compensation given at all.
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@BastardKing said:
They do not care. I have made Anti-epileptic mode requests every two weeks for months, and they do not care.
Considering they had to be bullied into adding colorblind options
They do in fact not care.
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But if they changed this, how else could the Survivors strive to be as absolutely unlikable and obnoxious as possible? All they'd have left is tbagging, spam vaulting and telling people they hope their mother gets cancer in post game chat.
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Yun Jin, Deathslinger, Billy, Plague, Nurse before they ruined it with retcons
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Because Survivors are very very bad at Dead By Daylight and if they don't have total control over the match at all times always, they scream and cry on forums until a B tier Killer gets nerfed to D tier.
Pinhead or Blight are next btw.
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Max sensitivity and I could be wrong but remember to use BOTH analog sticks when charging for steeper turns, this may help with flicks as well.
Blight is supposed to be the same as PC, so any weird crazy flicks on PC are likely exploiting mouse DPI, like Oni's 180 flick. Basically, if it's not intended, don't bother learning it.
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Improve his Zombie AI and adjust the game so a third can spawn.
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No that'd be good for Killer, can't have that
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No what is bad for Killer is spawning on a huge map with all 4 Survivors on separate gens and 3 of them pop after 1 chase.
THAT is what is bad for Killer.
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@Zwergz112 said:
Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying Ruin Undying
Every Killer
Every Trial
Ruin Undying is NOTHING compared to meta Survivor perks.
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Considering Dead Hard is the better perk, yeah
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@Trickstaaaaa said:
Fun is subjective OP. Anyway NOED is arguably the ultimate second chance perk in the game, since it can turn a 1 hook game in a 4 sacrifices game.
Yeah which is why I said it sucks and should be changed. I am in no way defending NOED.
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Because the sweaty Killers would play casual to have easier games.
Boom, that's why. It changes nothing besides making it take longer to get into game. It's just a bad idea.
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Because DBD is not a balanced game at a high level. Survivors can equip 16 second chance perks, have comms, spawn separately on 4 separate gens, bring loaded medkits, and poor ol Ghostface or Trapper are expected to just deal with it.
It's frankly balanced horribly. That is why it is so miserable.
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2543999#Comment_2543999
And that is why DS is meta. Not because it is a good perk, but because it counters that strategy and makes the game playable for survivors.
Stop tunnelling, and DS becomes garbage.
Yeah and Dead Hard is garbage when at full health, NOED is garbage when not all gens are done, Iron Will is garbage when at full health.
Just because the perk has a condition does not make it bad. It is objectively meta and for a reason, Killers tunnel because gen pressure is too harsh. So now Survivors have perks the Killers are forced to respect the mere existence of for whatever reason, only other perk on Killer's side that comes close to what these perks do is NOED.
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@JohnWeak said:
There are many many bad designed killers :
- Hag
- Clown
- Wraith
- Ghostface
- Myers
- Bubba
- Legion
- Trickster
- Nemesis
Ye, almost half the killers have a garbage, unfun to play with/against design.
Killers that are not listed however have a good to great design, some would need some tweaks though.
That's the problem when a company favors quantity over quality. Releasing a new chapter every 3 months is dumb and force the developers to release something even if they have no cool idea.
Honestly, the only remarkable killers are Blight, Pinhead, Twins, Plague and Pig. I don't say they are strong or weak or anything but they all have an awesome original power design, they all bring something new and offer a different way to play with or against them.
You leave Bubba alone!
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@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2543699#Comment_2543699
Do you know why DS is a meta perk?
It's because tunnelling is the meta. It's by far the most efficient strategy. DS is the only perk to counter that, which is why it has such a high pickrate.
It's similar to Qin's Sais and Soul Reaver (%HP damage items) in SMITE rocketing up to top pick when everyone keeps stacking max HP all over the place. Doesn't mean they're strong, it just means they're effective against the most popular strategy.
Seriously, if you don't tunnel, DS doesn't do anything in, what, 7 out of 10 matches? How is that a strong perk?
Killers tunnel because killing a Survivor ASAP is the optimal strategy since Gens fly too fast. If you hook everyone equally you get 4 escapes.
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I think Legion could use a full on rework. Them not having a power if the Survivor is injured is just kinda silly. Killers these days have multiple powers somewhat yeah? Like Demo has his Shred and his portals? Give Legion something secondary
EDIT: NVM remembered Hag exists, rework her, or delete her, whatever lets me not play against her ever again I'm happy with.
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Bring back old fog offerings, it made the game interesting.
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Purely from an objective standpoint, it's hard to beat being more stealthy than Wraith. Complete invisibility and no terror radius are a hard combo to beat.
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Death Metal Jeff...? He has enough metal skins, give him a vampire costume or something
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543754#Comment_2543754
These perks have counters. You know how many times I get hit with DS? none. Unbreakable? None. I'll try my best to ignore the person that got unhooked because I think it's scummy. Most of the time the unhooker is pretty easy to find. You're wanting to nerf perks that dont need it. DS was nerfed because it could be pretty OP. These perks are just fine.
They aren't, you choosing to "not play scummy" is you choosing to play in a way that increases your odds of losing.
You can play like a peach all you want, but you aren't high enough MMR. Not if you play like that. Every strategy you would employ against a competent full meta team who know how to loop would be countered. This isn't even including SWF or medkits, what pure nonsense.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2543748#Comment_2543748
Bt imho would be fine if tge unhooked survivor didn't have collusion.
DH and UB I don't really have solutions for, with UB being the lesser of the two evils
Unbreakable could be made to be used when only after being hooked once, Dead Hard could have the distance reduced or the exhaustion increased by 20 seconds.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543724#Comment_2543724
They do have counterplay. DS? Don't tunnel. BT? Dont tunnel. Unbreakable? Just pick them up. DH? It doesn't have much counterplay when used for distance. I still believe it's fine. SB is much better imo. Again, no nerfs are needed.
You act like it's an option when teammates seem to love running away and hiding after unhooking. Decisive and Unbreakable are ran together for a reason, you CAN'T pick them up. You can straight up ignore an unhooked Survivor, down and hook someone else, and then STILL get Decisive Striked because the timer was still going.
But hey, it was nerfed and it still works, so this can happen to the rest as well! They are the top ran perks and are the strongest, so why not add a little more strictness to their strength? Survivors get 16 perks, remember that. That's 4 of each meta second chance perk in use. No perk in the Killers line up lets them magically stop a Survivor from moving and granting a free hit, or picking back up a Survivor for free if they somehow get off after being picked up, or the ability to hit through endurance.
Survivors countering the Killer is to have perks, the Killer countering Survivors is bowing down to the mere existence of these perks EVEN IF they aren't being used by a single Survivor. The mere existence of them conditions the Killer to respect the Survivor, which is insane since it's a 1 VS 4 and the Killer only has 4 perks.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2543699#Comment_2543699
DS is meta because tunneling is a meta strategy and it is a counter to this strategy. If you didn't tunnel DS would be literally useless except in rare circumstances like the one in OP's post.
Yes, so the nerf was fine. You have vindicated my point, it serves it's purpose well. The rest can as well, even with nerfs.
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@SMitchell8 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543391#Comment_2543391
Spot on, however. Monitor works much better for me, especially as it works really well with infectious. Ruin is way better than deadlock imo. Ruin is luck based as you say, but when you're charging around, you get good ruin value when its up.
I run;
Discordance - Where to Demon dash
Infectious F - Snowball
Monitor - Extra infectious range /surprise attacks
Ruin - Pressure from demon dash
Ruin against good Survivors is useless, it only works against those who don't know totem spawns. High level play has Ruin being cleansed within the first minute at least 40% of the time. And even then, it is only good on mobile Killers, Killers like Trapper would 100% benefit more from Deadlock.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543699#Comment_2543699
They dont need nerfs, though. People are crying for no reason. These perks have counterplay. No need to add stupid downsides when it isn't needed.
"They have counter play" They are used because they DON'T have counterplay. They are used because all of them counter any possible strategy the Killer would use. Slug and you use Unbreakable, pick up and you get Decisive Striked, Dead Hard used well extends every single chase towards another pallet or window and can extend the chase by 30+ seconds if used well, Borrowed Time lets Survivors rescue each other without an ounce of fear whatsoever and encourages poor play.
The "counters" to these perks is the Killer being forced to play in a way that wastes as much as their precious time as possible spread out across 16 perks. They cover every strategy the Killer could employ as long as the Survivors are competent and experienced at looping.
And like I said, Decisive got nerfed and it is still used, so why not nerf these to? They'd still be used if nerfed properly, what are you so afraid of? Be honest
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It's an on demand chase extender that by mere existence can double the length of a chase easily, if not outright ending a chase. Dead Hard is as good as how and when it is used, and when used well it's basically another health state. A free burst to any pallet, window, etc.
This can be spread across 4 Survivors and used as many times as Survivors like in a match.
If you can't see the issue with this perk, you haven't played against enough Survivors who know how to use it.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2543437#Comment_2543437
Yep! Great idea. Lets nerf the only things that can help against slugging and tunneling. Let's also nerf DH so you now go against 4 SB every game :)
Notice how Decisive got nerfed and yet is still used as a meta perk? Interesting, almost like you can add downsides to these perks and they'd still be the best... hmmm
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If the Survivors play sweaty, I do too. Simple.
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How about a stack for, you know, HEALING a teammates health state? THAT'S WHAT THE PERK DOES.
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DS is fine, nerf Unbreakable, Dead Hard, and Borrowed Time instead
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I think both were done very well, I think people complaining about Nemesis don't really understand that giving him a weapon doesn't really make sense in DBD. They could have taken out zombies and made him sprint or something sure, but the zombies are a cool addition and do make me think of Resident Evil when I play against them, which is the point I'm sure. I'm just happy Nemesis is in the game at all.
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Deadlock and Corrupt, never look back. Monitor and Abuse/Tinkerer are great on him, Infectious can snowball the game into a complete win.
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Kicking a gen is worthless when a mere fraction of a second tap from a Survivor can negate the time you took to kick it.
Kicking should take 5% off always, bare minimum. Don't even nerf Pop to compensate, an extra 5% won't magically break the game.
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@Dino7281 said:
Main changes that needs to be done imo is buff soloQ, so it is not that bad experience, buff weak killers, make it that survivors spawn always together (you can have offerings for different spawns) and create more / better totem spawns. Some maps are just terrible to use totems with multiple guaranteed spawns, or visible locations accross the map and survivors can spawn next to your hex.
Problem is that you can have survivors spawn each on different gen and that is situation where you are going to lose 3 gens for 1 hook.
Yes, I have always said that half of Kindred should be base kit, Survivors should be able to see each other when a teammate is hooked. This buffs SoloQ while barely changing high level play, and changes nothing about SWF.
Frankly I think Corrupt is the best Killer perk in the game, the early game is the most important and a Survivor who spawns next to a gen is going to do the gen, period. So Survivors spawning together always would be a very welcome change.
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No, poor balance will kill DBD. MMR just brings that to light much easier, now everyone is getting a proper taste of how BS some perks are and how unfun certain things are to go against.
If you don't like something, be vocal about it, MMR COULD be fine if the game had it's issues fixed. MMR is a diagnosis.
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Before the match? No, after the match? Absolutely
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Captain Cutler for Deathslinger or, new idea, Miner 49er for Clown!
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I'd like it so Killers could have like 30 seconds to prepare and get ready, maybe before Survivors spawn.
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Nerf his all seeing addon and silent bell, but leave Wraith himself alone.
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I kinda feel like that is what is actually happening behind the scenes lol
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@OldHunterLight said:
https://forum.deadbydaylight.com/en/discussion/comment/2540166#Comment_2540166
I'm unsure about oni not being able to do the 180 turn, I plugged in my controller on pc and was able to do it.
What I meant of unsure I mean like if console players themselves can't do it because of lack of frames or such.
Depends which console, older gen it depends on the Killer, current gen plays just fine... thankfully. Play on Series X, never had an issue.
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A console Killer can do everything a PC Killer can, it's just harder, besides things like Oni's 180 exploit which is not intended.
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Because the current meta build is too good, it is full of second chances spread across 4 Survivors. That's 16 chances to escape the jaws of death. Dead Hard, Unbreakable, Borrowed Time and Iron Will imo are too strong, and take a ton of control away from Killer at no cost of the Survivor. Unbreakable counters the strategy in slugging, Dead Hard is a free chase extender that can fix a mistake and waste double or more of the Killers time multiple times in one match, Iron Will takes away an entire gameplay aspect in hearing Survivors, and Borrowed Time makes it so Survivors can bumrush saves at very little risk.
Decisive is fair, it got the nerf it needed, now the rest of these perks need to catch up already.
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Stupid and biased