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MrMori

MrMori

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MrMori
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  • I agree. People talk about slugging being necessary, I think they're exaggerating. It's like people just repeat what they've already heard without thinking about it.

    45 seconds self pickup is a very long time. It's not often you'll have to slug for 45+ seconds, even on Myers, Oni and Twins. Yes Twins has to slug a bit, but if 45 seconds is an issue that means you're slugging 2-3 people at once and that's super boring to play against.

    Twins might need changes if the slug update goes live, but Myers and Oni for example are perfectly fine imo. It's high time we speed up the whole end of the game. Bleeding out and stuff. The transition into mori was really awkward and clunky in the PTB, if they fix that I'm all for it. Change killers and perks as needed to respond to it.

    Although I do think if you have an active Self-Pickup perk, the game can't end on a 4-slug like it did in the PTB. Also not when exit gates are open.

  • I never run slowdown, boring as ######### to face so I don't run it. I also feel like it gives you wins you otherwise wouldn't get against players that are clearly better than you in chase.

    On the other hand, I always run Dead Hard even though I still think it's bullshit and wish it was changed again so it wouldn't be the most used survivor perk again. So that's hypocritical.

    It's just so god damn strong and has such big impact when used right. A good Dead Hard can extend an important early game chase and allow gens to fly, make up for a failed 50/50, force a hit near a window or pallet, and completely change the pace of the game.

    As for survivor gameplay, I never tbag or wait at gates or anything. I get hit on hook 50 times but get to gates? I'm out. I make sure my teammates get out of course, but I never stay at gates once it's over. Don't care. Go next. That's how I want people to play against me too.

  • Give crosshairs.

    Let knight instantly command without sending out an orb by pressing CTRL if he's within range of a gen or pallet, with a small slowdown to his movespeed. To make it smoother to use in chase etc.

  • @RaSavage42 said:

    1) You have to make it to Endgame

    2) You can't be the one chased and Camped

    3) The Exit Gates have to be opened

    Now I would like to see NOLB get the Gens completed condition instead of EGC but who am I

    The exit gates don't have to be opened, that's what changed in 6.1.0 that made it viable. They also added a 7% speedboost that stacks with the basekit 10%, meaning if you unhook someone endgame they're almost guaranteed to be out.

    Add Dead Hard on top of this, and it can be pretty great. But you're right about one thing. Getting to endgame is a huge issue in solos. It's very common for one person to already be dead, maybe you, before endgame, making it too risky to go for saves.

  • @Cassiopeiae said:

    If the killer has atleast half a braincell you won't get to endgame in Solo Q 90% of the time, period. And the one in a milionth time that you do you should just leave.

    I don't care about that, I want hype rescues and crazy double escapes.

  • I run it every match, I like it a lot. Something really cool is that with the unhook speed, you can actually unhook a player and then DH if the killer tried to trade. I've gotten some awesome saves and gotten out myself thanks to that.

    Also free BP.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274781#Comment_3274781

    Do you honestly think if his power was “better” in chase people would “stop” camping?

    Thats hilarious.

    Is it?

  • It's a bit strong on Certain Killers but otherwise it's fine, so I don't think it'll be nerfed.

  • I would like to see instant purchase of bloodweb nodes without holding down the button, and skipping the level up screen. Would speed up the bloodweb by a ton.

  • I agree, losing pips makes no sense as pips aren't tied to matchmaking anymore and it feels frustrating.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3274683#Comment_3274683

    Me too miss when I see all kinds of slow down.

    Wait...

    At least DH doesnt by pass bear trap anymore

    We need to nerf slowdown as well. Tired of Pain Res staying 15% AND still throwing people off gens even after the 90s gens. Eruption, Call of Brine every match. Boring.

  • If you use his power in chase it doesn't do anything so people camp and tunnel cause he's bad.

  • I miss when you'd see all kinds of Exhaustion perks right after 6.1.0. Unfortunately I think new DH will remain the way it is now for a long time. Unlike old DH, the skill floor is slightly higher, and it will keep it away from mediocre survivors and the usage rate won't reach the same level. But in high MMR it's a problem.

    Kind of like Nurse, if it's only an issue in high MMR, changes rarely happen.

  • People are finally learning that the way to play Knight is to hardcamp next to hook, ideally basement, and move your guard away so they chase survs after unhook and MYC activates, and it is beautiful.

  • @ShinobuSK said:

    Cancel button is really needed, and I cant believe they didnt make one instead of M1 your guard to cancel? ######### is that even

    What do you mean? You're saying you DON'T walk over and M1 your Carnifex which is patrolling the other side of the map any time you spot a survivor and need your power for a chase?

    @PureHostility said:

    To add, there should be an instant power hotkey for breaking gens/pallets/doors instead of having to do that silly dance to get away from trash blocking your power then activating it instantly (which often bugs out right now, leaving you with 24/7 of EXTREMELY LOUD power usage sound and not working power).

    Pressing a third button for instant call out of a guard to do that small task would make it much more "fluid" to play.

    For sure, that and remove the requirement to be X meters away from a wall/debris to activate power, that just feels unnecessary and makes his power feel terrible and unresponsive. Why not just have the orb come out, but stop in front of the wall/ledge/whatever? Seems kind of obvious.

  • @WeenieDog said:

    Don't be shy, put some more.

    I lost as killer, and I firmly believe I should have a 5th perk slot so I can run five slowdown perks.

  • I bought him with shards, buying original killers with money is a waste of money.

  • @vBlossom_ said:

    https://forum.deadbydaylight.com/en/discussion/355809/dead-hard-is-more-popular-then-ever

    "Devs are going to have to purposely make this perk bad so nobody uses it and here's how."

    lmao before the nerf DH had 40% usage, now 27%.

    Also, are you surprised? After Eruption being meta for killers survivors don't want to get down as early.

    https://us.v-cdn.net/6030815/uploads/XOGL3AGZSUEY/image.png

    looks like survivors are adapting to Eruption's popularity :)

    https://us.v-cdn.net/6030815/uploads/0QU51Q10WRI7/image.png

    I doubt survivors put on DH because of Eruption. I've been using it long before Eruption became meta. It's just undeniably the best chase perk. If you use it in loops it's surprisingly reliable as long as you have pallets or windows available to force hits.

    Even worse is the "wait for DH" game in higher levels where survs will spin in your face and hold their DH. It just feels bad to play against, difference is now you need more skill/low ping to use it.

    I'll keep using it because it works so damn well against average killers and is in many games by far the highest impact perk you can bring. But I still dislike it conceptually, forcing killers to be scared of simply swinging for a down.

  • I don't mind. Doesn't change anything for high skill games, makes saves more common in lower skill games, but they need that bigger window and that's fine. Like mentioned it makes saves accessible to newer/less skilled players without making them stronger for skilled players. That's a good thing.

    Perfectly reasonable change at the cost of removing obnoxious locker saves.

    @Entitled_survivor said:

    0.25 seconds won't make a big difference unless they made it even more lenient

    It's 0.4s now, but who cares. You shouldn't be giving them an angle anyway.

    Flashbangs may become more common now though, underrated perk honestly.

  • VHS had a large playerbase at launch, the issue is that the monster role is just not fun to play in any way shape or form for the overwhelming majority of players. Most of the reviews talk about queue times, well I had queue times lower than 10 seconds consistently for the first few months of the game being in Early Access on Steam.

    They need to completely rework the monster role from the ground up to be enjoyable and accessible to newer players to actually get some players back.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3263198#Comment_3263198

    so if the current kill rates are 60% and buffing killers by increasing their field of view made it 65 or 70%, survivors should just suck that up...okay

    You honestly think increasing FOV would increase kill rates by 10%? This is disingenuous. If that was the case, Shadowborn would be far more popular. Everyone knows that if you replace Shadowborn with a strong regression perk you'll get more kills. When survivors check the killers perks it's not Shadowborn they're gonna complain about.

    I think we can safely add Shadowborn basekit, monitor the results it has on killrates, and decide accordingly.

    Isn't it pretty telling that BHVR added the "Last Survivor" FOV increase under "Accessibility" options? I don't care how the game was designed 6 years ago before the devs even knew how the game would play out. That argument is outdated and not even necessarily a good representation of what direction the devs want the game to go today. Not that you said anything about that, but many claim this is the "Original balance decision" by the devs when in reality I wouldn't be surprised if it was a default option in Unreal Engine.

    Add a slider, add a toggle I don't care. It's lame to balance the game around it being inconvenient to play.

  • @Jay_K said:

    So i'm trying to do ghostface challenges for the rift so i thought i would bring a lerys offering or game offering to help me out a bit.

    Whenever i bring a map offering i'm met with a flood of "toxic killer bring offerings" comments from survivors yet if i don't bring an offering i get given a really open map like red forest and i get decimated by survivors leading to "trash killer get good" comments.

    Like how are we supposed to have a fun game if no matter what we do we get hate from the other team.

    Why can't everyone just play for fun these days rather than having it as "i must win no matter what and if i don't the other person is trash or toxic".

    Its not just map offerings its perks you bring aswell. I was told i was the most toxic killer they had ever met because i brought franklins.

    Imagine opening endgame chat, ever.

    This post was made by the press continue immediately and keep endgame chat closed gang.

  • I rarely see it, but I think it's a fine perk. Just make it not work with toolboxes, nerf toolboxes in general, and also nerf the most powerful regression perks so 3-4 regression isn't meta.

    I mean why does Pain Res still cause screaming? That's info that killers can use. Call of Brine shows you if a gen is worked on. Also info, in a very strong gen regression perk. Eruption scream, also Info. So why run info perks at all when you can stack slowdown?

  • It's pretty straightforward to remove unhook grabs from healthy, that's a pretty huge incentive to camp. Especially against newer players that don't know about the stupid unhook spam "counter".

    Then we just need to deal with killer powers that allow for camping. Imo, fixing Bubba and Billy facecamping is actually pretty straightforward. Double the overheat rate when within 8 meters of a hook, halve the overheat rate when outside of it. Make the unhook animation not get cancelled by getting hit by their power while unhooking, which forces a trade.

    If they really wanted to, they could even make Bubba tantrum after downing a survivor who was in unhook animation, to prevent him from chasing the unhooked player right off hook after the unhook finished due to the change mentioned earlier.

  • It's simple. We throw the game.

  • Absolutely, I used to play 95% killer, now it's more 50/50. I've come to appreciate survivor more after the perk reworks. Getting a little worn out from killers running stacked regression, and I play solo so it's a hard time, but I still like love playing surv.

    Games going in a pretty good direction imo.

  • Not sure why you say "MeTa ShAkE uP" like it's a stupid or bad thing. In higher levels of play you were guaranteed 3-4 Dead Hards, 2-3 BT, 2-3 Decisives, and at least 1, maybe more Iron Will every single game. The variety you see now is far, far better. Although you'll still find many of the same perks.

    Even after the nerfs, Dead Hard has come back to be the number 1 survivor perk in high level, unfortunately. The reward is bigger now, though it is harder to use. Off the Record is surprisingly uncommon, not sure why. I guess there are just more fun perks around.

    And I've noticed more and more killers running the strongest slowdown perks, even in mid mmr. Corrupt, so much corrupt. Deadlock, ERUPTION. God I hate Eruption. Pain Res and DMS combo, which was removed but then brought back due to an interaction with Merciless Storm, instead of just changing merciless storm...


    I think we could use a part 2 of the shakeup, where we nerf the most powerful slowdown perks, and buff the weakest perks on both sides.

  • I've thought about this and I have a pretty interesting idea.

    +50% vault speed for 3 seconds after a successful smash hit stun.

    This would let you vault through the pallet super fast if you are stuck in a deadzone, and would be a pretty cool niche for this perk. You'd definitely see it in a few "vault speed builds" with resilience.

  • @BrightWolf said:

    I'm not trying to start a killer vs survivor thread, so please keep any pent-up rage to a minimum. This is a thread mostly for fun. :)

    Anyway, with that said. Since survivors have Borrowed Time as basekit and are soon to get a version of Unbreakable, I'd like to know what perks, basic or killer specific they would like to see become basekit across the board. (Sorry if this is a bit hypocritical)

    Personally, I'd like to see a version of Sloppy Butcher, Whispers, Jolt and Nurses Calling become basekit.

    Sloppy - Mostly because I'm still finding my feet as killer, so having a little bit of an extra hand would be nice, but I can understand if it'd be too powerful.

    Whispers/Nurses Calling - I have hearing issues IRL so I wear a headset when I play, it helps but I still miss some sound queues. I don't like that I have to waste a perk slot just so I have a chance to hear certain queues, that would help me play the game.

    Jolt - I really like a lot of aspects of this perk, the fact it does damage to gens within a set radius is pretty neat. It certainly helps when I'm playing a low-mobility killer and it was one of the first common perks I unlocked.

    Killer has 60% killrate now, it's a fine role. I'd like to see an FOV slider and Shadowborn basekit. It's honestly kinda sad that the FOV is still so low. The "last survivor FOV" is counted as "Accesibility" so come on, right? It's about time to improve this.

    I'm also perfectly fine with the 45s self pickup. But new Unbreakable absolutely needs a nerf. I think it should be 80%, and disable upon any self recovery, even if you're under Exponential, Soul Guard, etc.

  • I agree that Dead Hard, especially multiple in one game can force the killer to swing at pallets and they can greed it. Times where you're barely in lunge distance and you basically have to swing or get stunned, that's where new DH is nasty because not only do you conserve the pallet, you also reset the chase.

    Other than that, greeding is perfectly fine. It's just what good survivors do. If you dislike it, put on Enduring and practice disrespecting. Pro tip, the stronger the pallet, the better it is to disrespect. Sometimes you just gotta take the L and say: "This player at this pallet is too good to get a hit, I'll have to just disrespect and break the pallet." Enduring makes this less painful.

  • I agree, but as a compensation, if you sabotage within 12m of a killer then it should add 20% wiggle progress.

  • I don't think this is necessary. Add options to remove level up prompt, add option to remove hold-to-purchase bloodweb nodes and instead just click them once to instantly purchase. It takes about 0.6 seconds every single node you buy, and 2 seconds every Bloodweb level you advance.

    I tracked and it takes about 9 minutes to spend 1m Bloodpoints if you're buying something as fast as possible and you're going mainly for perks. It's just silly. These two options would solve this problem.

  • Hatch is fine the way it is imo, I would make it automatically close after 60 seconds to prevent stalemates.

    The automatic Mori system would also be a good thing in the last survivor scenario, so you can't get bled out/killer waiting for you to 99% the gate but then hit you, etc etc. Lots of room for BM. Having the last survivor get mori'd immediately after getting downed would help a ton against this.

    I'd also remove collision between the last survivor and the killer so you can't have weird stalemates, or block them in, but having a 60 second autoclose on hatch would prevent this anyway.

  • @WesCravenFan said:

    None of these suggestions are reasonable.

    Slowdown is the only defense non-mobility killers have against even semi-skilled players.

    While you are chasing your first Survivor, you have three players completely unmolested to work on three different generators simultaneously. If you cannot get your first hook in 90 seconds, you've lost 60% of the generators.

    Completely disagree, you'll see top streamers and many good players often only run 2 slowdown perks because they use tools like tunneling and camping to make up for it, or in fact use tracking perks to make better decisions.

    If you're playing in super high MMR, then one of the issues is that a maxed out toolbox, or just BNP on multiple survivors makes the gens go far too quickly without slowdown, and that's an issue, but that should be rebalanced as well. Maybe at the same time as the slowdown perk nerfs.

    I think "general slowdown perks" like Pain Res, Deadlock and Eruption should be toned down to not always be a no-brainer, whereas "specialized" slowdown like DMS can remain a bit stronger as they are powerful in the hands of the right killers.

  • 120s hook timer is too much. I'd remove unhook grabs from healthy, they are so stupid and extremely unfun when you get grabbed. I also personally don't find it very from as killer either, when you mistime it and don't get the grab it feels bad, the mechanic just feels bad either way. And when I actually do get grabs, which is usually on newer players, it just messes the entire game up since now I get one guy on stage 2 and another free hook.

    The only argument against removing unhook grabs from healthy is that it would incentivize late, risky saves since a trade is guaranteed. But if the killer wanted to prevent a save they should have gone and injured someone or applied pressure somehow, not camped the hook. I firmly believe that forcing the killer to go out and injure to prevent rescues would be very good for the game, and removing hook grabs would do just that. Why stay if you know you're gonna get traded on?

    That's just the first part though, lots of killers have powers that allow camping. I guess a bandaid solution could be that killer powers don't interrupt unhooks at all, meaning if you manage to start the unhook animation vs a Bubba, you'll always get your unhook even if you get downed for it. And he possibly downs the guy you unhooked immediately after. Oh well.

    So in short, remove unhook grabs from healthy, make killer powers not interrupt unhook animation, even if you get downed and you're in the early part of the animation.

  • Let's hope they stay gone lmao, all they do is waste more time in the bloodweb. What we need is options to skip the Bloodweb Level up screen and add a "click to purchase" option over "hold to purchase".

  • The only thing that's worse is that BBQ doesn't give double BP anymore. WGLF was never used so it doesn't matter.

    It also takes way, way longer to go through the bloodweb now since nodes are 33% cheaper and you get more BP per game.

    Other than that it is better in every way.

  • BHVR had a question about this in their recent player satisfaction survey. I think they're aware.

  • I felt the same way when I started. Outside the whole "4 people taunting 1 guy" thing, thing, there are 3 main aspects that make it stressful/unfun that you have control over.

    1. You're not good enough to punish it, or don't have the right killer/build.
    2. You're trying your best and it feels humiliating to be taunted and lose despite this.
    3. You're afraid of or care what they'll say in chat to rub it in, or getting taunted at gates.

    It irks me to play against such squads, but not as much as before. Some tips:

    Decide preemptively if you want to engage in post game chat or not, as well as if you want to go to gates. There's no shame in keeping chat closed and just pressing continue. Unless you wanna check perks or something. Just like you should feel free to open gates and AFK, if you have no chance of catching anyone.

    Practice and get better. If you're better at the game, bully squads, especially those that hang around for saves tend to be easy to deal with. Alternatively, bring lightborn if you see multiple flashlights. Take note of if your character can easily trade for a 1k in the late game and manage your expectations.

    Finally, drop the ego for a bit and accept that the match will be hard once you notice multiple players BMing and running well. Mindset matters a lot. A lot of stress is because you expect survivors to play normally, but they don't. Expect to get taunted alot, don't take it personal, drop chases you can't seem to end. Take a step back. It's okay if you lose, and you have nothing to prove.

    Not sure if you'll read all this but stick to it, take breaks when needed. This game can be frustrating.

    I personally keep chat closed most of the time and just move onto the next game myself even after becoming decent at killer. I rarely get anything positive out of it.

    Hope this helps you, or anyone really.

  • Just FOMO like mentioned.

    Kinda sucks that events and open Rifts feel like a chore. Funnily enough its part of why I don't get into too many modern games at once.

    Don't wanna get locked into playing through 3 daily tasks on 5 different games every day, or grind 5 battle passes at once.

  • Character passes/reworks, please. So many mediocre or clunky characters that would be far more enjoyable to play with simple QoL or number buffs. Billy, Pig, Freddy, Sadako, Twins, Myers, maybe even Slinger. All could use changes and improvements. Many wouldn't even need big changes.

    Like Billy. Some chainsaw speed and turn rate would go such a long way. Boost Pigs crouch/unrouch and ambush charge speeds to be usable in chase, etc.

  • Nah its fine, Endurance also works vs instadown special attacks, so it's consistent. Could you imagine if Bubbas chainsaw ignored Endurance?

  • Not sure if they already do this, but I highly recommend that they use DX12 mode for consoles. It doubled my FPS, and while it did crash a lot before, that stopped happening when I manually updated the VC Redists to the newest versions.

    They should look into making DX12 more stable, and make it default for consoles. It could go a long way.

  • Yeah auto DH is obnoxious, but luckily not too common. BHVR said they would improve anti cheat next, but I doubt they'll be able to fix this.

    On the bright side, you barely lose distance if you miss on purpose due to the slowdown they get.

  • @ExcelSword said:

    I logged into Overwatch today since it's getting revamped to Overwatch 2 in a couple days, and was greeted with a message that I will get cross-progression from my Xbox account from 2014 - 2016 (I haven't owned an xbox since 2019). Thats was a pleasant surprise to see.

    I know Overwatch is run by a AAA studio, but it would be nice if it helps set a precedent for other games like DBD going forward.

    Small indie dev with 1000+ employees and 300m yearly revenue, pls be patient with them.

  • That mask doesn't look very suggestive to me. I'm disappointed.

    That looks pretty similar to the existing mask though, just without hair. They seem to be on good terms with the SAW license holders though so, maybe?

  • No, and current DH is fine as it is. Still probably the strongest Exhaustion perk. Yes, even stronger than Sprint Burst. It's just harder to use now.

    Pro tip, predict, don't react. It works poorly when you're in the open, but pretty damn good when you're in a loop.

  • Too late for that now.

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