MrPenguin
MrPenguin
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- MrPenguin
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Comments
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Balance and bug fixing needs to be better. If killer was not as bad as it is (baring a few outliers like Spirit and Freddy) we'd have more people playing them and the survivor ques would get faster as a result.
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I personally want a rework to him if anything, he's so annoying to face, strong or not. Add-ons need to be toned down.
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Either do bones before it activates of find the totem after, either way I have not had a problem with NoED in a looong time.
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Don't really know the differences between the version, but if done well I would like him in the game.
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If people want to take spine chill to help against stealth killers they should be able to, the same way you can take IW for Spirit and Calm Spirit for Doc or Infectious users ect. I don't believe making the perk completely worthless when a stealth killer is involved is a good idea as long as we don't know what killer we are going to face (and we never should imo). It was one of the most annoying things about Myers back in the day, just him existing made your perk worthless.
If you think they are running spine chill approach the area backwards.
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At one point tiers were fine. Now there are way too many perks. Tiers should go imo.
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@FabsRinas said:
https://forum.deadbydaylight.com/en/discussion/comment/1449892#Comment_1449892
The classic "don't tunnel"
okay, so, If I hook someone, start going away but someone saves them and the first one I saw was the unhooked, what am I suposed to do then? let them do gens on my face until DS runs out? Slugging is the best option, but it just slows the game down, it doesn't get you closer to winning. DS isn't anti tunnel, it's anti momentum, the devs said it isn't anti tunnel (but it works like one indirectly), and if one person is running it, you got to assume everyone has it. Tell me one other perk that makes you change the way you play around everyone (not just the guy who brought it).
Just chiming in to say the devs said DS IS an anti-tunnel perk, just not "purely" an anti-tunnel perk. Don't know where this false info started.
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He needs to be faster at base with his shred ready, so pretty much rat liver at base at the minimum. Portals could use some help too.
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1444028#Comment_1444028
Then what is it besides an anti tunnel perk? What did he mean by that if not trying to cover their backs by trying to write off that it is purely an anti tunnel perk?
I can't speak for him and tell you what he meant, I can only say he said what he said.
As for what it is besides anti-tunnel. DS in its current form in an ant-tunnel, anti-snowball, anti-momentum, punish the killer for doing well, abused, easy save, easy gen progress, time waster, free health state, easy escape at endgame, offensive defensive perk with no counter play where the killer doesn't take a loss in some form (especially with the small pp build of DS Unbreakable). Just off the top of my head.
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Idk about unbreakable but DS definitely needs changes. Scott's suggestions seemed pretty good as far as I can tell.
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Everything GF does Micheal can do but without survivors shutting off by just looking at him, besides crouch.
His TR is non-existent most of the time, and he stalks everyone not just one person. Also his add-ons are way better.
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Pop is pretty much the best one of the 3, overcharge will fail hard past low ranks as long as people can hit skill checks.
Ruin is only good on killers that can pressure survivors off gens or waste their time with other things.
So Spirit, Nurse, Hag, Freddy, Hillbilly for pressure (no surprise there), and things like Legion and Pig for wasting time.
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if it was temporary while a better fix was on the way sure. Not the permanent solution though.
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A lot of maps have floors too dark to even see blood. Otherwise I usually only use it if I lose scratch marks or see some just on the floor while I'm patrolling.
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Spirit's entire chapter
DS
Level 1 and 2 perks, level 3 only now.
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@Zeon_99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1422200#Comment_1422200
DS has too much utility and currently isn't an anti tunnel perk, as confirmed by Peanits. Its a " I can do a gen with complete safety for 60 seconds and if you come near ill hop in a locker, but if you get me before I run into a locker, Ill just get up with unbreakable and out skill you.". You should lose DS if you touch a gen, heal someone, or get into a locker.
idk what you're talking about but he said it was not purely anti-tunnel, but yes it is an anti-tunnel perk.
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I would just change it so no matter what you keep the item, so in the case of franklin's it would drop but you'd get it back at the end of the trial. Seems fair.
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@LeftPreston said:
https://forum.deadbydaylight.com/en/discussion/comment/1413982#Comment_1413982
I would just keep dull keys in the chest lol. Such a meme item
I think you mean broken keys. On topic I wouldn't be against this change.
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@Zoophage said:
https://forum.deadbydaylight.com/en/discussion/comment/1410283#Comment_1410283
You got it to work on PS4 entering it that way? No left or right?
Worked for me, I'm pretty sure I did use left and right. U,U,D,D,L,R,L,R,O,X, options. I had PH selected as my killer and was on the Main menu (where he's stalking the campfire and survivors).
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Cross-progression never coming. I'm on console rn and don't plan to buy next gen since I got a pc, I'm not going to pay hundreds for 1 game.
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As someone who plays PH, this is fine. They gave us a notification at least so I can still get some information on the survivors location and try and guess their next move. Unless you really want to camp/tunnel I don't really see an issue with this change.
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Yeah I'd be in favor of an option like that.
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@Mew said:
all i want for DS is to make it so it deactivates if someone else gets hooked, thats all
i doubt they’d ever nerf it though because the devs have never stated it was an anti-tunnel perk
The devs have stated that DS is intended to combat tunneling on at least 2 different threads.
Here's one: https://forum.deadbydaylight.com/en/discussion/48381/design-decisive-strike#latest
"serves the purpose to protect you from being tunneled/ farmed"
And another stating thats not the only thing its used for: https://forum.deadbydaylight.com/en/discussion/150989/have-the-devs-confirmed-ds-is-supposed-to-be-a-anti-tunnel-perk/p1
"The idea of it being purely to stop tunneling came from the community."
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I'd rather recharge than an even longer fatigue. She needed something done to her, we can't just go back to old nurse. People can still do really well with her and steamroll any team, she just needs her bugs fixed and maybe something so she's not so unfun to play. Maybe remove fatigue and just keep the recharge, but make it longer. But fist her bugs need to be fixed.
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I don't particularly want him, but I'd be fine if he got put in.
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Just happened on ps4, against doctor, second skill check went invisible halfway through the animation.
- was playing Kate
- on yamaoka estate
- Had spine chill, don;t know if thats causing it
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If you're one of the first people hooked they might be trying to get someone out the game as soon as possible. As much as no one likes to be tunneled, the game encourages it.
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@BigTimeGamer said:
https://forum.deadbydaylight.com/en/discussion/comment/1381238#Comment_1381238
pot, meet kettle
you clearly don't play survivor if you say things like:
https://forum.deadbydaylight.com/en/discussion/comment/1381439#Comment_1381439
A) I do play survivor, I also play killer.
B) That doesn't mean that I enjoy tunneling on either side. But the fact of the matter is the game is designed in a way where tunneling is one of, if not the most effective strategy. Getting one player out the game is massive, doing that quickly is even better. If tunneling is going to be considered an issue, we must address it at its core: the game design. Using a perk to cover it up doesn't solve the issue of it being super effective, much less a perk as abused as DS.
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Killers would just exclude Haddonfield most of the time, and giving the survivrors 4 maps to cross out and the killer 1, wouldn't really be fair. You'd either have to give the survivors 1 as a whole, or the killer 4.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/1381215#Comment_1381215
It is not.
Killers always have incentive to tunnel survivors. 3 is easier to deal with than 4 after all. Implementing a perk that punishes a killer for doing their job efficiently, (and even killers who aren't tunneling), just encourages killers to eat the stun early as to avoid it if the gate are opened later.
I'm not saying the game shouldn't be changed so getting a player out of the game as soon as possible isn't always the best option. But DS isn't a solution. It's a poor band-aid fix for a fundamental problem.
This, the game is flawed at its core if tunneling is going to be seen as an issue.
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@LetsPlayTogether said:
Yeah and they get tunneled every game. Seems fun. DS is necessary, cause killers play as scummy as possible. I got tunneled 3 games this night by Spirit players. Was sooo much fun. They also didnt care a bit about the laughable stun.
not saying DS should be removed, but it should be changed to be less of a abused perk and still combat tunneling. There's plenty of suggestions on how it could be changed floating around.
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yeah same, my rank is going down but my spirit is going up.
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As I said on other post, shouldn't we be asking for survivors to keep their crown on death rather than complain about the other side? I'm just letting people escape in the meantime.
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@metalklok said:
https://forum.deadbydaylight.com/en/discussion/comment/1380030#Comment_1380030
ive gotten bm'ed two times today for letting people escape or try to show them where the crowns are
yeah some people are really clueless or just are toxic by nature. If its bothering you you can always play the game normally, or just kill those specific survivors. I've been having no problems so far, people seem pretty chill right now.
Also keep in mind some people don't care about the event and just want to play normally.
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golden scrunchie
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I said this in another post as well, shouldn't we be asking for survivors to keep their crown on death rather than complain about the other side? I'm just letting people escape in the meantime.
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Shouldn't we be asking for survivors to keep their crown on death rather than complain about the other side? I'm just letting people escape in the meantime.
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The game is designed in a way to promote tunneling and camping. We shouldn't be shaming or punishing players for playing the game in a way that is the most efficient. The game needs to be changed on a fundamental level for tunneling and camping to be less of an issue. Its not as easy as fixing gen rush by increasing times (even though they wont do that).
Think of it like kill rushing, that's the killers objective so they're trying to do it quickly. With the way the game is designed that means camping and tunneling in some situations unfortunately.
Asking for killers not to do it is asking for them to lose on purpose. Which they might consider if the players were not so toxic. It also holds up a massive double standard of "Survivors can gen rush and pull out DS,BT, ect. but killers can;t do their equivalent because I don't like it."
If you want the killers to play nicer you need the survivors to play nicer.
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@Seanzu said:
I don't understand the arguement here, you have killers defending the cage aura whilst saying they don't tunnel with him, if you don't tunnel with him what's the difference between seeing the aura or not?
The only people worried about the cage aura are the ones that are tunneling, no?
I don't tunnel the caged person, but the aura is good to know where 2 survivors are going to be once they get saved and help guess their next move, such as which gen they might go to or the path they might take if you want to try and cut one of them off. If this is going to be changed he should get an aura reading on the survivors when they get rescued, or something similar.
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@JimPickens said:
https://forum.deadbydaylight.com/en/discussion/comment/1374157#Comment_1374157
If he does its the same length as the animation isn't it? I hadn't notice a cooldown outside that
not quite sure what you mean, can you be a little more specific?
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@JimPickens said:
The only nerf i feel like he needs is a SLIGHT cooldown to his little flick move. And i mean like 3 seconds max so you can't just spam it
He already has a 3 second cooldown/fatigue every time he uses it.
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if they do this they should add a short aura reading, or at the very least a notification when someone gets pulled out the cage. Knowing where the cages are is a good tool to guess the survivors next move when they get pulled out, so a different form of that would be fine.
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Thanks for the hard work you put into this, really appreciate it!
"Why does Trail of Torment reveal the generator’s aura? (from @Orion)
If this aura weren’t present, the survivors wouldn’t know that anything was happening."
Isn't that the point of a stealth perk? Ok then, guess that's going in the bucket.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1368124#Comment_1368124
That's why I don't suggest these reworks to fix that specific issue, as I said, fixing all that is a bonus of it. I find NOED pretty plain so I though if some fun new interactions to have longer and more fun endgame.
Yeah I can see that angle. its just requiring hooks is tough because one of the uses for NoED is to help against gen rush, which means you're not going to get many hooks.
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@Kebek said:
https://forum.deadbydaylight.com/en/discussion/comment/1368059#Comment_1368059
Third option is also my fav but bloking both gates would create holding the game scenario - hex activates and killer camps it = no one can end the match unless killer decides to stop camping the totem.
I know, other issues are far bigger but I recently though about possible NOED reworks so I shared a piece of my mind, maybe inspiring anyone who reads for the future.
Abuse is unfortunately for survivors there. You never had a match where LF facecamps first caught survivor to death and then does the same for the second one and so on ? Survivors have to rush gens and if they waste any time checking what's actually happeing or anyrhing besides gens they are getting closer to beiing facecamped themselfs. Once killer kills even 1 survivor, dowing the rest with NOED + bitter murmur becomes very reaslistic option or he just gets another free facecamp. There isn't really time to cleanse 5 totems when killer does this tactic unless you're in 4 man SWF. I've done it a few times and it's really nasty way to play.
Put the block on a timer then. You don't need to cleanse all 5, you can cleanse the 1 after it activates. And yeah that might be true some games, but those are more the exception than the rule. I'm not saying we should make camping stronger, but not doing a change better for everyone because a few bad apples will mess it up is not the stance to take. People will always abuse the game, that's just how it goes.
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DS needs changes, I wouldn't say remove it from the game but its way too abused rn.
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I don't even look to see if there is an obsession anymore, I just assume every game has a DS abuser in it. The fact of the matter is, the way the game is designed it encourages the killer to get someone out the game asap aka tunnel. You can choose not to to be nice if you want, like I do, but we shouldn't be punishing killers for playing in an optimal fashion.
The core of the problem is the fundamental game design. You take DS away, the killers play optimally but the survivors whine. You don't, now you're letting the survivors abuse it and punish the killer for doing what should be the optimal strat. There's no winning without either a perk rework/change or a change to the core of the game.
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These solutions aren't viable in the current state of the game. The gens just go too fast, especially if you're spreading the pain, for you to realistically get everyone hooked twice (aka death hook) with any sort of consistency. There are exceptions of course, but the best way to get going as killer is to get someone out the game asap.
This would pretty much kill moris as it would only work on death hook anyway, so you're not getting much value from them.
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If I had to pick from these I would pick the 3rd one but make both exits blocked.
But NoED is fine where it stands, there are much more pressing things that need attention such as second chance perks and map balance/gen balance and on the killer side things like Spirit and such. Not to mention the many many bugs that need addressing. I'm all for making the perk stronger but not so annoying, but it is not high priority.
On a second note, NoED can't be abused afaik. Its a very hit or miss perk that survivors kinda have to play into for it to get much value, not to mention the counters it has. You give up a perk all game for the possibility of a very short strong effect at the end. Don't really see the abuse potential here.