Munqaxus
Munqaxus
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@Mdawgu said:
Something survivors don't like? GIGANERFED
Just like Killers. Remember CoH, 3 nerfs and counting! DS, nerfed. Boil Over, nerfed. DH, devs already talking about nerfing it by popular demand.
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@humanbeing1704 said:
Fairly certain there's wayyyyy more neglected killers
The Teacher is the most neglected killer. I can never get his Trapple perk to work right.
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@Eredestra said:
I came back to try out the new Legion (since its my main Killer) and I got bodied...
Didnt matter that I had Thanatophobia to slow the game down or Tricksters Exit blocking perk to stop them from escaping, still managed to get looped around, body blocked, borrow time and dead hard clutches everywhere and god forbid the amount of pallets there are...
There is a clear balancing issue between Killers and Survivors, clearly!
Every top mmr Killer is complaining how frustrating the games can be if Survivors know what they are doing and where all the pallets are and windows and what makes its 10 times more frustrating is when they are SWF and are on voice...
I have yet to see or hear from a high mmr survivor complain how frustrating it is for them as a Survivor.
Laughing, giggling and throwing jokes around while tbagging the Killer every chance they get.
Also remember that when ever you run out of pallets or are far away from windows, just hold W until you reach the corner of the bloody map.
Pair that up with a couple hook distance offerings and you wont get a hook...
I think that's because survivors are less whiny than killers to be honest.
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@IamFran said:
The MMR need to be touched again ASAP, I've never lost so many times in a row like these days, not even in the ranks system times, I'm constinousily being placed against better players than me even after severar defeats (killer). I think the problem is that they decreased the MMR cap, a lot of very good players are placed against average ones and they steamroll and it is aggravated by the narrowed difference of points they implemented.
The last changes only benefict the very good players (maybe only around 5-10% of the player base).
That's exactly what they wanted. Easier matches for higher level players. They even said it.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2947408#Comment_2947408
That's really all the flashlight macro defenders have. There's no valid reason for it to exist, but they act like they can't live without being to click flashlights faster than reasonably necessarily and don't care that they might be harming someone on the other end.
I've never used a flashlight macro and when I do see it, it's so rare that I'm amazed anyone even notices it. I guess it's kind of like the Princess and the Pea, no matter how many mattresses you put over the Killer-mains ego, their egos still get bruised.
Why not tell everyone the truth instead of lying about "being worried about epileptics". You don't like the flashlight macro because it hurts your ego. Quit using epileptics as an excuse.
If you were concerned for epileptics, you would also want the Doctor, Sadako and Spirit completely reworked (And I see these 3 killers a lot more than flashlight macros).
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@ezmindgames said:
https://forum.deadbydaylight.com/en/discussion/comment/2947399#Comment_2947399
Fine if i have to ill record a game tomorrow and see just how fast all gens get completed
You can definitely do that if you want to get pointers from everyone on the forums as to why you are losing. It will be really ego crushing, I assure you.
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@kcwolf1975 said:
https://us.v-cdn.net/6030815/uploads/059/2N58CGGYFDEE.jpg
Nordberg from the naked gun movies.
His power would be to make his hands bigger so the gloves he uses to Mori you with, won't fit during trial. Also, he should be able to drive his SUV really slow and follow all the traffic laws but never pull over for the cops.
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@ezmindgames said:
https://forum.deadbydaylight.com/en/discussion/comment/2947362#Comment_2947362
My bad, yeah killer is playable if you are face camping as bubba whole game, otherwise if you are looking for casual game that lasts longer than 3 minutes then its unplayable
Ah, the hyperbole.
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2947347#Comment_2947347
that doesn't change the fact that it's a pointless, harmful feature that should be changed
If you are concerned about epileptics playing this game, then you would be a hypocrite if you didn't also demand that the Doctor, Sadako and Spirit's flashing light animations were also changed. Yet I've not seen anyone come on the forums and ever complain about those. It's kind of suspect that the only flashing light that anyone is concerned about is the flashlight macro.
I mean honestly, doesn't that strike you as absurd? Not a single thread about the Doctor, Sadako and Spirits flashing animations that are pretty much the exact same thing as the flashlight.
Yet 2 or 3 times a week, we have this thread. It's disingenuous. I think everyone who sees this thread knows exactly what's going on. It's about as subtle as a hammer.
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@Pulsar said:
Killer is completely playable and most matches are winnable.
Few matches are actually fun, however.
Killers are masochists, so they like all the stress and pain they get from playing killers. Look at Albert Fish.
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@Obelt said:
https://forum.deadbydaylight.com/en/discussion/comment/2947347#Comment_2947347
the devs have fixed things with eplitic triggers before Doctors and sadako static its inexusable they dont do something about this
The Doctor is worse than any flashlight clicking will ever be.
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@Carth said:
https://forum.deadbydaylight.com/en/discussion/comment/2940226#Comment_2940226
There has never once been "killer compensation" for survivor buffs. At best they revert blatantly broken things and otherwise just have a vague hand-wavy "we will buff killers later after we check the data".
See
- - enduring nerf
- - instant heals
- - instant bnp
- - pallet vacccum
- - Circle of healing
- - Mettle of man
- - Wake up bug vs legion infinite mend bug response from BHVR
- - God Loops
- - Infinites/pseudo-infinites
- - Instant drop if stunned/blinded at any point in killer pickup animation
- - disabled bloodlust test
On the killer side we have
- - old ruin
- - Instant kill Moris
- - old undying
Feel free to correct me/point out a time killers have been "compensated" for mass survivor buffs.
I would actually say that new Ruin is much better than old Ruin. Old ruin only affected noobies who could hit the great skill checks and I guarantee, that a killer who patrols gens will get way more use out of new Ruin than old Ruin. I've seen games won by new ruin alone. Old Ruin was never that powerful.
So really, your list should be
- Insta Kill Mories
- Old Undying
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2940006#Comment_2940006
I would like to know what those Survivors have been doing in both of your Killer examples when you get a kill in with no more than 2 gens popped.
You're not really drawing a picture of the Killers here, you are just describing some horribly inefficient Survivors - which you are right, you don't need those strategies against.
Thing is, when you face an actually efficient team as Killer it is not uncommon to have 2 to 3 gens completed by the time you get your first hook in. And your suggestion of a "good Killer" just leaving the hook to go and patrol a gen on the other side of the map is a gamelosing decision here.
The killer who is face-camping and tunneling-off-hook-till-dead is using much-much less skills than the one that isn't.
If a strategy is easy to pull off, then that strategy shouldn't get as good of a reward as the strategy that is harder to pull off.
Face-camping and tunneling-off-hook-till-dead is brain-dead easy to pull off and every killer can do it and on top of that, survivors can't counter it basekit.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2939897#Comment_2939897
If you want players to camp / tunnel less, then you got to look at the reason why they do it and then address that.
Here is what I came to realize by doing this exact thing:
Why do people camp / tunnel? - because they want to eliminate one player as quickly as possible. Why do they want to eliminate one player as quickly as possible? - because the game is heavily tilted against them to the point where not doing this comes close to throwing the match. Why is that? - because the Devs keep balancing the game around individual 1v1 interactions, despite the fact that this is a 4v1 game and the Killer should be the one crushing Survivors in 1v1s. And why would they do that? - because chases are the only fun thing about this game.
And there it is, the root of the issue. THIS needs to be addressed before we can even start talking about addressing the symptoms that followed, such as the amount of camping and tunneling Killers.
Not to mention that tunneling is quite literally unfixable. If the Killer wants to choose one player over the rest, then they can do that. Whoever they chase / not chase is ultimately their decision and there is no realistic scenario in which you could change that.
If you want them to stop, then give them an incentive not to do it. What really did not help here is, that the MMR system actively rewards both of these playstyles. According to the MMR system, hardcamping someone and using Perks such as Deadlocked, No Way Out and NOED in the end to secure another Kill is the best way to play this game, because you secure kills with it - and those are, of course, the only thing that matters, just like in hockey. Because DbD is a hockey game, since those also only look at the amount of kills everyone got at the end of the match.
If you want to reduce the amounf of campers / tunnelers, give Killers more good reasons not to do it. Make it so not doing it is a viable option for them, reward them for not doing it. You can not get rid of these strategies, as discussed before, so give them a reason to not to use them instead.
And you're right, solos suffer from camping more than SWFs do. Like I said in my previous two comments, this is something that should be addressed. A ping system would work wonders here.
The reason killers face-camp and tunnel-off-hook-till-dead is because it is a tactic that is game-winning. If you can face-camp or tunnel-off-hook-till-dead a survivor before the other survivors get 3 gens done, you've pretty much won the game. A tactic that every killer has from level 1 and is so crazy powerful it allows you to win the game should have a basekit counter.
It's not because the game is heavily tilted against killers.
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Think about it from a killer perspective. Killer 1 can play killer without face-camping and tunneling-off-hook-till-dead, just regular play. Killer 1 can remove one survivor from the game before 3 gens are done but it requires constantly patrolling gens, breaking off chases at powerful loops, skillful mind-games and being extremely efficient with my time.
Now compare that to Killer 2, that face-camps or tunnels-off-hook-till-dead. They down the first survivor they see, like Killer 1, but decide to tunnel the survivor off hook. So they move a slight bit away from the hook, wait and then when that survivor is unhooked, they chase and quickly down that survivor and rehook them, rinse-and-repeat. Suddenly Killer 2 has 3 survivors left, just like Killer 1. However, Killer 2 didn't have to patrol gens, or break off chases, or mind-game or even worry about being effiecient with their time.
Why does Killer 2 get rewarded for lazy gameplay when Killer 1 has been playing at much higher skill level.
The skill it takes to face-camps or tunnels-off-hook-till-dead does not justify the rewards.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939818#Comment_2939818
Oh so you went from "
Everyone who plays survivor gets face-camped and tunneled out of the game without being able to counter it, hence the issue."to once every 3 to 5 matches.You realize that theres a big difference between those 2 statements.
Everyone who plays survivor gets face-camped and tunneled out of the game without being able to counter it, hence the issue.
This statement doesn't say "Every game".
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@Carrow said:
https://forum.deadbydaylight.com/en/discussion/comment/2939651#Comment_2939651
I meant 2 kills in total, during my 27 games.
Yeah, that's a problem.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2939682#Comment_2939682
Maybe we should establish the terms first. Because i don´t see every survivor getting face camping in my matches.
Face-camping - A killer standing in front of a hooked survivor until that survivor dies on hook.
I see it about every 3 to 5 matches. I don't see how you're not seeing it, unless you do have a different definition of face-camping?
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@Chusan said:
Would rather tunnel and make it 3 man so I will have breathing room.
It's not really breathing room really. If you manage to tunnel out 1 player before 3 gens are done, you've won the game. It's not like tunneling out someone makes the game somewhat easier, it pretty much wins you the game and the rest of the game is just clean up.
Tunneling-off-hook-till-dead is a game-ending strategy, that much power being basekit should mean the other side has basekit counters to it.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939735#Comment_2939735
What you perceive as "bitterness" was me trolling you about wanting bot killers to react the way you want.
Don't take it so personal.
As an aside, I honestly think the game would be better for some people if there were bot-killers and bot-survivors. League of Legions has the option for players to play bot games. It would alleviate some of the queue times and would allow stressed-out players to play a more casual game, so they can take a break.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939711#Comment_2939711
Where in what I posted did you note I was upset?
I literally play survivor every day, I play both killer and surv in rotation everyday. You can stop trying to paint this as us vs them since you cannot debate what I actually posted.
My post was entirely based on strats in a PVP game. My words were simple and not anger based at all, I assume you just saying this to derail the convo because I brought up valid points about tactics.
I am sure one day the devs will give you guys bot killers to play who will be programmed to not tunnel,
This is obvious bitterness.
Let me ask you this. In good competitive game design, such as Street Fighter, League of Legends and Call of Duty, where you have one group vs another group. Can you tell me one instance where one side has absolutely no counter to something another side can do. Something that will allow 1 side to completely remove the other side from playing.
Would it ever make sense to have one side be able to completely remove the other side from playing without counters? For example, in Street Fighter, would it make sense that Ryu couldn't block Ken's attacks unless Ryu happened to bring in "Ryu-Can-Block-Ken's-attacks Charm".
It's straight up a game design flaw that survivors are unable to counter basekit strategies that Killers have. Survivors shouldn't have an I-Win button. However, survivors also shouldn't have an I-Lose button either.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939682#Comment_2939682
I am sure one day the devs will give you guys bot killers to play who will be programmed to not tunnel, until then - gonna have to deal with the competitive human mind which weighs out options during a fight and considers what move to make next.
Sometimes, tunneling out someone is the right option considering the circumstances before the killer.
In hindsight, it is easy to label their actions poor or improper, but at the time in a heated decision making, hitting Bill one more time may result in the game pressure to win.
It would go against everything we know about combat to purposefully lose knowing you could take Bill out.
This is PVP. I think sometimes these discussions confuse, good killers who make decisions, with low level killers with low skill who do it because they cant win otherwise. But in the end, sometimes its the correct play.
It's like we're discussing 2 totally different things. You are obviously upset with survivors. I would continue but there doesn't seem to be any point. When I say something, you are hearing something else.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939672#Comment_2939672
I get tunnelled too as surv, it happens. I get into the next mat6ch and continue to play. I have over 1000 hours on surv side Ive been camped, tunneled, etc....
Everyone who plays survivor gets face-camped and tunneled out of the game without being able to counter it, hence the issue.
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/2939644#Comment_2939644
I play both sides and make comments about killers and survs. Every match I play 2+ survs are going for unhooks before you even get 4 meters away.
Every single match, its killer vs hook swarmers. In fact, I recorded like 5+ matches yesterday where hook swarmers caused me to not leave. Twice resulting in 4k at 5 gens.... "altruism" is the killers greatest perk imo
Calling killers campers is gaslighting imo. Majority of camping is caused by survivors, not talking about low MMR trash baby killers who camp every match, but in my games, they swarm CONSTANTLY even when playing Bubba, I record all my matches and upload many of them that show this behavior time and time again.
The fact that one side has basekit strategies that the other side has no basekit counters is a game design flaw.
I see plenty of Killers face-camping and plenty tunneling-off-hook-till-dead. Even if you are not seeing it, it is happening and it's happening a lot.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2939557#Comment_2939557
Making 2 second chance perks that double as 2 of the best perks is a hard pass from me.
IF they fixed maps so they were a little more fair to killers. I might agree DS and BT should be basekit.
But they won't. So they shouldn't.
Does survivors having DS, bt basekit. So they're free to run prove, BTL with tool boxes. On TOP of having 2 basekit features like that sound like a good time ?
Because I don't. It sounds like a recipe for regular 4 outs and bags at the gate. followed by stupid comments like "ggez" "git gud" etc etc.
IF they fixed maps so they were a little more fair to killers. I might agree DS and BT should be basekit.
They are fixing maps to be more fair to killers.
This isn't an us vs them issue and making it so prevents the developers from fixing issue.
This is a game design flaw.
Killers do not need to bring in a perk to face-camp or tunnel-off-hook-till-dead, it's basekit. However survivors not only have to bring in a perk, they have to go through a paywall (Bloodpoint and/or Cash) to get those perks. If one side has something that is basekit, then the other side should have basekit counters.
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@Pulsar said:
Not every Killer needs to be competitively viable, no.
But every Killer should be casually viable.
If you want that on a tier list, every Killer should be around Demo levels of power, ideally. Some could be stronger, but Demo should be the baseline imo.
I would argue that every killer is casually viable. I play Trapper plenty and can do fine with him, even though he's considered low tier.
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@Carrow said:
I've had a somewhat similar experience, although in my case, it goes both ways. I can't seem to get good enough survivors with Pig not to let me 3k at the end after sweating my balls off, while with Nemesis, I'm on a 27 loss streak (2 kills) despite giving it my best with the meta perks, albeit not tunneling. Knowing BHVR's spaghetti code, I would honestly be not surprised if there is some hidden flaw in the system that makes your rating stuck at one certain point and then it won't budge.
2k is not considered losing in MMR. That's considered a tie, so you really wouldn't move up or down in MMR with 2ks consistently.
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@DrDeepwound said:
Survivors: "camping is bad learn to play"
Also Survivors: "Just gonna run around this loop 2 meters from hook until Meg hits second stage and force the killer to stay here at the hook with me while Bill and Ace come to join the fun"
Survivors end game chat: "why you camp us?"
This isn't an us vs them issue and trying to make it one does nothing for the betterment of the game.
The is a game design flaw.
Tunneling is a legitimate strategy that every killer can use from level 1. However, survivors have nothing they can do to counter tunneling from level 1. Survivors have to go through a paywall of either cash or bloodpoints to get the counters for tunneling/facecamping which are DS and BT. On top of that, survivors have to either bring DS or hope another survivor brings in BT and rescues them off hook.
If one side has a legitimate strategy that is available to every single killer, then the other side should also have all the tools available to counter that strategy.
Killers don't have to bring in perks to face-camp and tunnel-off-hook-till-dead but survivors have to bring in perk to counter this. It's not balanced and it's not fair.
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@jesterkind said:
In fairness to survivors, they can't exactly do anything about a killer hard-tunnelling them unless they bring one specific perk, or hope that their teammate brought the other specific perk that helps against tunnelling.
Tunnelling is a legitimate strategy for killers to employ, but because it's a legitimate strategy, there should be a basekit answer to it. That's my view, anyway.
Came to say This^^^
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@dictep said:
Again, don’t play with campers. Let them kill all of you immediately. They would uninstall as soon as they get bored
I agree, let the campers get pushed up in MMR so they have to deal with 4 man SWF, seal-team 6. I came to play DbD, not tree-ornament simulator. I don't want to waste my time with face-campers, send them to the bully-squads I say.
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@Bartlaus said:
I don't know about you, but this week my killer match making is not working as intended.
As I've already mentioned in other threads, I've been playing as a killer very relaxed for quite some years because I don't wanna sweat to win. I want chilled casual games. Since I don't care about the count of kills, I hardly ever camp or tunnel. I think having a good match with exciting chases is the real win for me.
When MM was still based on the old ranks, I preferred to play in the green and purple ranks because I simply had the best matches there. Relaxed survivor and less toxicity. So with the new MMR I made sure not to kill more than 2 survivors. This has worked quite well for me so far. My opponents weren't noobs, but they weren't hardcore Chuck Norris-Death-Squads either. They were somewhere in between. Gens are always made quick, but at least I always have the chance to get 1-2 kills in a relaxed way (without camping, tunneling and extreme gen defense).
What has changed now? Well, I've only had to play against the A-Team for the last few days. People who just seem to want to break their gen rush record. Some were very toxic and they definitely knew what they were doing. They always played with the best perks and I had some 3-4 SWFs. I thought the first 5 matches would be no problem, there will be chilled rounds again. I haven't gotten more than one kill in 20 matches now. It also doesn't matter if I play killers that I'm very good or very bad with. These people I can only beat when I specifically camp and tunnel and also play the strongest add ons and perks. But I refuse to do that.
Btw my Solo Q experience still hasn't changed. I can survive 10 matches in a row and still get matched with unexperienced survivors.
So my question to the devs would be if the MMR for killers is still kill based and am I just unlucky?
Have you had similar experiences?
Yeah, that definitely sounds weird. You play the same way I do, so it would really suck if MMR has somehow changed.
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@Mister_xD said:
I genuinely hope so, but at the same time I highly doubt it.
The way I see it, the Survivors objective being a holding down M1 simulator is probaply the most hurtful thing for this game at this point in time, so distancing the game from this repetetive and boring gameplay concept would be one of the best staps to take in terms of game health.
Now the reason why I said that I doubt it is, because of how fundamentally this concept is imbedded into DbD. They can't just rework gens to function differently and call it a day, there are powers, perks, items and add ons that are build around the progress bar, which too would need to be addressed.
Not to mention that said new objective would still need to be balanced in a way that makes it require a similar amount of time as the progress bar did, all of which, in short, is a whole lot of work.
Now if anyone is curious on why I think that the repetetive and boring Survivor objectives are the most hurtful thing to DbD at this point in time, here is a post I made about a week ago going into great detail on exactly this topic (I apologize for doing it this way, but it's simply too long to type out and explain again):
https://forum.deadbydaylight.com/en/discussion/321010/dead-by-daylights-biggest-problem#latest
I would actually say you are wrong on this, since you never hear Survivors complain that the game is stressful. It's the Killers, who always says the game is stressful and not fun to play and it's because they have so many objectives.
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@Tsukah said:
Empathic Connection
- Increase range to 64/96/128 metres (To match Empathy)
- Increase healing speed to 20%
Visionary
- Remove the cooldown
Empathetic Connection
- 20% increase healing speed. (Make it straight healing speed instead of 10% to other players)
- Increase range to 64/96/128 metres (To match Empathy)
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2937531#Comment_2937531
I agree with opening chests - that it's basically bringing an item to swap, although I think it's generally the idea of the point. It would be nice to bring an item that is, in essence "Get your backup items faster"
It would be nice if other gameplay features were implemented to attract key use, such as locked doors and what not.
In addition, it would be super sweet if keys could dispel Entity Blocks upon interaction at great expense to the key.
I think being able to bring a key to go for a 4th vault, chew through a Dead Man's Switch, or remove No Way Out may make them attractive in particular circumstances with certain addons.
At this point, I see a key as a part of the bloodweb I can completely ignore. Keys are so worthless now, that they should just be removed. So much for a "rework" thanks BHVR developers!
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@RequiemLestat said:
My favourite horror movie, my favourite horror movie villain.
You get seven states a Sadako for condemned, could have five for Daniel Robitaille.
Artist has crows. Candyman has bees.
The mechanics are there. Make it happen!
This should be the old Candyman with Tony Todd. Not that new piece of crap by Jordan Peele.
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@kate_best_girl said:
Okay serious question to the 10 people who main Pinhead. If you become 100% accurate with his chain shot hitting at least 9/10 of your shots, is he at all effective in chase against meta survivors or does he still hugely struggle?
I can hit most of my chains and yes, it helps a lot in chases. Long distance chains don't help much, it's really the closer distance chains that make a big difference.
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@SeannyD115 said:
There was a time when hillbilly was considered the most balanced killer and look what happened to him. The only real problem was a combination of add-ons for insta saw.
They will buff or nerf whatever killers they want. If they feel a killer is over performing they will nerf them regardless of what the community thinks.
I play Hillbilly and he's still very powerful, he's just very difficult to learn. Think of him kind of like Nurse. Anyway, I'm pretty sure the developers nerfed him because he was getting way beyond a 50% kill ratio (This was before MMR, but they still had the stats). I disagree with them adding the roar, but the overheat mechanic and insta-saw add-ons was deserved
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@Pulsar said:
Facecamping should be removed.
Unfortunately, nobody has found a good way to do it in the last 6 years.
They have a good way, that has been tested extensively and have already talked about. It's just pure laziness on the developers part for not implementing it.
Built in Borrowed Time with a side of Leatherface not being able to use his ability within so many meters of a hooked person.
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@AhoyWolf said:
With the new anniversary getting closer, do you think Survivors could get something that isn't just a glorified loading screen?
Every single thing other than chase is just waiting in one spot for X amount of seconds, wouldn't it be more fun if Survivors actually had to travel the map? For example get something from point A to point B? (other than themselves of course)
Or maybe some new minigame that isn't just modified skill checks.
What do you think tho?
Survivors have 2 secondary objectives. Chests and Boons. Also, Pig Traps, Cenobites Box, Sadakos tapes.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2937880#Comment_2937880
That survivors own fault dc:ing. Legion is fine now and would you like to rather play agains't nurse or blight? Legion is still only m1 killer when he does not use his power so he can be looped. Well and survivors don't need buff other than they should not be punished if killer has high ping and can hit miles away.
Survivors wouldn't be DCing at such a high percentage if Legion was fine now. If survivors are DCing against Legion more than other killers, then it shows there's a problem.
He's not OP, he's boring and drags matches out.
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@[Deleted User] said:
Why is it a skill issue if someone doesn't enjoy a 15 minute deep wound simulator?
^This
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@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2936409#Comment_2936409
Perhaps, but the duration of those items might be an issue then. 8 seconds (or 12 for the purple flashlight) is fine for them as they stand now, but if they were also meant to be used for aura reading then that might be a bit too short. But I like the theme of the idea!
https://forum.deadbydaylight.com/en/discussion/comment/2936637#Comment_2936637
Idk about instantly open the gates, but allowing them to have a small speed boost to opening the gates wouldn't be a bad idea. At the very least it'd fit thematically.
The thing with opening chests faster is that in order to get any value from opening a chest, you would need to swap your key for the item inside of it, unless you leave the item there for someone else to take. Although if you find a medkit and heal yourself up with it, and then take your key back, I guess that would be pretty useful.
https://forum.deadbydaylight.com/en/discussion/comment/2937044#Comment_2937044
I wouldn't necessarily call chests a "noob trap" since you will often get a brown or yellow medkit and those can be helpful.
However, I will actually help your case here by pointing out that your chart is incorrect - unless the toolbox you find enables you to pull off a clutch sabotage play, you're never gaining gen time from toolboxes you find in chests unless you have ace in the hole, and this isn't even taking into account the time it takes to go to the chest.
This is what it actually looks like:
https://us.v-cdn.net/6030815/uploads/NTFWISWDIQX6/image-2022-05-04-161305476.png
Time to consume is how long you can repair a gen before the toolbox is depleted, so for example the brown toolbox lasts for 10.67 seconds and will complete 16 seconds of a generator in that time, for 5.33 seconds of time saved.
Hey thanks. I thought each charge was consumed in 1 sec and each 1 sec of use gave you 1 sec of gen repair plus the percentage.
So a worn toolbox would give you 16 sec of repair time but also another 50%, so 16 + 8 = 24.
So, searching chests is ever worse than I thought.
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@TragicSolitude said:
Boil Over was a terrible idea for a perk from the get-go. When the wiggle increase is too high, it incapacitates console players and can make someone with Boil Over unhookable on certain maps. That's not acceptable. You can't make a perk ridiculously OP against a large percentage of the playerbase just to make it viable against the other percentage. BHVR needs to come up with a better purpose for the perk.
If it incapacitated console players, that would be a good argument but it didn't.
It would cause console players to sometimes not reach a hook because it's harder to control a killer when boil over was active. However, there have been console players on the forums that said the nerf wasn't needed and that it was overblown how bad it affected console players.
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@Seraphor said:
Dude, mathing this out isn't going to win me over, it doesn't mean all that much. If you read my previous post you would have realised that.
Oh no, you've lost 2.7 seconds in a FIFTEEN MINUTE LONG MATCH.
That doesn't matter for survivors, at all.
It matters for killers because every second counts when there's four survivors smashing out gens. but survivors can literally crouch around the edge of the map for the whole game and still win.
Of course showing you the actual math isn't going to affect you, if you believe survivors can just crouch around the entire map all game and consistently win matches.
You have unrealistic beliefs.
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@FFirebrandd said:
https://forum.deadbydaylight.com/en/discussion/comment/2937000#Comment_2937000
You misread that.
Legion being annoying to face wasn't what kicked off their first rework. Lack of counterplay and borderline abuse of some mechanics is what did it.
Did the Devs make it easier to get deep wounds on people? Yes. Why? Because Legion was a pretty weak killer and that's what their whole shtick is for the most part. Frenzy around spreading injuries and deep wounds, cancel power and commit to an M1 chase while the rest of the team is distracted mending. That is what they do. That's what they've done for years. Were you expecting the devs to do a complete rework of them like they did old Freddy or something?
Legion being annoying to face wasn't what kicked off their first rework. Lack of counterplay and borderline abuse of some mechanics is what did it.
I'm going from memory and Legions rework was a while ago. But, I remember the big reason BHVR reworked Legion the first time was exactly because he was unfun to play against. In fact, I'm pretty that's where the entire "so-and-so is unfun" threads came from on the forums, because that's the reason the developers gave.
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@Seraphor said:
You call chests a noob trap in the same post you say "Flashlights are useless"? Lolwut
Loads of good players open chests, I raid chests all the time, and they don't get me or the team killed. You're either obsessively seeking optimisation for a top MMR bully squad, or you're nowhere near as good as you think you are.
I'll explain my viewpoint to you. And remember, doing gens is how you win the game, every second you aren't doing a gen is reducing the chances of you winning the game.
- Chests take 10 seconds to search. (That's 12.5% of gen being completed)
- Keys are worthless (1/4 of the items you get out of a chest are worthless)
- Flashlights - If you are using a flashlight to save someone, that means 2 people aren't working gens. Even if you get the flashlight save, you have lost more gen time than the save was worth, unless the killer happens to down the survivor next to you. If you are chasing the killer, thats a whole bunch of gen time wasted. (That's another 1/4 of items you get out of a chest, being worthless).
- Medkits - Only useful if you are hurt. If you never use the medkit, then you just wasted 10 seconds of gen time.
- Toolboxes - Here's a chart showing you how much extra gen time you get out of each type of toolbox, if you search a chest.
So, basically, searching a chest is "on average" always detrimental to doing generators. 2/5ths of toolboxes from chests are worthless, Medkits are situational, Keys are worthless and even if you feel flashlights are worthwhile, you still are getting a bunch of junk from chests.
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@Lochnload_exe said:
This post went soft almost immediately. I'm glad to see the new norm is people realizing the game isn't actually that survivor sided, the meta is just stale.
The main complaint for BHVR I have right now is just that they take forever to do anything. Honestly the changes are usually great, look at new Legion or look at the hatch changes and mori changes. They are all good, but they take SO LONG to actually get done. BHVR isnt even a small indie game anymore and yet things that should've been priorities years ago are only now getting addressed. Even with map reworks that was meant to not only graphically update them but also make them more balanced, they just can't seem to do that lol.
Does BHVR not have playtesters? Like legitimately. McLean on a stream reviewing the fake patch notes by Scott was not even aware that CoH gave extra healing speed, he just thought it allowed all people to heal themselves at normal speeds, and he admitted that it was broken. How can so many things take THIS LONG to release and then still have huge oversights? What is the point of the PTB if things almost never change? It took years to give trapper ONE extra trap. It took years to make ghostface have 15 extra seconds of exposed.
They said themselves here on the forums that it took months to make the new HUD and that they weren't gonna be changing it because of that, but then after huge backlash about how the hud, they suddenly made the new one faster than a lot of months.
Please BHVR, just do patches with actual substance. The patch that changed trapper, hatches, spirit, deathslinger, etc was a phenomenal patch and personally, I don't know why it doesn't happen more because the game MOST CERTAINLY needs patches that size more often.
I agree with you, except for...
Honestly the changes are usually great, look at new Legion
New Legion was a horrible mistake. The developers made Legions power easier to put survivors into a mending state. Basically changing Legion into the old-Legion that made the game miserable for survivor-players and caused the developers to nerf him so he couldn't turn the game into a 30 minute snooze-fest.
Legion has always been a snooze-fest, but when he's able to put survivors into the mending state continually, it's exponentially worse.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2936993#Comment_2936993
He didn't get changed for making the game miserable. The way his old power work didn't offer enough counterplay and all the changes to Legion and Deep Wounds were targeting counterplay options.
At no point did the devs change the fact that legion forces survivors to mend with his power.
The developers made it easier to put survivors into the mending state.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2936987#Comment_2936987
If keys made opening chest quicker, they wouldn't be such a waste of time...
Plus what happened to "survivors need more objectives"? Use the chests, they're in the game, this would make them more useful.
Again, why do keys have aura readings? It makes no sense, and we already have an aura reading item, MAPS.
If you want Kindred, run Kindred. Bond? Run Bond!
It takes 10 seconds to search a chest. The absolute best Toolbox increases gen times by 16 seconds. Take 10 seconds away from that and you have 6 extra seconds of gen time. But, you also have to consider the time it takes to get to the chest and get back to a gen. So even the best Toolbox from a chest can negatively effect your gen time.
On top of that, Flashlights and Keys are useless, so 1/2 the time, you just wasted 10 seconds of time doing a gen.
Chests are a noob-trap right now. A chest, on average, never improves your chances of winning.
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@Crowman said:
Legion is all about slowing down the 1v4 at the expense of having good 1v1 gameplay. That's not terrible design.
For all the complaints about anti-loop killers, you have a killer who you can literally loop since his power has no lethality unless the survivors group up and finish mending while he's frenzying letting him stack up 5 hits in a single frenzy. Not to mention stunning him out of his power resets the chain.
His power has always been terribly designed. The reason the developers nerfed him the first time was because he made the game miserable for everyone. I'm astounded the developers spent any time on him, besides totally reworking his power.
It really takes a lot of work to make the game more miserable than a face-camping Leatherface, but Legion does it.
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@Seraphor said:
Keys and/or Maps need to be reworked entirely. It's bizarre that there are two items that basically do the same thing (outside of opening the hatch which is now very niche)
I think Keys should interact with chests. They decrease the time it takes to open them, and increase the chances of getting a rarer item from them. You could use an add-on to guarantee a medkit/toolbox/map. Unlocking consumes charges, and all keys could still unlock the hatch, so you're gambling on rolling a better item from a chest in exchange for giving up your hatch escape.
They would essential be a wildcard item, that you could use to choose your item providing you 'get it yourself' from a chest. So sure, you could roll a purple medkit on toolbox via the bloodweb and bring that in, but if you run out of toolboxes and you want to bring one into the game, instead of spending 200k BP trying to fish for one on the bloodweb, you bring a key and a 'toolbox-add-on' and try your luck from a chest.
Definitely not. Chests are a horrible was of time right now. I don't want keys to interact with chests, because chests are such a waste of time that it will make keys a waste of time by default.
I would say that Keys should give you aura effects for the entire match, such as the wedding band already does. Plus Keys have always been associate with group aura reading abilities already. Let the addons modify the aura reading affects, wedding band lets you also see the OoO. Another addon might give you After-care. Another add on my increase the aura ranges. Another lets survivors see you. Etc etc.
- Green Keys - Empathy
- Red Keys - Bond
- Purple Keys - Kindred

