NMCKE
NMCKE
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/1054655#Comment_1054655
What I mean is when you hit a survivor with M1 while they are healthy usually, you will get about 40-45% of the meter, but if the survivor is exposed and you M1 them you get no charges while they are healthy
Any attack that downs a survivor will net you 0% progress on your power meter.
Therefore, exposed hits are not a good way to go, but BT hits do award 50% of your power meter since you didn't down them. π
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1053303#Comment_1053303
Yeah, so BT lets you effectively bodyblock at a distance.
I can see survivors wanting to use their DS and get caught by the killer since it's just things survivors do when they have 60 seconds of immunity.
Therefore, can I be downed from my teammates poor decisions? π
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@xEa said:
Quick suggestion: Remove the flashlight burn on Wraith. I dont understand why this is still in the game. And it cant be that big of a deal to the rid of this.
Thank you
Minus well get rid of the burn from Nurse as well because I never been burned from my blinks before and against good Nurse, attempting a burn results in a hit.
Don't see the point in burning a Nurse. π
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1051988#Comment_1051988
I don't disagree with you; I'm all for some buffs to it personally. I don't think it needs a full on rework, though. The fact that it prevents people from hiding it lockers to stop their aura from being revealed is useful, and it could combo well with perks like BBQ & Chili. If the Exposed effect was longer, I could see it being pretty powerful.
I agree, we're getting somewhere β hopefully it will get a buff soon! π
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@Getya_Mad said:
Lol, complains about Killer DCs, has ZERO intrest in addressing the issue of balance....typical surv..
Seeing a double standard here:
If the survivors bring OP items such as toolboxes or keys β the killer is allowed to DC according to a few comments in this thread.
However, if the killer brings an Ebony Mori, survivors are literally forced to play a game that's literally over starting at the offering screen. Otherwise, they will be belittled because they didn't want to play a game that was meaningless from the start.
Anyways, just had to point out the double standard, now about my opinion on DCs.
I don't think anything, besides emergencies, justifies DCing β this goes for both roles.
However, I do think there she be a surrender option for both roles, but it can only be used once:
- (Survivor) 50% of the survivor team is either hooked, downed, or sacrificed. Once majority wins, they can leave without a DC penalty. Killer automatically gets 32K BP and Emblem Points.
- (Killer) Can start the EGC by opening an Exit Gate once there are 2 generators remaining. All remaining survivors gain 32K BP and Emblem Points.
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@Tripuler said:
I want to get better players on DBD, so I want to switch to pc, but I think my computer will just barely handle DBD on low settings, and that's what's stopping me. Should I still get it even if it'll run on low quality, or should I stay on Xbox?
I would wait until DBD has cross progression before making that move because you will have to grind everything back and buy DLCs you should already own. π
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@Peanits said:
I'm not necessarily against a buff, but I wouldn't want to see a full on rework. I'm a big fan of it on Huntress already thanks to the reload speed, but the info it gives also comes in handy. Survivors that would normally hide in a locker to avoid BBQ get caught by Iron Maiden, so it helps me keep tabs on people. The Exposed effect is a little short for my liking, though. I've only gotten a handful of downs with it in all the time I've used it.
A perk shouldn't seek use by a single killer because it benefits their power a lot, a perk shouldn't be that niche Peanits. Another thing, didn't @Janick say y'all dislike perks affecting killer powers? For example, you changed Doctor's Snap Out of It to not be considered a healing action due to Nurses and sloppy.
Anyways, like Janick said a while ago, you can buff Huntress' reload time via an add-on or basekit, then change Iron Maiden.
Iron Maiden
When any survivor is hiding in a locker, receive a visual cue (the perk lights up).
Upon the survivor leaving the locker, their aura is revealed to you for 6/8/10 seconds.
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@PatchNoir said:
Like "smash your spacebar from your notbook till it brokes and you have to pay for another one, or smash your x button it will be fun"
This is on game to make it more realistic like the player needs to feel that he is fighting for his life, but really someone that plays dbd for hundreds of hours think its boring cause that by itself doesnt add to the experience.
Everyone just make a makro to press f for them or put on the mouse weel cause give less work, in my opinion i dont like this mechanic and i dont want some health issue in my finger joints for a unecessary thing as struggling, make it automatic no one will be bothered.
I am not saying to remove 2 hook phase just let the char struggle by itself, the game should be fun not exaustive. And tbh everyone died at least once for some kind of struggle bug even smashing the button.
"The hero they didnt know they need but they deserved"
Mashing a button is very unreliable because you're entering multiple inputs per second, which means if you lag, you will miss many inputs you're supposed to do β you're dead.
I think skill checks would be better because they require significantly less inputs and don't wear down your keyboard.
This would be simple to implement, and would make room for more perks to enter the game: We can add cool animations too!
- Missing would cause you to lose a portion of your struggle meter.
- Goods will have no benefit, besides keeping you alive.
- Greats will pause the struggle timer for 3 seconds.
You will receive a skill check every 10 seconds, which in total is 6 skill checks during your entire struggle state. If you hit all greats, you will be on the hook for 84 seconds but here's something nasty with greats, Camaraderie will increase your struggle to 128 seconds.
Can be great for camping to be honest. π
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1050845#Comment_1050845
That's part of her redesign though, I mean look at the addons that remove your blink for walkspeed and disable it upon landing a successful hit for walkspeed.
Just play her as an m1 killer, it's what they were going for.
That add-on needs to make her 120% for 30 seconds to be honest. π
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1049565#Comment_1049565
Have you played her on that map after the recent patch and hotfix? I do not dare to play that offering as nurse π
I'm not sure if it got fixed, but I was so upset how I had to M1 survivors as Nurse. :P
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@Peanits said:
I definitely care more about having fun than winning, personally. I don't see the point in doing something you don't enjoy just for the sake of winning. There's no stakes, no prizes- it's just a game. I would rather hit some sweet hatchets through a tiny hole in a wall or stun the killer twice with the same pallet and lose.
Granted, I'm probably not the most competitive person around. I don't mind taking a loss.
Actually, I ended up doing that with Any Means Necessary and it was lit π₯
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@ABannedCat said:
Generally an unfun killer to play as, until you start to get really good with her, which can take a considerable amount of time. Then there is her bugs which are completely out of your control.
*Coff Coff*
The new Yamoaka map is so bugged that you minus well say you're an 3.68m/s killer.
I remember how terrible it felt to have my blinks do nothing. π
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@DoctorShockBoi said:
Signing on is toxic.
I guess we're all getting banned for being toxic :D
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@Peanits said:
Not really a dirty build, but definitely a fun one.
Wraith: Play With Your Food, Nemesis, Make Your Choice, Furtive Chase.
Cloak each time you chase the obsession to get a stack. You're fast. It's not exactly practical, you probably won't win games against good survivors, but man is it fun to move that fast.
Peanits, what about your RM and Iridescent stone build for Trapper? π
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1046791#Comment_1046791
That is certainly fair. Though to also be fair, it is possible that if the circumstances allowed for it, the Killer could have placed you on a slightly further hook such that 60 seconds wouldn't have cut it. If they allow last Survivor to unhook, I imagine more Killers would attempt to take such precautions.
I don't know if it could, my wiggle meter was around 50% if I remember that game correctly. It's certainly possible that it could hook me at a distant hook, but there's a lot of risk it's taking me there.
Overall, I think if the game is going to automatically sacrifice you, you should at least get your struggle BP since you don't get a chance to earn them.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/1046133#Comment_1046133
It's pointless because the Killer just camps the last Survivor until they reach stage 2, which the Killer clearly did not do in that video. :P
I would've crawled out regardless, 60 seconds is more than enough time. >:D
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1042038#Comment_1042038
Yet more proof, as if we needed it, that rank is no indication whatsoever of skill level π
The point is, how are we supposed to give developers feedback on a system we cannot see?
I can understand the background system because people can manipulate it, but the pip system, the developers are on their own if they want feedback from us about the ranking system. π
That's my only concern.
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@Archimedes5000 said:
I REALLY hope that we will be able to see the Skill Level of our enemies, otherwise the matchmaking could not work and we would not even know about it.
PLEASE DEVS
This, you make a good point π
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I was hoping to the Bloody Entity that this Claudette didn't stop struggling because it would've told the game to automatically sacrifice me on first hook.
However, here's a situation where kobing matters as the last survivor, since y'all think it's pointless. π
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at GameClips.io -
@Hag.is.Dtier said:
Anyone want explain what this for because I already downloaded the patch.
https://us.v-cdn.net/6030815/uploads/463/SE25S7U9KXCF.jpg
Patch notes for the hotfix I downloaded:
This is something that infuriates me because I don't have great download speeds and it takes forever to get something that big downloaded. π€¬
I can even play the game because updates that aren't really updates are the size of a brand new video game download. This is getting out of hand BHVR, please figure out what's going on. π‘
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@Raven014 said:
Sure, these are good changes. I don't play survivor often, but they seem good.
Basically, this is making the Evader emblem represent skill in stealth and chases more accurately. π
I really hope a developer will see this, but I don't know, I'm not faithful at the moment. π
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Ebony Mori needs a nerf, there's no debating that it should remain the same when, by mathematics, the killer can skip 2/3 of their objective.
The same applies to keys, they can allow survivors to skip their first and second objective by immediately escaping via the hatch.
However, they both need to be nerf simultaneously, not independently just so both sides are given fair treatment. π
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@Freshwick said:
The first two versions seem too strong.
The third suggestion is great idea but much too long.
The wraith bell goes bing bong.. I couldn't help myself
Good stuff @NMCKE πͺ
I might've over shot a few of the perks, but I'm a huge fan of the first version.
I liked the idea of having a physical barrier surrounding a survivor because it makes completing a generator in the killer's face become a death sentence.
Perhaps, the first version can be changed to this for counterplay?
Cruel Limits: Version I
After a generator is completed, the Entity will form a wall that only the killer can pass through within 48 meters around the completed generator for 20/25/30 seconds.
When the last generator is completed, both Exit Gates switches will be blocked by the Entity for 60 seconds.
Auras of blocked Exit Gates switches are shown in white.
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@GrootDude said:
Ruin was used by 45% of players and 80% of red rank players. Please show me your official stats on how much Dead hard is used.
I got this from a reliable source: 80% of red rank players. π
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@ppo8820 said:
He seems extremely overpowered. We just played a round and killer was rank 16 doctor. He wiped the board. Iβve never healed and had to snap out of it more in a game.
He seems faster, pallets donβt drop with him, and that static blast was stupid strong. Weβre rank 5-8 so it was weird how good this doctor was.
I know people will rush to be original and say get gud, so go ahead, but what does everyone else think?
Doctor is very powerful, but that doesn't mean there's no counterplay: I'll give the basics.
- Keep track of his static blast cool-down.
- βYou will need to know when it's safe to work in his Terror Radius.
- Lockers directly counter shock therapy and static blast.
- βIf you know Doctor's power is off cool-down, you can use a locker when you think he's about to use his static blast. Therefore, when he approaches your generator, it's good practice to jump into a locker since he'll likely use it during his approach.
- Unsafe pallet loop guarantees a hit for the Doctor.
- βI know, this sounds really strong, but regular pallet loops doesn't guarantee a hit if you're not greedy.
- Scout his add-ons to grasp the situation.
- βDon't let his add-ons fool you into thinking he's chasing you when he's not. Vice versa, pay attention and don't let his add-ons 1-up you.
Hopefully, this will help you against the doctor! π
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@Fibijean said:
Is there a killers' rulebook for survivors now? With a list of killer-approved items that survivors are allowed to bring if they want to get a game?
Yeah, there's a double standard going on here. π
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@Eye66 said:
If any killer could pop out of lockers...
I think clown could be buffed by making the gas damage generators and intensely buffing the base duration and intensity of his bottles
I actually like this idea as well, and to add on, this can be for all ranged killers such as Plague, Huntress, and Clown.
It makes sense realistically and can make applying pressure more easy for those killers. π
@Eye66 said:
https://forum.deadbydaylight.com/en/discussion/comment/1033112#Comment_1033112
That's pretty good
Also, thanks, I think this combined with your idea will make Clown solid. π
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This would be a simple:
- Intoxicated survivors will be forced to slow vault pallets and vaults.
- Survivors do not see the killer's red stain while intoxicated.
Just make him better in chases while being weaker in map pressure.
Killers are supposed to be good at what they do, while having a weakness. π
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1027224#Comment_1027224
-Balanced landing was changed, it had an extra affect other exhaustion perks didnt.
-Insta heals may not be insta full heals, but are still just as strong at extending chases
-EGC was not a killer buff. It was a game ender for both sides, as standoffs had become too common to ignore. On both sides.
-DS is still useful as something other than a tunneling prevention perk.
The ONLY killer "buff" on there that's actually correct, is Freddy.
It's easy to see full balance when looking from one side of the fence.
Who cares why BL was changed? It's still a buff for killers since survivors can't use it to extend chases against M1 killers as much as before. The developers wouldn't change BL if they were survivor mains.
Instaheals provide more counterplay for the killer, and could've been left in a broke state if the developers didn't care about killers.
As we all know, EGC is extremely favorable for the killer, and finding the hatch is pretty easy once it's spawned in. All you have to do is slug, find the hatch, hook near the hatch, and use the sacrifice animation to reach the hatch before the last survivor does. This effectively, approximately 84% of the time, guarantees the killer gets a 4K every time they get a 3K. The only thing saving that survivor is if they get an indoor map or hope geometry is against the killer's favor. Developers, again, added a mechanic that makes 3Ks into 4Ks just to end the game.
About DS, if the developers didn't care about killers, they would've left it in its original broken state. However, again, you don't look at that, and only focus on the part you wanna see. I know DS can be strong, but unlike before, it has way more counterplay. You have to take everything into consideration of you want to get an accurate view of balance.
Overall, the developers aren't biased at all, they will make changes where they see fit. Just because X got changed doesn't automatically mean they are Y biased. If you take a look into the patch notes and see everything, you would understand my opinion better.
I'm willing to argue this further, since I'm trying to break the stereotype that developers are survivor biased.
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@[Deleted User] said:
The only risk survivors take when cleansing a totem is the sound they make, the sound notification after cleansing a hex totem, and the small risk that the hex totem they're cleansing may be haunted grounds (which can be mitigated still be carefully timing the cleanse, such as cleansing it when someone recently just got hurt, or most/all survivors are already injured).
I would like totems to be more riskier than just freebie 1,000/1,500 points to boldness -- sometimes even more with perks like Inner Strength which allows you to basically pocket a health state, too. However, I don't want it to be through another killer perk because I'm sick of game fixes and bandages being done through perks and DLCs at that.
While we're at it, I would appreciate if crows did a bit more than just caw and fly off.
I think for starters, we can make existing defensive Hex Perks more better at their job, then go from there. π
Currently, there are two defensive Hex perks that make cleansing harder or risky: Haunted Grounds and Thrill of the Hunt.
Haunted Grounds has a simple yet effective change:
- Don't remove the other trapped Hex Totem after a survivor cleanses the first trapped Hex Totem.
OR
- Make the Hex show you the auras of all trapped Hex totems in white.
Thrill of the Hunt is another simple change:
- Increase cleansing penalty to 30%/40%/50% while it's active and
notmultiplied by every totem remaining on the map. - Remove notification when a survivor attempts to cleanse a Hex totem.
- If any Hex totem is cleansed, Thrill of the Hunt will take its place and deactivate. The saved Hex will be moved to where Thrill of the Hunt is at.
- When Thrill of the Hunt is deactivated, all survivors will scream and reveal their location to you for 3 seconds.
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@Boss said:
I really started loving Make Your Choice at some point, but i'll bring up the more recent example for me...
Surge is doing extremely good work for me right now.
I don't need to waste time kicking those, it still scares some Survivor off of Generators no matter what rank, & even if they stay on it, it's still some extra work they have to do.
Its cooldown is its biggest negative to me, but i can live with it.
I also equip Pop Goes The Weasel along with it, to kick those that aren't regressing and need regression badly.
I never really used Hex perks because they typically aren't hidden well enough.
However, I been using a perk that bypasses that flaw and picked up NOED on my Nurse. I combo the perk with Infectious Fright and oh boy, I never seen anything more dirtier than that combo. π
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@DeathBeam said:
https://forum.deadbydaylight.com/en/discussion/comment/1024823#Comment_1024823
That didn't stop them with Freddy when he first came out and look what happened to him 2 weeks later.
The developers, in the last Q&A, obviously learnt from that mistake.
@not_Queen in Q&A:
"We definitely learnt from Freddy incident."
You can't keep using the developers past and assume they are the same people as before. People change, learn, and evolve their behavior as time goes on. π
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/1030546#Comment_1030546
Your convenience. Not mine. I'd rather dodge than end up getting bullied up and down a map because I am not good enough to play against the reds and purples I keep getting matched against. It's either that or get completely frustrated and hit the Quit button.
If you want to point a finger, take a good healthy look at Matchmaking right now because that's probably a large cause of it. I feel really sorry for any new players looking to get into the game because it has their favorite licensed Killer, and ending up with the matches I'm facing. It's either a 3/4k where I feel a bit bad at the end, or I get completely run over. There's absolutely no middle ground post-patch for fun matches where it can go either way.
Dead by Daylight is what you make of it in the long run, if you want to take the game seriously then you will find yourself getting frustrated over the smallest of things.
I stopped taking the game seriously a year ago, so things, currently, don't bother me as much as before. The game became more enjoyable for me and I didn't have to inconvenience other players by sending them back into queue times (we all know queue times can be insane).
All in all, it's your choice if you wanna dodge, but I don't think it's fair to tell survivors they can't use what's in the game or else you will extend their queue time. There's a double standard going on where killer make rules for survivors, some being simply ridiculous, I feel like it's only fair that killers get punished for excessively dodging because of that.
Also, you won't get punished if someone has bad PING. If you don't like facing survivors who use what's in the game, you can just bring Franklin's.
I can guarantee you that keys will get their rework eventually, as hinted by a developer in a previous comment in a different thread. π
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1028824#Comment_1028824
Yes im gonna do that as clown on red forest were when i find and down the first survivor 3 gens pop. BRILLIANT!. (In all seriousness 4 man swf with toolboxes is unbalanced and thats part of the reason toolboxes are being nerfed).
It's not about balance, it's more of the inconvenience of waiting in queues again.
Sometimes I will find a toolbox from the last match and forget to unequip it from my item slot. I hardly ever pay attention when I'm waiting in queue as both roles. Other times, I don't see a SWF with all toolboxes in the lobby because I don't pay attention, and honestly, I don't get destroyed.
Sure, I'll depip because the game doesn't like it when you play dirty, but I still manage a 2K. :)
Also, here's another comment I made elaborating about dodging:
@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/1029378#Comment_1029378
DCing is different, it ruins the game for everyone, and so is dodging when done excessively. Neither is okay in my book.
I can understand bad PING, but otherwise, deal with it or why even play killer if you're going to waste other's time. There's no need to make survivor queues even worse because you see someone bring a medical kit that you think has septic agent.
Like I said, if survivors were granted the ability to see the killer's load out during the lobby, killers would see how aggravating it is to not get any games.
I'm solid on my stance of punishing dodging.
"Ebony Mori? Um, no... Skip."
"What is she using? Iridescent Hatchets? Nah, skip."
"Oh, it's a Legion... Skip."
"Spirit? I'm good, skip."
"Hmm, I don't feel like facing Nurse right now... Skip."
"Trapper with Iridescent Stone? Maybe, but it's too annoying, skip."
Overall, I don't condone dodging when used for the wrong reasons. I believe there she be punishments for when dodging is used to excessively by a player. π
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@S_Panda said:
https://forum.deadbydaylight.com/en/discussion/comment/1028824#Comment_1028824
Except survivors can and do dodge - via disconnecting when they get insta downed by huntress. Or face a spirit. Or walk into a trap 5 seconds into a chase of their own fault. Or match ends before loading in because someone didn't load in because of the yellow mori. Or they got hawkins (one of the now two remaining killer sided maps thanks to lery's rework that removed every unsafe pallet outside of the operating circle).
DCing is different, it ruins the game for everyone, and so is dodging when done excessively. Neither is okay in my book.
I can understand bad PING, but otherwise, deal with it or why even play killer if you're going to waste other's time. There's no need to make survivor queues even worse because you see someone bring a medical kit that you think has septic agent.
Like I said, if survivors were granted the ability to see the killer's load out during the lobby, killers would see how aggravating it is to not get any games.
I'm solid on my stance of punishing dodging.
"Ebony Mori? Um, no... Skip."
"What is she using? Iridescent Hatchets? Nah, skip."
"Oh, it's a Legion... Skip."
"Spirit? I'm good, skip."
"Hmm, I don't feel like facing Nurse right now... Skip."
"Trapper with Iridescent Stone? Maybe, but it's too annoying, skip."
Overall, I don't condone dodging when used for the wrong reasons. I believe there she be punishments for when dodging is used to excessively by a player. π
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/123640/please-killers-dont-lobby-dodge
then don't bring 2+ toolboxes or keys galore, bad enough ruin is nerfed we don't need toolboxes on top of it, heck because of the ruin change and how I know survivor Q times are at an all time high, if I suspect SWF I will dodge to be like "back to the Q with you" because the more survivors wait, they either quite, play killer and get bullied, then come to the forums and complain. then either BHVR will do 1 of 2 things
- make killer AI so that killers wont need to be buffed ever and they can just use AI killers in their games
- buff killers/ change the game to be bearable again even though new ruin is trash
we warned you of the consequences of what would happen if ruin was nerfed, don't be mad at killers, be mad at BHVR for making this change
I got a better idea: Play against survivors who use toolboxes and keys to hone your skills.
If survivors were given the ability to dodge killers, I wouldn't dodge a Ebony Mori, I wouldn't dodge an Iridescent Hatchet Huntress, I wouldn't dodge perma EW3 Myers, and so on.
As the killer, you even see what the survivors are bringing in, use that to your advantage.
The sad truth is that, you won't improve if you assume the worst every time you see something that makes your stomach fuzzy! :P
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@Shi said:
https://forum.deadbydaylight.com/en/discussion/comment/1027943#Comment_1027943
This statistics is not show everything.
1st hooked suicide, D.C., friend helping although they can exit, face camping, mori, ...
Next time, If Dev want to refer statistics, please collect hook data.
https://forum.deadbydaylight.com/en/discussion/comment/1028086#Comment_1028086
If you want to refer TrU3, please refer his opinion.
He is very strong disagree with Ruin changing.
And at present, he is talking problem from this game in his live
I referred Tru3ta1ent to show he's getting at least a 2K in most of his games. This is to prove that the game isn't survivor sided and the developers don't favor any side. π
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1027943#Comment_1027943
This is the one thing I'm not entirely certain on, but I vaguely remember this exact poster getting thrown around on reddit and then the devs calling it out to say that this was not an accurate statistic.
I think you they meant to say that, as famously said from a dev named @Peanits, "Don't draw conclusions from numbers alone" π
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/1027943#Comment_1027943
Your counterargument is lacking. The statistics you chose don't represent red ranks at all, they only do display red ranked killers, yes even vs green survivors that game will be counted as red ranks. This was confirmed btw so yeah. Take the other stats if you want to use them at all.
It's the best we have, and the ranking system more likely than not, will match red rank killers against red rank survivors.
If you don't want to believe the statistics, I'll go ahead and pick the top 3 recent (from today's comment) videos from a random content creator.
I'll be using Tru3ta1ent since he's the first that comes to mind and he's a great red rank killer:
https://youtu.be/d1WJRewDblI https://youtu.be/Ze38KaWnNWc https://youtu.be/eWPAZaRVJNcI haven't watched the videos, but I can almost guarantee he gets at least a 2K in all of the videos. π
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@FootMan2893 said:
https://forum.deadbydaylight.com/en/discussion/comment/1027224#Comment_1027224
The survivors were straight up broken. Changes/nerfs made to them were necessary, and even after the nerfs alot of what survivors use is still extremely strong. You can't compare necessary balance changes of broken mechanics to gutting a tool of killers because it annoyed new players.
And things like EGC wasn't for the sake of killers, it was so games could move on instead of both sides not wanting to lose so they just camp hatches and hold games hostage.
From the dawn of DBD's inception it has always been HEAVILY sided towards survivors balance wise, and anything given to killers, be it nerfs to survivors or buffs to killers, were changes that were needed and begged for with months of forum posts and youtube content discussing the terrible state of the game. And through this whole process dumb survivor mains as well as BHVR would always claim the game was perfectly balanced and so it took a ridiculous amount of effort to ever get it through their thick skulls that it wasn't just fine.
Opinion of the game back in 2016 was the exact same. Game was fine, killers were fine. No problems at all if you were to believe the devs or survivor mains. https://www.youtube.com/watch?v=Q1fkX3H84SE& That look fine to you?
@Gibberish said:
https://forum.deadbydaylight.com/en/discussion/comment/1027224#Comment_1027224
Your logic only works if the Survivors and Killers started off evenly balanced, but they did not.
Survivors have been in the stronger position since launch, and it is still that way today even after all the nerfs they have received and all the buffs Killers have received..
You could give Survivors 10 more nerfs and give Killers 10 more buffs, and Survivors would still be in the stronger position.
Here's my counter arguement:
If the developers are survivor sided and doesn't care about killers, then why does statistics show otherwise? Killers are above their 2K standard for the developers with the lowest killer being an average of 2.4Ks of all red rank matches.
As I mentioned in my previous comment, Freddy's rework made him one of the strongest killers in the game.
I don't see any survivor bias here nor killer bias, the developers are just making changes where they see fit β not because they want their favorite role to be OP. π
But sure, let's pretend the developers don't care about killers. Didn't make changes that benefit both sides, and act like the game is still how it was in 2016.
You can't keep using the developers past as a way to say the developers are survivor biased, obviously the developers in 2016 and the developers present day are two completely different set of people. :P
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Hell yeah, the game is great for people who seek horror and love the idea of teamwork.
Nothing can compete with Dead by Daylight's cat and mouse game, it's literally the best.
However, if I would encourage a friend to start with survivor than work their way to playing killer after enough experience. π
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I don't think the developers are survivor sided because they made changes to both sides.
Here's a few to start:
- Survivor: Nerfed Balanced Landing
- Killer: Nerfed Hex: Ruin
- Survivor: Nerfed Instaheals.
- Killer: Nerfed Nurse.
- Survivor: Buffed Perks.
- Killer: Buffed Perks.
- Survivor: Buffed Pallets.
- Killer: Added the EGC.
- Survivor: DS wasn't gutted after change.
- Killer: Freddy wasn't gutted after change.
I can go on for a while, but in short, the developers aren't bias towards any side. You shouldn't assume the developers are X sided because Y got buffed or nerfed. Research, from previous patches, shows the developers are quite neutral and look at top tier players for advice. π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1027050#Comment_1027050
It's a meme perk and it has saved me more times than I can count. :)
Nobody expects the Tenacity.
Tenacity is pretty solid because you can lose the killer while getting ready to fully recover. π
There have been times where the killer lost me after 10 seconds of them slugging me.
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@BugReporte said:
This complaining is the same thing fortnite kids do on twitter! DBD is going threw the same phase and i hope this isn't going to last or dbd will die except faster! Only people we have to blame is the devs for babying new players just like fortnite so either they fix this or the game minus well be "Dead By Update"
If no one didn't complain, balance issues would continue to plague the game.
However, I do agree that there's a difference between constructive feedback and just whiny feedback. π
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@Aven_Fallen said:
Since I play a lot of Pig, I have found a Hatch Tech with Pig:
- Find the Hatch first
- Stand directly on it
- Crouch
- When you see the Survivor, close it
- Kill the last Survivor
(seriously, what is called a tech nowadays... D: )
I got a better one: Exit Gates too far?
- Camp one Exit Gate crouching.
- Survivors has a 50% chance to walk in on you.
- Kill the survivor! :D
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@Orionbash said:
Before you come down on me for the title, hear me out.
The issue with you not winning isn't ruin or gen speed. It never was. It's you. You've just become so accustomed to the failure of survivors (As in you'd get matches where ruin was clutch only because survivors never learned to adapt to ruin) that you've yet to adapt to anything else and try any other strategies. So many killers have complained that ruin was always gone within the first 30 seconds of the match anyway. Killers have also complained that strong, highly co-ordinated SWF could power through ruin so it didn't even matter. So what difference does it make now that it doesn't exist in the same way?
As a survivor main I saw a lot of different killers today. There were killers that seriously struggled and some killers that kicked ass. The killers that struggled are those that got way too involved in the "MUH RUIN!!!!" hysteria that they honestly played the game like they had no chance. Today marks the first day I was facecamped by a Billy that got flustered when two gens popped at the same time and I could honestly not believe it. It was hilarious. But its all in their head. The killers that kicked ass ditched ruin early and started to adapt to new play styles. I had killers like Trapper/Hag set up a 3 gen scenario while getting a few downs in the process. I had a Legion that decided once he was down 3 gens to start slugging to pull all survivors off of gens to buy himself some time. I also had a Tru3Ta1ent wraith that refused to commit and just kept beating on us to keep us off of gens and focus on stabilizing rather than objectives. Among other things. It was those killers that won.
You can complain all you want about your clutch being taken away. But as of right now the robotic motions of patrol gens, find survivor, down survivor, hook survivor, use BBQ to locate next survivor, wash/rinse/repeat, are over. You need to get creative or you'll lose. Period.
I think both sides have their ups and downs with the game, but I don't think it's fair to say one side is whiny over a necessary change they made happen via feedback.
Some Examples:
Mettle of Man was extremely OP at launch, and players, especially killer players, complained. It's not fair to say they are whiny because the perk is legitimately broken and needs immediate balancing.
Legion had no counterplay at launch, and players, especially survivor players, complained. Again, it wouldn't be fair to say they are whiny over a killer that basically said, "Regardless of your skill, you're going down after my power recharges a few times"
Overall, complaining is different from whining, and if players didn't complain about game balance, then they wouldn't get any light from the developers and the game would remain in an unbalanced state. π
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1019661#Comment_1019661
You can just hit them.
I don't know why people are struggling with this so much, it's a free hit, it's the survivor making a huge mistake- why remove it? Let them literally **** themselves over.
Why does everyone just keep swinging at the front like a lunatic, obviously you can't hit them through the person just approach from the side and whack, easy hit.
I keep getting told by others that they are completely immune while others say they can be hit β which is it?
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/1019750#Comment_1019750
False, see the post above yours.
Okay, that's fair, but why not camp them?
That's two people not doing generators while you're securing a sacrifice.
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@Perelie said:
https://forum.deadbydaylight.com/en/discussion/comment/1019691#Comment_1019691
They are immune and it's a bug, confirmed by devs. They simply don't care because pandering to survivors is their #1 priority.
I heard you can just move to the side and hit the survivor, rendering their tactic unless.
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@Perelie said:
They won't even fix survivors being immune inside hooked teammates and that's been in the game for how many weeks? So sick of their blatant survivor bias, it's disgusting.
Survivors aren't immune to being hit, just move to the side of the hook and hit them.
Then, if they go for the save afterwards, down the savior and hook them. π
You can't blame everything on the developers, just so you know.
