Nameless
Nameless
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Legion could use a small buff and the map could use a small rework. Though, apparantly the sacrifice/survive ratio on that map is already what they’re aiming for hence why it’s not one of the reworked maps in this patch, so maybe it doesn’t need one as much as people say.
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The Iron Works main building is still a problem that has one of those windows you guys were trying to get rid off:
@Toastyy said:
In the above video Marth shows how the new ironworks in the PTB has been buffed with you losing chase 3/4 times making the loop a literal infinite.
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Even when they stay in chase and the entitity blocker eventually kicks in, this would be another one of those “god” loops where you waste a lot of time as killer to get the survivor using this window.
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Probably because survivors would have to mend more and it’d be boring.
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Survivors only lose items on death. Also survivors don't necessarily need to grind for items because they could find them in chests. Besides if they don't have potential to lose their items, everyone would literally run the strongest items in the game like all the time. What's even the point of having weaker "types" of the same item then.
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I mean... Are there more deadzones now? Yes, there are, but it's not like there already were deadzones on existing maps and no one has complainned about them (at least not that I've noticed) so why are the new deadzones suddenly a problem? I'd say because it's a huge sudden change from what it used to be and I think it'll need some getting used to, but as long as other parts of the map are still solid, I don't really see the problem. Granted, I haven't seen too many terrible deadzones on the PTB, and maybe you have. But then again it'd be up to RNG.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1201969#Comment_1201969
When nobody cant believe it, you know that those changes are really aweful.
Here, maybe some more screens might help you
https://us.v-cdn.net/6030815/uploads/164/SYZ5GGNUXT7J.jpg
https://us.v-cdn.net/6030815/uploads/663/MX2H5DZTZ42Q.jpg
https://us.v-cdn.net/6030815/uploads/555/6Y44JTMDEJOT.jpg
https://us.v-cdn.net/6030815/uploads/360/4X9ZKVZXBCI5.jpg
https://us.v-cdn.net/6030815/uploads/126/J6ZEJU3N9K91.jpg
https://us.v-cdn.net/6030815/uploads/673/04ILXB1SV4L1.jpg
https://us.v-cdn.net/6030815/uploads/098/99OR5SNN7HZB.jpg
The logical answer would be that you just got extremely unlucky with RNG and got a terrible variation of the map because the map didn't have that many pallets to begin with. I doubt they would reduce the amount of pallets because of this, but Idk though.
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Actually they didn't touch this map... Unless they just forgot to mention it.
Are you sure you didn't make a mistake counting or something?
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1201276#Comment_1201276
I’ve never seen them comment on iri heads outside of peanits who isnt on the balance team.
”Looking at” Billys add ons isnt confirmation of what exactly they’re going to do.
Also they managed to go back and rework killer after killer and touch up most of the maps in the game but they couldnt find time to remove some cheap ass add ons that unbalance the game in big ways right now?
Maybe because like I said, killer fun is the priority. Just a thought.
Well then I guess we'll have to ask @Peanits to see whether or not he got that information from somewhere or just wanted to have some fun with us and made that up.
Also... What the hell are you on about? They did remove cheap ass add ons and reworked killer add ons that were completely busted. I don't see any 5 blink Nurses nowadays or Omega Nurse? Where's Prayer Beads Spirit at that yoinks me from every generator I touch? Where are those infamous Frank Mixtape Legions running around breaking every single game mechanic in the game? I haven't seen those in a while.
They may not be at the stage you want them to be when it comes to reworking busted killer add ons but you can't just straight up claim they never reworked broken killer add ons.
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@ClickyClicky said:
No. Survivors had to lose all their BS add ons, instaheals were too much and toolboxes have been nerfed beyond useless. Theres nothing “cool” to take as survivor anymore other than a key.
However of course killers get to keep their best add ons. The rules that apply to survivor dont apply to killer, they can bring BS add ons all they want.
Know why? Because devs prioritise killer fun.
Or maybe it just requires more time to rework add ons for each and every killer than it does for survivors because they're practically reskins. Just a thought though, considering I believe they already said they would look into Billy's add ons and Iri Head for example.
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Insta heals were broken and essentially MoM you didn't need to work for. Insta down powers are fine imo because the killer needs to work for them. Insta down add ons imo are complete bs though, but luckily there's only 2 in the game I think. I hope they rework those soon.
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I believe people are overreacting too much, similar to what happened with the Ruin changes. Yes there will be less pallets on some maps, but it's not like there weren't already maps in the game with a similar amount of pallets. Now personally, I didn't exactly count the amount of pallets on the new maps, but it looked reasonable enough.
Besides... You're talking about incentives here for the survivors to do gens, but it's not like they don't already want to finish them now... Yes they have an extra incentive now to do them faster, but I mean it's their main objective so I'm not sure what else survivors could be doing instead. What I'm saying is that the endresult is still the same: they will sit on gens if these changes go live but they already ARE sitting on gens right now, because they simply got nothing else to do and also want to escape.
I don't think that the extra incentive for survivors to complete gens isn't going to change the gameplay too much, but hey I could be wrong.
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@SurviveByDaylight said:
High mobility Killers be OP. Nurse/billy in particular. Freddy #1 imo (not high mobility but still - he’s the best killer). Huntress iridescent/infantry needs to be addressed (nerfed). Ebonys need to be addressed (nerfed). I can understand green Mori’s though. Yellows are just useless/garbage 😂.
If anything the high mobility killers will be more on par with the low mobility killers as it’s not going to take those killers ages to get from one side of the map to the other. Iri Head needs addressing yeah, but I’m fairly certain the devs are aware it’s a busted addon. It’ll be just a matter of time before they nerf it.
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I love what they did with the map, but is it just me or is Haddonfield practically the same?
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I like running Windows once in a while because it tells me which pallets are used and which ones aren't without me needing to actually check so it saves me time and effort lmao. A buff is always appreciated though, it's not like it's an insanely overpowered perk.
The only windows getting a door beside them are the busted ones so Lithe really won't be affected that much, unless you genuinely just used Lithe to run the busted windows. I can see it being used a lot more strategically on certain maps when tiles and jungle gyms aren't just mindlessly placed next to each other and help you close the gap to the next jungle gym. I'm certainly going to give it a try in the PTB and who knows I might even run it all the time from now on seeing how Dead Hard sometimes gets me killed anyways. We'll see though.
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@SurviveByDaylight said:
Games more often than not fall into killer ez 4Ks playing solo and you’re nerfing Gen speed? Why would anyone want to stare at a progress bar longer 😰😡
You do realize that the gen speed changes will only affect you if you work with multiple survivors on the same gen, right? Hell, it adds 3 extra seconds when you repair a gen with 2 people! I don't think you'll even notice the gen speed changes for the most part.
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Actually... Only 5 maps are reworked size-wise and those are like the biggest ones in the game... Plus, we don’t even know how big those changes are or how it will affect the game.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1195175#Comment_1195175
Well now you are claiming all players have the same concept of "fun" which by your vision is seemingly the same as being toxic and as example myself, its not true, I dont "bully" anyone, I dont think that is fun.
A more relaxed game is more fun for all involved, less sweaty as you put it, less try hard, being able to let some stuff go, give some something.
Same for killer, look at Otz for example, he often feels he needs to kill someone even though he knows he kinda unfortunately stumbled on this same person way too often so he knows they are not having a good time, he says he is sorry but he still kills them because "he cant afford" letting them live because of how the game is going, and he does not want to completely get owned.
On a more relaxed game you can choose to at most slug the survivor and just go for others, maybe even letting a few go, that is a lot more fun for both you and the other players involved.
You’re not getting my point. I’m not generalizing and saying this concept of “fun” is the same as for everyone else, I’m saying that those players with this concept of “fun” would get an incentive not to do it, while in the meantime actually rewarding players that played this game for ages and get rank 1 after each reset.
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@Rey_512 said:
It has already been reworked. Next.
Mories too so surely you don’t mind getting moried of hook.
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@ZoneDymo said:
https://forum.deadbydaylight.com/en/discussion/comment/1195163#Comment_1195163
ok? and what is hte problem with that? I would assume you/they want people to have fun
You mean you’re fine with experienced rank 1 players deranking so that they get to bully inexperienced players?
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@ZoneDymo said:
copy paste from other thread:
Ermm I think you are missing the point of rank or ranking up, its not some achievement, its just there to match up people of equal skill with eachother for the most fair/balanced matches.
Granted it does not work hence they are reworking it, but that is the entire point.
True but if you’re not giving people the incentive to stay at the rank they belong, they will simply try to derank and have some fun rather than staying in rank 1 with all those sweaty people.
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@Peanits said:
https://us.v-cdn.net/6030815/uploads/281/GHCD1URVAQ84.png
Oops, I dropped my mid-chapter screenshot. Well shucks, so much for revealing it next week. Guess we'll have to reveal some other changes instead.
Sweet!
Are all god loops being looked at? Such as the one’s on Fractured Cowshed and Groaning Storehouse?
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@Komi said:
Quite simply, go to where you just sat by a portal while repairing until climax. While he was actively engaging in three survivors, he ignored the fourth ranger, you. As Demo, the ability to zoom around should've prevented this but he just kept chasing. So while genspeed was strict, he more than easily could've slowed it down.
tldr he no use portal
Well let’s say they did go down there and chase them off that gen. What do you think the other 3 survivors that aren’t being pressured then are going to be doing? What if they weren’t using Demo or another killer with mobility?
Sometimes there really just isn’t much a killer can do to prevent these scenario’s with maps being so big and gens potentially going as fast as this.
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Why does it matter in the first place which one of the 2 is more broken? They're both items/offerings that can shift the end result of the game drastically and the other side can do very little about it leaving them with frustration. Yes Mories can theoretically be used straight away, while keys are more of an endgame kinda thing. Then again, keys completely bypass the 3 gen strategy etc... You can only get Mories in the bloodweb, while keys can be found in chests and add ons can make it so you don't lose that key on death or escape. Using a Mori punishes the killer while keys reward the survivors and on and on it goes...
My point is that there are positives to both and you can keep discussing which positive is better than the other and which one is stronger but in the end it shouldn't matter. Both should go.
@rikaa said:
https://forum.deadbydaylight.com/en/discussion/comment/1185879#Comment_1185879
If killers are tunneling hard, there is no way to counter for moris. Keys can be countered not letting survivors complete gens. For 4 alive, you need to complete 5 gens, or 3 alive you need to complete 4 gens, for 2 alive you need to complete 3 gens, for 1 alive is all about chance. And after you completed enough gens, you'll need to look for the hatch. And the killer will be still around so... I strongly think that ebony mori is stronger than keys. If killer hooks 1 survivors, he will be on the hook and the other 1 survivor will save hooked one. So 2 people are not working on the gen. And if the killer tunels the unhooked one and mori him, it will get harder for survivors to complete enough gens while the killer will be chasing another survivor
You do realize that "not letting survivors complete gens" is as much of an argument as "just don't let the killer down you when he wants to mori you". It's a bad argument... Especially when stopping gens from getting done actually doesn't do anything. The hatch spawns every single game and the game doesn't care whether you deleted those survivors from existence and 5 genned them or they got every gen done. As long as the hatch spawns, a key can be used.
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Well I mean you could ask the same questions for killers:
Should a killer be punished when they meet the kill/survive ratio the devs are aiming for? In other words should a killer be punished if they sacrificed 2 survivors? Or maybe end up 4k’ing, it’s open for discussion but you get the point.
Does the fact that a killers playstyle changes depending on the add ons really matter? Besides, you could also argue that depending on the item a survivor is carrying they would change their playstyle accordingly. If you got a toolbox, you would rather sit on gens. If you got a flashlight, you wouldn’t mind a chase etc.
As for the bigger variety of add ons and items compared to killers, you could argue that killers have a lot more different add ons than survivors have considering there’s an awful lot of different killers.
Personally I didn’t mind the change whenever I play survivor but honestly I didn’t care too much about the situation before the changes whenever I played killer either so yeah.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1181736#Comment_1181736
Nurse and Spirit nerf? *blank stare*
I do and don't agree. I dont think killers should be miserable because of SWF groups. I also don't think solo survivors and random groups (the majority of DBD groups and the one I fall into) should be miserable because the game is tuned for SWF and Killers rn tend to be hellacious #########. Yet, here we are. It is very clear to me that more "balancing" is needed.
Well okay, maybe the Nurse and Spirit nerf weren't the best example because they're arguably still the strongest killers out there, but you get my point. Changes were made to both roles and neither one is going to like those changes if they were negative changes.
I just hope they rework more maps and make them smaller, while at the same time balancing Solo queue, SWF and killers accordingly as they said they would.
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I mean don’t get me wrong, I’m fully aboard of a morie rework or an iri head nerf but when you mentioned crutches, I couldn’t help but think of all the 2nd chance perks survivors actually possess. The crutches of one side make chases longer or nullifies them even and the other makes them shorter.
When mories hopefully get reworked then so should keys. They both don’t require any skill to use and result in a cheap way of ending the game.
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They’re not ignored. I remember a lot of complaints about MoM and insta heals and they got nerfed. Or how about the Doc and Freddy rework?
You can’t just say something because it’s not going your way. Hell, didn’t they rework toolboxes only a patch ago due to complaints about gen times?
Devs will listen to the complaints and draw their own conclusion.
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You know they could also just remove the hatch to prevent this problem from happening.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/140164/survivor-easy-mode
Except in the last 12 months the vast majority of patch changes have been in killer's favor, not survivors. What, Ruin was your favorite perk?
cough Nurse and Spirit nerf cough
Not denying that there has been some balancing in the past that improved killer gameplay though. However most of it, or at least from what I remember, was justified in my opinion.
@LetsPlayTogether said:
Thats why killer is Baby Mode. Just crying all day about things they dont want to understand in their little World.
Because survivors never cry about anything? Oh... they just don’t want to understand the reality in their little world? Ignorant comments like this always end up working both ways, just saying.
@[Deleted User] said:
Killer main here, the way I see it:
Solo survivor with bad teammates = Hell
Solo survivor with moderately skilled teammates = could go one way or another
Solo survivor with good teammates = depending on the Killer, possibility of going pretty well
SWF with mixed skilled players = could really go any way depending on how seriously they are taking it
SWF hardcore tryharding with communication and full meta builds = easy mode
This is in my opinion an accurate view of the situation. Solo queue can be a serious pain, but in my experience at least, terrible teammates that go down easily won’t change the gameplay drastically with large maps.
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Obviously any killer that falls victim to my toxic SWF (which btw relies on 2nd chance perks and map offerings) is a baby killer of course
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*completely ignores Ruin nerf, Nurse and Spirit nerfs, the amount of 2nd chance perks survivors have, an insane amount of huge survivor sided map and gen speed*
Something tells me you don’t play killer a lot. To address the points you made:
- Instant heals were broken and essentially a free MoM without it needing any requirements other than playing poorly enough to get hit. The pink one even nullified a complete chase.
- DS was reworked and now there is somewhat of a counterplay to it, even though you still have a full minute of invulnerability. Either way, are you claiming that having counterplay is a bad thing?
- Medkits got nerfed yeah but honestly, I hardly notice it because teammates most of the time are around to heal me.
- Toolboxes got somewhat nerfed I guess. Though, with gens going this fast it’s a justified nerf.
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@gatsby said:
Breakable walls are the same concept as Trapper, Hag and Freddy presetting traps. The idea is that you invest time early game to payoff later.
If you don't wanna invest the time, you get looped like crazy later on. Kinda like if Survivors wanna gen rush and they have to deal with No ED
But that's the thing. How are breakable walls beneficial for killers when you are FORCED to destroy them and waste time? When they were introduced, people thought they were a way of making certain already existing stronger loops shorter such as jungle gyms.
Whether you place something like that on a cooldown or not is something that can be discussed, but the way they're implemented right now is not by making the regular loops we have weaker, but by creating strong loops and by breaking them, they become somewhat manageable. Trapper and Hag already were in a disadvantage because they have to preset traps at the start. If this really becomes the same concept as you're saying, it's going to hinder the killers more than help them, because they're in a disadvantage at the start and because it wastes time to make those odds more even.
Granted, we haven't seen unbreakable walls in action on the already existing maps so maybe it won't be such a problem after all.
*Please note that I'm not talking about the breakable wall in the shack because that's bs but the other way around.
@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/1175556#Comment_1175556
because Windows are critical to loops. Survivors need them. You're not just helping the Killer at that point you're weakening the Survivors.
Imagine if you were running Lithe and the Killer broke all the good vaults. Breaking vaults is just as unhealthy for the game as being able to break Lockers or Unused Pallets in my opinion
True but this could be on a cooldown again so that it would be impossible for killers to break all the windows. Or you could put a number on it or something. Each game the killer is able to break 2 windows in total or something.
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Doesn't make it any less broken.
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But how else am I supposed to justify myself playing like a douche? :o
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If only a killer could disable DS like survivors can disable Noed before it activates...
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The two go hand in hand. You fix the large maps and make them smaller, the less time the killer is going to need to waste to get from one side of the map to the other so gen times won’t be that big of a deal.
The other option is to fix gen time itself and the large maps won’t be such a pain to deal with as a result.
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@Respectfulnancymain said:
When i get 3 gens popped instantly instead of crying on the fourms i actually "apply pressure" by slugging or camping as ghostface its really not that hard since most survivors at red ranks are bad and i dont tunnel so no ds. Honestly i have no idea where these gen rushing survivors are i litrally never see them. Am i just lucky? Do you gen rushed every game?
Because basic math tells me a 60% head start for survivors to complete their objective is stupid. No one said it was impossible to come back from this, but for your casual killer it’s hard and extremely frustrating and unfun to start a game and realize that 60% of the survivors objective is practically given to them.
If you have never seen 2-3 gens pop early game then you have some questionable teammates.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1168686#Comment_1168686
Oh, yes. I'm not saying to stop complaining entirely.
I meant to stop complaining about the same thing.
If people want to complain about the same thing, let them. As I said, the bigger the pile of complaints about the same thing, the bigger the chance they will look into it.
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/comment/1167986#Comment_1167986
You do realize adding to the pile of complaints wont do anything, right?
Take a look around the forums
All you see is killer mains complaining about gen rush times
When will they learn...?
Tell me, how else is the community supposed to voice their opinion, if not on the forums? Devs stated that they have listened before to the complaints on here so why not add it on the pile? The bigger the pile, the bigger the chance they will look into it. If they conclude it's not a problem then you got nothing to worry about.
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1162707#Comment_1162707
Why should keys be nerfed? 90% of the time they don't even get used and more killers use Mori's than survivors use keys.
Can you show us the official statistics you had to use to come to such a conclusion?
Besides, does it matter in the first place which one you see the most? They’re both unhealthy for the game so they should both be changed and that’s what should matter.
@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/comment/1162759#Comment_1162759
A key requires gens being done.. and people dying?.. and if you kill the survivor with a key, its useless.
The key doesn’t vanish once you kill this player. Besides, if you tunnel this player or camp them to get rid of the key, you have already lost the game.
Also the statement “a key requires gens being done” means nothing. The hatch spawns each and every game, the only thing you need to do as holder of the key is stay alive to collect the free escape. A key doesn’t require anything from you.
The only time it requires gens being done is when you choose to escape with another teammate, and with 2-3 gens popping early game, I would still say that keys require as much effort as mories do: little to nothing.
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@SasukeKun said:
https://forum.deadbydaylight.com/en/discussion/138668/get-rid-of-moris
nah, it's part of the game dude, Killers KILL? They are talking about Adding different mori animations as well. Looks like you need to just practice more or L in grace. Not to mention Mori requires 1 hook, it's fair imo
The fact they were talking about adding more mori animations means nothing. It’s an idea like any other that can get scrapped when necessary. Besides, they can always rework mories while delivering new animations.
Imo mories should be reworked, same for keys.
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I mean... does it matter which one of the list you named is the absolute worst? They’re all terrible killer maps because they’re too big, have too many loops or too many safe pallets.
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@NursesBootie said:
They are afraid of being accused of forcing players to buy dlcs for meta perks. That's my guess at least. I enjoy "Hex: Retribution on Hag with M&A tho. .)
Only you don’t have to buy this DLC with actual money.
And yeah the cooldown on those perks really wasn’t necessary imo. Surge wouldn’t be that much stronger and the conditions for Blood Echo already make it a bit of a niche perk.
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@brokedownpalace said:
I love how when people share these videos it's always of killers getting 4ks. They also only ended up finishing 2 gens LOL
And somehow when Otz still ends up with a 4k, a 27 seconds gen is fine?
You’re missing the point of what people are saying. People aren’t saying that streamers that play this game 24/7 can’t come back from this.
People are saying that a gen shouldn’t be done 27 seconds into the game.
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@rita_book said:
https://forum.deadbydaylight.com/en/discussion/137347/bring-back-the-early-game
To the original poster, just no. Generator speeds are fine.
You totally ignore the survivor perspective. All the survivors died! Killers are getting 4 kills and you still demand nerfs to survivors?! It is absurd how much killers demand this game be tailored to them. The game is already so absurd tilted their favor. The second the killer encounters their first survivor the killers is going to start snowballing because anytime a surivior is running/healing/sneaking because of a killer, they aren't doing gens.
You must not have that many good teammates then because every single second someone is running away from the killer is a second those other 3 survivors have to finish a gen.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1158601#Comment_1158601
Its another "Gens go too fast, here is a video of tru3 where he wins in the end anyway"-Thread.
We have a bunch of them already.
Why does it matter if he still ended up with a 4k or not? 60% of the survivors objective was 2 minutes in the game. How can you possibly say that’s fair? It puts the killer under stress and they’re forced to slug and how is this fun gameplay for both survivor and killer?
The “but he still 4k’d” is such a weak argument in my opinion seeing how it’s still unfair towards the killer with how easily the survivors can complete their objective compared to how much harder it is to do for the killer who’s under pressure, not necessarily because the survivors are better than him, but simply because of gen speed.
Besides, Tru3 does this stuff for a living. He plays this game 24/7 so he might make a comeback whenever this happens to him but what about the casual players? I mean they nerfed Ruin with the casual survivors in mind, didn’t they? So why not do something about the survivors objective for the casual killers? Not saying they should make gens take longer to finish because that would be boring and I honestly doubt it would do much.
That said, OP was more referring to the early game. The part where the killer lacks pressure by design, so no it’s not just another one of those let’s-complain-about-genspeed-threads
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I mean it’s a perk that allows you to get away with a mistake when used correctly. In a game where the killer is on the clock and gens go flying, it’s kinda silly to get punished as a killer because a survivor just pressed a button, even though they just made a mistake. Combine it with most of the maps that are insanely large and a basic m1 killer without any mobility and you’re basically done for. You just chased after someone and they got away so you got no pressure in any shape or form.
I’m not saying it’s like this all the time. The amount of times I see people use it badly or it just doesn’t work out because they get downed a second later is still the majority.
Idk how they could change it in a way it doesn’t do that anymore while it still being useful though. They would have to rework it and I don’t see that happening anytime soon.
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I wouldn’t say the map is survivor sided. The saloon can be busted and you’re basically forced to break the walls there which is kinda stupid imo, but that’s all.
The killer could use some buffs but he definitely isn’t terrible. He could use some more map pressure.
Toolboxes definitely were nerfed and that was a good change but I agree: on most maps gens still go too fast. I’m sure this is something they will monitor though, considering how they already looked into toolboxes and there’s nothing wrong with doing this step by step and making sure you’re changing the right things.
To be honest... I hardly noticed the sabo buff as of yet. Though I can imagine it would be extremely frustrating to face one of those SWF sabo groups. Didn’t they say that sabo’d hooks would respawn faster? If so, I don’t think it’ll be that big of a problem. Especially since toolboxes got nerfed.
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The only buff I would give Demo is an add on buff. His add ons suck, but Demo himself honestly is quite a solid killer.
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Dead hard for sure. That is if dedicated servers allow me to outskill the killer by pressing “E” of course. Sprint burst might be more reliable these days because of that...
