Nameless
Nameless
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/996196#Comment_996196
And those "many" people (according to your non existent research) are the problem. Not the items. They need to take a casual game less seriously.
There is also a difference between not liking to get ######### on because of broken game mechanics and taking the game too seriously...
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@The_Second_Coming said:
https://forum.deadbydaylight.com/en/discussion/comment/996151#Comment_996151
I don't have issues with it. It's just a game. I move on to the next game. If I was smacked right off the hook, either the killer was camping, or I was farmed. Both of which are the fault of the survivor who unhooked me. Not the killer.
As well - don't presume to speak for the majority. You're not their mouth piece. This forum is far from the majority. In fact, the majority of the community isn't even on this forum. Cause they don't care about it as much as you do.
https://forum.deadbydaylight.com/en/discussion/comment/996153#Comment_996153
It's just a game. Nerf your sweaty competitive attitude, stop caring about wins and losses, and just have fun. It's not up to the killer (or if you're a killer, the survivors) to facilitate your fun.
Uhm... You didn’t answer the question and I didn’t say one side should facilitate the others fun at all. I’m not blaming these people that bring in keys or mories, it’s part of the game, but that doesn’t mean it should be.
Maybe you don’t care about getting moried or losing because of a key, but the fact remains that many people do so why shouldn’t anything be done about it?
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@The_Second_Coming said:
They don't need to go, nor do they need to be reworked. That goes for both keys and mori's. What needs to go is people taking the game too seriously. It's just a game. Stop trying to suck the fun out of it. It's a CASUAL game.
What’s so fun about getting moried or getting robbed of a win that you want to keep these things in the game?
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They have also been balancing for the fun of killers in the past, the BL changed being the most recent. That said, in my opinion the Ruin changes came at a bad time and they didn’t address the issues Ruin was being used so much in the first place
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/987767#Comment_987767
Slugging is not a waste of time. If you're chasing someone else you're applying a lot of pressure.
It leaves the remaining people a hard decision, save or finish the Gen.
@GodDamn_Angela said:
https://forum.deadbydaylight.com/en/discussion/comment/987767#Comment_987767
If they down you and chase someone else are they really wasting time?
There’s also lockers you can jump into and if they slug you, you’re not getting hooked which is also a plus. Either way, you’ll always gain something when running DS. Unless they don’t tunnel you but then you can use it during the endgame.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/987595#Comment_987595
You mean being stunned for five seconds as opposed to waiting your timer out? Okay lol.
Endgame it is strong, which is why I eat them early if I feel I can.
Stunned for 5 seconds and they gained nothing out of the chase that resulted in initially downing me so yeah that’s a massive waste of their time. If they slug and wait out the timer then they’re wasting time too.
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Give me a reason not to. The killer is wasting insane amounts of time if they down and pick me up during those 60 seconds of invincibility and it’s insane during the endgame.
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@Peanits said:
I definitely see what you mean, but I would say your issue is more with the keys than the hatch. The hatch on its own might only let one person escape. While that isn't desirable, the alternative would be a never ending game where the survivor can't work on a generator because the killer is patrolling them and the moment they touch one, the killer will hear it and know. Back when this was possible (before the EGC), these matches would go on for an incredibly long time.
There are many other alternatives you could have come up with though... The hatch is essentially a flawed game mechanic in the favor of survivors as it grants them a 2nd chance when they failed to do their objective. Killers on the other hand aren’t granted any 2nd chances by game design. Furthermore, the hatch mechanic stimulates slugging for the 4k. In other words, exactly what you just described that would happen with one guy hiding now happens with one guy enjoying the fun gameplay of being a slug while the other one hides and tries to heal them. If they do get healed, nothing changes as the situation will repeat itself. It’s extremely boring gameplay but that’s the result of the hatch because the killer wants his 4k and I don’t think you can blame them because they have earned it at that point. It’s also a game mechanic based on luck and no skill is involved which is extremely annoying in a game where people enjoy the idea of outplaying each other. (Combine this with keys and you practically already escaped unless the killer tunnels you but then they’re throwing the game.)
Keys and mories definitely are a problem, and I really hope these 2 will be reworked or removed from the game later down the line, but so is the hatch mechanic as a whole.
And there are other ways you could go with this, I’m not saying it won’t take time or resources but there are alternatives. Powering the gates once the third survivor is sacrificed for example and completely skip the hatch-part based on pure luck, rather than skill. I’ve seen ideas of a mineshaft elevator on this forum: a standard structure on each map like the killer shack. The elevator would take time to reach the surface and because it’s already on the map, luck isn’t involved. These are just ideas your community came up with so I’m certain that a team of devs could think of some amazing solutions to this.
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@Zombra808 said:
https://forum.deadbydaylight.com/en/discussion/comment/978242#Comment_978242
How are these not stats. Sure they are a little outdated, but nothing but killer buffs has come since then, to my knowledge. I see them as facts, I'm interested to see how they aren't.
Those stats are meaningless considering they’re missing all kinds of variables. How about suicides on hooks? How about snowballing effects because of a terrible play by survivors, a killers viability shouldn’t be based on extreme mistakes by survivors because this is a rather exceptional occurrence. How about the terrible matchmaking that drags yellow survivors etc into redranks, heck even if they’re redranks sometimes they do extremely questionable things.
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I mean if gens fly by, even if it is with toolboxes, then they're still proving something is wrong aren't they? Especially since you can find those easily in chests and bring them with you at the start.
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As a killer you can usually guess which generator they're working on anyways... Surveillance makes it so you can see which gen exactly. Enlighten me, what are you going to do about 2-4 gens turning yellow? Knowing which gen they're working on hardly matters if you can't do anything about it. As the devs pointed out themselves, Ruin is now a "late game" perk and could be useful for a 3 gen strat, but by then it's most likely already gone. And Surveillance on its own is good enough for a 3 gen strat anyways. No point in wasting another perk slot.
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@altruistic said:
Nobody cares if you leave the game.
80%+ of players using the perk, just as Self Care did. It needed to be nerfed, sorry to bring you back to reality.
The fact 80+% of players uses a slowdown perk at redranks shows that, one there is a problem with gens in the first place, and two following that logic all meta perks should be nerfed then. It's just a terrible argument. Ruin being frustrating for newer players is something else, but newer players get better too so in reality, in my opinion at least, there wasn't that much of a problem with Ruin in the first place. However, if you want to change Ruin which is reasonable enough if you want to make it less annoying for the newer players, then you should also address the issues this perk/plaster fix somewhat took care off.
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Yeah the 3 second wait is kinda silly... And the range still sucks. I like the idea behind his static blast though.
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@CrummyCookie said:
https://forum.deadbydaylight.com/en/discussion/comment/973483#Comment_973483
You're not. That's the point. Everyone wants the game to be interesting
Holding m1 for 5 minutes to get out of the game must be very interesting gameplay.
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How does one apply pressure to all 4 survivors exactly? Especially at the start of the game?
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@senki527 said:
https://forum.deadbydaylight.com/en/discussion/comment/969989#Comment_969989
lol, that are only specific killer nerfs, not general killer nerfs. survivor always get as a whole a nerf
Well that’s uhm... Normal? Survivors are reskins so they can’t exactly nerf a specific survivor you know...
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@DeadByGayDwight said:
Killer main's input: if y'all can't live without Ruin, then you probably need to reconsider how good you are at killer.
Ruin is used to build up momentum, which every killer lacks at the start at the game by design. Low mobility killers more so than the high mobility killers and by removing this, you're essentially removing a plasterfix for the gen times, bad map design/low mobility of certain killers and the lack of momentum at the start of the game.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968090#Comment_968090
Well then, I'm pretty sure I play better than you if this is your way of elaborating.
https://forum.deadbydaylight.com/en/discussion/comment/968088#Comment_968088
Clueless? I'm not the one completely missing the point of the thread... or claiming that canceling or using an ability as simple as Billy's chainsaw takes skills.
https://forum.deadbydaylight.com/en/discussion/comment/968096#Comment_968096
Would you say the same for Plague or Huntress? How strong would they be if you were able to cancel your ability at any time and smack them with m1?
As I pointed out above, you can't compare these abilities with one another and bring them on par like this because they're so different. I think both Huntress and Plague are fine as they are, but so is Billy.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968066#Comment_968066
I'm gonna assume you created this account just to write this and try to tilt me out at this point.
https://forum.deadbydaylight.com/en/discussion/comment/968068#Comment_968068
Like... anything really. During chases I'm always like "He's gonna rev up? Ok he's revving up then i'm gon- *gets hit with m1* wow ok nvm that"
Make it like LF and he’s not gonna have any mindgame potential in loops. What they did to LF was in my opinion a mistake.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/968017#Comment_968017
Not as much as Billy, LG gets slowed down by cancel the chainsaw so why shouldn't Billy? If anything... Things should be swapped at least
And we all know how great of a killer LF is because of this. Why is inconsistency in this case such a bad thing though? If anything, it makes gameplay more interesting and it leaves more for survivors to learn about countering specific killers, rather than a learning a format every killer has because it needed to be consistent.
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Only the devs are reworking maps while looking into perks and killers...
They’re reworking Lerys next.
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@NurseMainBTW said:
https://forum.deadbydaylight.com/en/discussion/comment/967750#Comment_967750
It's flawed by logic. A 50/50 situation is where you need to pick an action that your opponent has to guess. Canceling your decision instantly doesn't make sense where most killers don't get to do this. Also, Hag and Trapper suffer a considerably amount of time to cancel a trap placement and they're also immobile while doing it.
https://forum.deadbydaylight.com/en/discussion/comment/967753#Comment_967753
Freddy's teleportation punishes him with cooldown tho, which is exactly what a 50/50 should do if you pick the wrong choice.
If you have such a problem with Billy's faking it, then just drop the pallet. Play it safe and don't be greedy so the problem is solved.
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Tbh, the fact there is such a thing as a hatch is already in favor of the survivors. If the killer finds it first and closes it, I really don't mind the EGC generally being killer favored.
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Rip tbagging survivors, you won't be missed.
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cough Demo cancels it instantly too cough
You can't really compare abilities like this because they're completely different. How about Trapper and Hag? Shouldn't they be able to hit survivors as well when they fake a trap placement? If you want all abilities on par, then BHVR shouldn't have made such a variety in different abilities in the first place, but that would lead to some monotone gameplay.
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@BigTimeGamer said:
Freddy is just annoying
Is placing snares around a loop and holding W until you catch up really a sign of skill?
Clown must be a very powerful killer then.
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Having a 2nd (engaging) objective would solve all the issues in my opinion. If survivors just want to hold m1 and get out of there asap, there really isn't much you can do as a killer. Like "Just pressure gens" really is a myth. You can't pressure all 4 survivors at once which is why gameplay like tunneling occurs. Pressuring gens when there's 3 survivors remaining rather than 4 is a lot more bearable.
However, there is no denying that holding m1 isn't quite the exciting gameplay players are looking for. Making a 2nd objective in such a way that it is engaging and that it still doesn't require too much from the survivors so that it doesn't stall the game too much would solve this issue and a bonus is that it would be refreshing new gameplay.
I don't necessarily believe it's map design too. I mean, sure place the gens closer together or something similar and pressuring them will be a lot easier, but I've seen gameplay of high movement killers such as Billy on Rotten Fields that got completely crushed and aside from some mistakes, there really wasn't much they could do. I don't think it will be too helpful, but then again I don't know if a 2nd objective would be either so who knows...
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/957803#Comment_957803
That one second of pig includes the slow down + her TR starts.
One second can make the difference between getting the vault/pallet or not. The fact that you don't know that shows me you don't have enough experience. Which is fine, not everyone can have a lot of experience.
Have you played Pig before? You do realize that the main aspect of stealth play is that you'll be right next to the survivor and get that first easy hit, right? If they're lucky and get to a pallet first then it wouldn't be any different with GF. Break it and get them next time, same hit and run tactic as you said above. I don't really see why the fact you'll be able to hear her TR starts is relevant because you'll be right next to them.
I'll give it to you though, it is kinda cute that you tried to give your argument more value by calling me out on being supposedly new to the game ;)
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GF is fine... Like what do you mean there should be more negatives being seen as GF? You literally deny him his power lmao. Right now, you're offered a choice: give away your position and break him out of his stealth or hide but let him keep his power. It's perfect the way it is.
@DwightOP said:
I mean, the one basic element of DbD is the terror radius, but he just ignores it
Because stealth killers and terror radius removing perks are such a new concept.
@DwightOP said:
I hate versing him aswell, especially when they do the hit'n'run tactic with build. It's wraith + pig on steroids. He moves really fast, gives no sound notification when he comes and can instantly hit you out of stealth mode.
Wraith is faster while cloaked and has 2 add ons that make it hard to determine where he is, one of which is only a yellow. Pig doesn't need a second to get out of crouch and get that first hit and doesn't really give a sound notification either. As a matter of fact, you would probably hear GF earlier than Pig because of the sounds he makes when he's in stealth. GF is a mix of them both, but definitely not on steroids.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/955544#Comment_955544
When you realise they are out of range just cancel your power and walk to where you saw the aura's
More often then not they will still be around there and your power will be back by then
If you run halfway across the map in your power for no reason isn't Legion being bad but you misplaying
The fact that survivors have the option to heal is a good thing, if they waste time like that they are not doing gens
And while Legion does have to injure survivers themself instead of passivily they ussually can injure everyone waaay faster then Plague can
They're indeed wasting time, but then again you will be forced wasting time to injure them so it's just a point of view, while in the meantime you lost the ability to one shot them. I'm not saying you should run across the map, as I pointed out they're usually out of range and what's the point of a tracking ability if they're out of range. Legion usually does injure the survivors faster than Plague yeah but does it really matter if they struggle capitalizing on those injures?
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The only thing in common they have is that their main ability is to wound survivors. The difference is that Plague does it passively; you spit on a guy and they will break no matter what and once broken the disease will spread. Legion has to do the work himself and Legion leaves survivors the possibility to heal themselves up so you can't really capitalize on the injures as much, especially since they removed the Sloppy effect. Survivors usually won't cleanse against Plague because then she'll just become a Huntress on steroids and like I said: she has a passive ability that will spread so the chance of you getting sick again is pretty high. The fact the sickness completely counters all stealth play, which Legions ability does not, is also a massive plus. Legions tracking ability is good and all but usually they're out of range, even with the speed buff, and it's mainly useful for injuring survivors, not to down them.
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Clown seems like the perfect guy to supply me with booze
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Devs: we can’t make kindred base kit as it would give too much information.
SWF: knows literally everything going on during a match and knows exactly what the killer is doing and when.
OP: I don’t see any problems with this and therefore there aren’t any.
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People want to address the things they feel like need to be discussed. It’s what the forum is meant for so why shouldn’t they. Whether you agree with their statements or not is something else, but I don’t see the problem of discussing these matters?
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Use one of the bag add ons and a tar bottle. Best places to trap are around loops so when they throw the pallet down, you just have push them in the right direction.
Good luck!
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There just shouldn’t be an item or an offering that’s able to turn around the game as fast as mories and keys could. Remove them, nerf them, Idc as long as they get looked into at some point.
@Ohnoes said:
I do think ebony mori should be changed to 3 instead of 4. If you want to do four moris you should need to run a perk that gives one like rancor, devour hope, etc.
How is this going to change anything? The fact you can get rid of 3 players insanely quick instead of 4 still makes it extremely unhealthy for the game.
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An animation would hardly fix anything. The hatch spawns either when you’re the last survivor remaining or when at least 3 gens are done. As killer you can’t afford to wait by the hatch to check whether or not someone is escaping in either situation. In the first situation, you’re protecting the gates and in the second situation, you’re protecting whatever amount of gens are left. Unless you make the animation like insanely long, they will escape.
The only time it will affect the game is when you’re chasing the last survivor and they happen to stumble on the hatch and they got the key. Granted, it’d be a lot better if you didn’t get robbed like that.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/945969#Comment_945969
Running to the corner is different to me than DC, at least then you have a chance if you an catch them a little closer each time
This was on Hawkins and this guy just kept running to the top floor even though nothing was there. He wasn’t playing the game and just sitting there. The only time I caught him and got in range was when I outplayed him and then he dc’d. In my eyes if your sole purpose during a match is to ruin someone else’s fun or prevent someone from getting a challenge done for the sake of it, you’re just as toxic to me as someone else dc’ing.
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If they ever do a challenge similar to this, they better have those dc punishments enabled lmao. It’s happened to me twice yesterday that the survivors simply refuse to play the game and run to the corner of the map just so I couldn’t get my challenge done. Once I finally got in range of the basement because the smartass ran into my trap, they simply pull the plug. I didn’t even play unfair either, some people are just that toxic lmao.
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He’s still gonna lack pressure so I don’t think so.
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You'll get the hang of it soon enough. Just don't feel discouraged by the occasional toxicity on this lovely game :)
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@twistedmonkey said:
There is two issues I can see with this.
First it means setting up totems taking you away from gen pressure allowing more time at the start for survivors to do gens.
Secondly it means survivors will be more inclined to do every totem they see just in case.
It may seem like a buff but its really an indirect nerf as your perks can be taken away before they are activated and limits the more totems perks you can use.
Honestly, it’s not a nerf. The first one just means there’s still a risk to it which is perfectly fine. Does it mean you got less pressure at the start? Sure, but being able to choose your own Hex spot means you will have more pressure afterwards. Your second point just means there is counterplay to it, which again is perfectly fine and if survivors prioritize totems over gens, then you could argue that you won’t lose too much pressure. Plus, it would be an actual secondary objective. They might want to add more totems if survivors manage to frequently cleanse all totems before the killer gets actual use out of it but that’s something they could look into then.
I really like this idea
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/944028#Comment_944028
Devs will never do something with swf bcs “it will punish people for playing with their friends” or something like that.
They did say they were going to buff killers up to SWF level unless I’m mistaken. They just need to find a way to buff solo’s accordingly.
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Solving a problem with another problem doesn’t really provide the best solution.
They should look into both.
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@Lofepramine said:
I had a match where a killer let 2 of us escape "because of xmas".
I play both sides, so how about what's getting killer for xmas?
Some extra spicy Tbags of course!
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You could argue that all those perks you listed are all perks that demand the other party to be skilled to work their way around it. For example, the more skilled players will keep Unbreakable, Adrenaline, Noed etc in mind and see how to counteract it.
Not saying I support that claim, I’m just pointing it out.
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Then what? Assuming Ruin really is the reason you're not able to rank up, you would naturally rank up to the ranks where Ruin isn't disabled and you would be facing the same problem again.
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I managed to do it in one try and I was solo. Granted, the ranking system somehow paired me with some questionable survivors that didn’t know how to do gens with ruin.
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@TATAHARAMBE said:
Nasty Blade
- Attacks in Feral Frenzy apply Mangled Status effect until fully healed
No.. please no. That's why they modified frenzy, so sloppy butcher doesn't work when hitting someone while in frenzy.
Actually, correct me if I'm wrong but I believe they said during the dev stream that the reason they modified Frenzy was simply to bring it on par with all other "power attacks". Sloppy didn't apply to hatchets and chainsaws either. Considering this was how the old Legion worked and they still managed to stay on the bottom of the tier list, I don't really see a problem with the mangled effect.
The rest seems pretty nice too.