Nea_Death_Experience
Nea_Death_Experience
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@oxygen said:
Honestly on top of what has already been said in the thread, it's just a ... thing with horror media in general. Nothing can stay spooky forever when you experience it over and over again.
Again, map changes. Sure my experience etc, but why are the making the maps brighter and brighter
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@rina said:
Because players interacting with each other is much more interesting than hiding from killer or searching for survivors? I thought it was common sense.
Also every horror game becomes less scary the more you play it.
So I talk here about the maps getting brighter and less noises. I dont talk about player interactions
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@KillermainBTWm8 said:
Some things I see wrong with this:
1).What if I am committing to an End Game build with Blood Warden as of right now NOED and Blood Warden are a great combo for End Game. You already are playing the round with one less perk for the entire game unless all gens are done.
2). Blood point punishments simply don't work. Especially if we are talking about camping, campers don't care about points they just want kills and don't want points.
1) then it shouldnt matter because they will get theri kill points and no left alive.
2) then they dont care about rank and can stay at rank 20
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Plague is boring and I hate it. She needs a balance to lessen her difference in strength between her normal and vile vomit. Cleansing is an easy game because then everyone has to cleanse so she has 3 more pools.
No one obeys dont cleanse to the end
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Hi everyone, I just played a match with a pig and I understood that she's the weakest killer in the game.
I main pig, she isn't the weakest
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@TheRockstarKnight listen to that video in a room of people alone hahahahaha. Not good idea
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All of those posts arent valid by bvhr and mostly bull shet
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/580635#Comment_580635
See, I understand your point at which 'You need these points for a pip', however, the points you got from unhooking was just taken away against your unbroken and your benevolence since they just got back down without a heal. So it is like killing your chicken for meat instead of cooking an egg. You tried to gain a little bit and lost a lot.
So I think you might have latched on to half the arguement and whole I agree with your noed stuff this perk does still meet my points as well. Also I also discuss tunneling/camping and how this also Grant's reward and points for taking the easy way.
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@miaasma said:
noed's potential impact on the game despite being totally unearned (you essentially have to do poorly throughout the game for it to have an impact later on) sort of speaks for itself
Not really. You can also be outclassed by swf. You cant say a rank 14 is playing poor vs a rank 1 in swf. You can argue this point with "leave chase etc" but they might not know to do that yet
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@PigNRun said:
Outside of an endgame build (in which case it wouldnt be just NOED), I find it really odd how NOED could turn the game into a 4k from a 0k, unless the Survivors literally allow it to happen. If Survivors do good, NOED should equal to a 2k AT MOST.
If the Killer managed to turn it into a 4k, then maybe its not NOED, but rather the Killer is good and deserves those kills and/or the Survivors played badly.
Let me see, basing it to the situation you are saying, 3 Survivors alive, all generators are powered and the Killer has NOED. One person gets downed, what do the other two Survivors do meanwhile? Wait for the other Survivor to die so they can go for the hatch? Gates only take 15 seconds to open and there are two Survivors not getting chased. Plenty of opportunities to at least 99% gates, look for the special totem or rush for the unhook.
Disregarding your attempt at being patronizing rushing the point is the problem. Bad luck, mind games, having one hooked already. These are some ways this happens. I often just leave if they have noed and only let it be a 1k but I've seen others go for the hook because swf and just needing points for pip.
Your entire poi t is "this shouldn't happen" when my point is "this can and does happen". I just want everyone to get along around this topic and stop flaming noed killers.
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@Jdsgames fair points but killers still pop through this because it preys on survivors needing to pip. With competeting to get enough points to pip often altruism is needed so they go for the save and with noed tunneling the killer can often get multiple hooks. Sometimes you think it's safe to have the killer yeet out of nowhere and give you the left, right, goodnight.
I agree with you. But I dont think it is as punishing as you think it is. Plus I main Billy and I pip with him and I try only chainsaw.
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Ghost face is balanced ish. Tbh I think his no terror radius is easy to abuse and get the stalk off easy. I ran spine chill before GF came out and sometimes I forget to notice that hes looking. Even 1500 hour people slip up
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Everything survivors do is toxic
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The start is unfair because of ranking. On free weekends I end up with 4 rank 20's in a game in green ranked killer. I let one of them hatch because I could tell they were new and when I saw all their ranks at the end the highest rank was 18. It was a 4 man, 2 claude, David and nea who had tool boxes and flashlights; I was using my items for prestige so I ran a mori expecting to be out classes by a 4 man swf. I said sorry and they were cool but I felt bad.
My friends stopped playing because a large amount of killers in their ranks tunnel and camp and it's just not fun for them which I understand. A lot has to be done to take out the things we call toxic and the dev's call strategy. Camping and tunneling, mori swf, run Franklin's for every flashlight. Vets are salty and always prepare for the worst in the game which doesnt welcome new players.
Sorry for the guys I mori'd.
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I play both sides and I am an average nurse and a bad spirit but when I play survivor spirit is really annoying. Yes I agree with alot of people saying to nerf the addons but this cann also be said about insta down hatchets etc. A ton of addons need to be reworked or addons need to be worth points. Eg brand new part is 4 and you get 5 points total. Somthing like that for killer and survivor. This means you can still have the op addons but you cant stack them
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@sluc16 said:
I agree with the hillbilly idea, is ridiculous he can use the chainsaw at any time and run wathever distance he wants
I am a billy main and I agree with this too. But thats my survivor side. When I play billy his chainsaw isn't as big of a threat. I think this nerf would but hurt new billy players.
I will be frank that I think about of these changes are not good.
Legion needs a buff, he is worse than the old Freddy, BBQ is annoying but isn't OP. If anything it needs to see auras and have a cool down to make it no as easy to abuse on fast killers. Nurses, just no, don't touch it.
Adren and Balanced landing suck to go against I know, but Adren rewards good play and on some maps balanced landing can't be used. Both these perks are hit and miss if all gens aren't done and you get a flat map.
I like your idea for haunted ground but I think it should be that the hex totem takes up 3 spots and that way killers can't take the 4 hex perk build and it be as OP.
I think adding another box is not worth it for the basement but the basement box should be more worth it and give a notification when the box is being touched.
Basement opening should be wider but they wont do that as it would mean all maps would have to be redone.
I have no clue how much killer you play but I would give buffs to way more killers than you identified
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@DemonDaddy said:
The roster could use some balancing. Not saying that kills need to be easier for low tier killers, but they do need to be more imposing with regards to applying pressure. Many killers (even when played by top rank veterans) are openly mocked/taunted mid chase and I think it highlights a big issue. While I am sure someone out there does, you don't see survivors taunting a skill nurse in the same manner. I find my main issue with the lower tier killers is that they grant far to many instances where immediate danger is no longer present.
Thanks for your comment and you raise some good points. THis is why I think they all need to be independent entities so they all have their own methods for pressure and slowing down the game etc. Like you might give
What do you mean by "instances where immediate danger is no longer present"?
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@Captain_Doomsday said:
Okay, well first of all, Nurse is the only OP Killer, only due to her addons, and they all already have a very rigid "skeleton" they're bound to. That base structure is also fairly strictly bound to reactive gameplay, leaving Killers generally pathetic, especially against voice chatting opponents.
Secondly, taking away flexibility is not a fun concept in general, and especially not for DbD. If anything, it needs more gameplay features and options.
Perks are poorly-balanced in general, and hard-locking some perks to Killers would make their viability even more disparate, really. What they need to be more even is a general mechanic that benefits the current top Killers less. The current top Killers all get their status from movespeed, so what I've been suggesting is "wraparound" points Killers can use to move from one end of the map to the other, making them harder to track.
But you seem to feel that all Killers are somewhat OP. I vehemently disagree, but then you would want to do the opposite and limit Killers' capacity for movement even more, which ultimately just means nerfing the abilities of Nurse, Billy, and Spirit.
Now, diversifying SURVIVOR options and buffing Killers sounds great. Survivor gameplay right now is essentially "loop, pallet cheese, and if you're feeling spiteful, bring a flashlight."
I think you need to play more survivor because there is some resentment there that I don't think you feel it from the other side. I don't bring a flashlight to be spiteful ever. I bring one for protection.
And you are correct. In there own way every killer is OP in one way, shape or form at something. Some might be better at doing more things at once but yes I think all killers are viable in some way.
Customising the killers is the flaw that killer mains string to. Every killer has their own power and thus would be more stable if they had their own build. Sure it might not be as fun but the idea would be all killer are of equal threat so playing multiple killers would be how you diversify, not have 19 different perk builds for one killer. Plus my model does not take away custimising the killer it just reduces it and makes it more that the killer is fully functioning and you make micro changes for a bit of give and take.
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@ArecBalrin said:
This puts the meta entirely in control of the devs, who had a problem with giving straightforward information about even collision-box differences until a Q&A stream last October, more than two years. Hard no from me.
Restrict survivors instead; force them to diversify their never-changing playstyle.
What other play style? Do gens and run from the killer? if you add more objectives the game just take longer. Tunneling and camping can easy get you a 4K so if you add more objectives the game just gets ######### for survivors.
I am not understanding what change you want here. You have just said no rather than develop ideas or discuss. Please elaborate.
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I play mine craft on stream or listen to music off stream
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I almost always let the last survivor hatch if: disconnects, I basicly destroy them or I like the person.
This goes out the window if, I never see them do anything, they teabag, always run straight to the infinate (only use the same loop), get their friends killed or run object of obsession.
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@TheCankleBreaker you clearly dont play enough killer to think that that is op. Some times its bs but alot of the time if killers didnt have that they would never kill anything.
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@Rasinbran said:
Whoever defends noed is some killer that struggles to end the game before the gens are complete and want some type of reward for being a failure. It's the same reason why you'd use unrelenting, it's because you aren't the best and getting actual skill isn't what you are about.
You just want some training wheels to slap on to assist you while you stay bad.
Bro do you play killer, the gen rush is real. I know it well from both sides.
I am too proud to run NOED but I know it's needed for some people. Some times you get too looped. Without ruin it can be hard. NOED is far less toxic than tunneling
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/546970#Comment_546970
The reason that DH and PWYF aren't crutch is that you have to do something to earn them, NOED is just handed to you if you play badly.
I mean you have to get to the end of the game. It is more of a safety net.
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@Zarathos said:
Myers design come immediatly under threat as nuances such as tombstone will need to be removed. The core problem with most mid tier killers is mobility plain and simple. Killers need a fast travel. Make certain locations on the map as points you can teleport too with a cooldown and make the point easily recognisable. While survivour have line of sight on you you cant teleport to another location.
Make it so the bell on the teleport structures emits an 8-16 meter ringing noise to let the survivour know the killer has teleported close by.
Or hear me out STOP MAKING GIANT MAPS. Seriously is it any wonder why killers like billy nurse and spirit are strong but standard m1 killers suck. Maybe its because the time lost navigating the map. We got yamokas, mount ormound and temple of puragation cut it out behaviour.
Corn needs to be dealt with so the killer cant be seen over the corn to help stealth killers. Perform better on those maps as well. Some loops are obnoxious but believe me when i say the problem wouldnt be as prevalent if i didnt spend 30 seconds crossing the maps to check on a gen.
Good points. Tbh i think the porting all over wipesalof of the fun of stealth and the menace of being chased like in horror movies. They really just need to give all killers similar abilities but their own flavour.
Survivors sharing skills makes sense in lore; survivors see each other all the time and learn from each other. Killers in lore don't interact
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@thrawn3054 said:
But I want to cry about Noed.
Well if you need a shoulder to cry on I got you.
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Play for time, play immersed, teamwork.
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Okay so there is 1 build that works on almost every killer.
The best build for any M1 killer is:
BBQ, Ruin, Enduring and Spirit fury.
I Run:
Nurses, BBQ, MOA and Ruin. I use this to Dash attack a lot and I find nurses can have High value but it normally hit and miss so you can swap that for enduring.
My fave thing to run is:
Distressing, Unnerving Presence, Enduring and one of these (BBQ, brutal strength, ruin or anything you want really). This build is to trap people and find them constantly.
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I'm holding back what is and isnt a bug because the devs done strewed the pooch with this update.
I know he then has to chase me, but I think he is good at any loop with a high wall. He can also 99 you and come back later in stealth mode and finish you with a GGEZ and a teabag.
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I never really used this perk as it's always frowned upon but I think I'll equip it if I know I'm going against a sweaty SWF 4-Man with an Ebony Mori to even the odds a bit.
I think i am the only survivor i know that hunts totems every game. Don't worry about survivors. If they can't take 75 seconds over 4 people to cleanse totems then they don't deserve the escape.
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So I actually think ghost face is quite balanced. The only thing i would take away is telling him where the survivor is that breaks him out of his ability.
He can loose his terror radius and I find my deaths to escapes vs him are balanced. He is so hard to mind game because of his height and hiding red stain. I play the same person multiple times and get mixed games wins vs losses.
The one thing I find an issues is I spot him first and can't break him out of it or I am immersed hiding and I look his way and break him out of his ability and now I am in chase because he wasn't as sneaky as me. That's quite cheap.
Most survivors are up in arms about how strong he is. I don't think he is that bad but it sucks that him skrewing up his ability puts me in danger.
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@ProFortniteDancer said:
Ah yes indeed, I did read your post bad the first time sorry.
Then yes, a good idea.
thanks for your feedback :)
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@FrenziedRoach is so correct. Please never bring back hatch stand offs. Where it is now is whoever finds it first gets out.
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its a perk that can be useful bu honestly having it rely on rng to get skillchecks kinda sucks so i thought that maybe they could make it so every 5 secs you get 1 sc.
I don't think they can take out the RNG. With max stacks you can res from ground in like 4 seconds.
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Tbh I find p3 Jake harder than Claud.
Also most of my survivors are just in whatever I like. Its so satisfying to hide in a Bight fluro blue hoodie on Nea, a bright Pink jumper on Meg but the best of all is Cowboy Jake; that hat can be seen over anything.
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@ProFortniteDancer said:
A good idea but this takes off the fun of playing Killer. I don't know if you play Killer, but without their unique and very different power, no one would enjoy playing Killer.
To be honest, if you don't get that you won't win every game because you play a Killer that's not that strong, then you'll get pretty frustrated and tilted.
I think devs should focus more on the survivors side like taking some pallets off of certain map (the biggest ones), or even add some kind of restriction to Swf's, mutliple broken perks.
So i do play killer. I am not taking away their power. I want to make their power include their perks and make addons how you change and customise the killer. I want to make their Unique power more detailed in well rounded and then the bit where I comment is you get a small teachable version to diversify it a little more and this keep some of the customisation fun.
The overall goal is to have all killers function independently so they can EACH be buffed and nerfed as required to keep them all on the same threat level.
Did I make that more clear @ProFortniteDancer
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Interesting reactions tbh.
Do you not find you get focused if you run no mither. I really feel that the killer goes for me and I often die first.
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@Blueberry said:
Windows are still stronger than they should be
I play both sides and I say that they are OP as killer but bad as survivor. The person you are trying to get is probably good or lucky tbh.
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I think everyone is twisting what this post is. The amount of camping, tunnelling and Mori's are much higher on the survivor side. I have alot of clips of being camped or being chased straight off hook.
I haven't seen too much toxic swf but i have been getting abused in post game chat if I have a bad killer game alot more. Seriously survivors sometimes I am gonna get that 0K, just say gg.
I have been using my Mori's but that is because I have been getting prestige some killer and want to use them while the BP is good; can't waste a mori.
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I think it needs to be two protection hits because you can't even body block hooks well.
I play killer and survivor and mettle was so annoying on killer now but its another lemon perk to add to the "Never gonna run a build with this" pile
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I mean, I guess that is a rebuttal
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@VexTheHex said:
https://forum.deadbydaylight.com/en/discussion/comment/503251#Comment_503251
I've played for years and their existence is there. It's greatly bloated by the Killer mains that frequent all of the forums and usually attempt to bully anyone not agreeing with their agenda. Does it suck to go against them when you do encounter them? Yes, especially if you're playing a weaker Killer. Is it possible to beat them? Yes, though they might get really salty.
But in most games, either it's a uncoordinated SWF playing for fun with different skill levels or a bunch of solos that are Skittles with all different types of players. And as someone who mained STUN HAG and played lots of old Wraith... things have gotten a lot better for Killers. And for some Killers... too good. (or some perks)
But it's a struggle to point out something unfun for Survivors or something OP for Killers cause the Killer mains on here bully those ideas out and live in the past. Meanwhile I struggle to play Killer much now with the long Q times and the matches being way one sided as I reclimb the ranks.
Thanks for your feed back. I have seen SWF dominate the game but its normally due to them just telling each other where I am and where I am heading so the are prepared unless I play nurse.
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@Milo said:
"For a stealth game the bring out killers who break the mechanic. BBQ almost always counters stealth, Doctor is anti stealth and legion even with his nerf makes stealth almost pointless."
IF everyone commits to stealth then only doctor is the anti stealth guy. And even then Calm Spirit counters that. For Legion - don't be in his terror radius. And lasty BBQ which has bunch of counters:
Lockers, being in 40m radius, hiding behind a gen, Distortion.
Also if you really wanna stealth you should bring perks that help you do that ;)
There are many perks and many ######### mechanics. The reason meta perks exist is because the work 90% of the time. The Day the meta is Distortion, Iron will, Calm spirit and urban evasion I will eat my words.
This doesn't actually defeat my point. You simply state that things have counters. The issue is that the things that need to be countered are randomly encountered.
If this is a stealth game killers need perks that go "There is someone in this direction" not "THIS GUY IS HERE, AND THAT GUY IS THERE AND TWO OF THEM ARE PROBABLY IN LOCKERS". To sum up the original point - Killers: Looping needs to be removed. Survivors: So what do we get to survive? With the way the game is stealth is the harder option.
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@vexthehex seriously where the ######### are these 4 man sweaty SWF. I play killer and I have seen maybe 1 or 2. The most of these have 1 or 2 new players who suck and shouldn't be at the rank they are at, 1 dude my rank and some rank 2 who wants to flex; this is no issue. Kill the boosted easy, eat the pallets of the average dude till he dies and leave the guy that wants to be chased to follow you with his pee pee in his hands thinking he is good.
I am starting to believe the toxic SWF is a myth or a great white whale.
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@Cardgrey said:
I think 🤔 the real problem is people expect too much of others. Can’t tell u how many people I catch runnin to the basement as I stand there and wait. Only a idiot would unhook someone if u don’t know were the killer is. That or 0 |=(_)(|<5 given.
i don’t think it’s that survivors are weak it’s that 99% of the players don’t care about u.
u say I was tunneled who unhooked u and why if the killer was there it’s not killer toxic ness it’s survivor toxic ness toward survivors,
Sorry the survivors being weak was a typo.
Survivors cant always safe unhook if they camp and often you get the fast killers who come and go looking for you. Yes sometimes the survivor is toxic and does that but killers doing it is far more common
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@dannyfrog87 please forgive me that was a typo
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@NoShinyPony said:
"I know survivor is the weaker side" No, it's not.
If you get tunneled off the hook, bring DS. Play SWF with teammates that will help you (tank hits etc.). Or play stealthy in the beginning and don't be the first person to get found. There are so many things you can do.
Besides that, I know that getting tunneled isn't fun. But in keep in mind that killers do it not to annoy the survivors but because they have to play efficiently. Gens are done too fast. In the end, we need a 2nd objective for survivors.
Im so sorry that was a typo
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Okay holy ######### id didn't notice. Killer is the weaker side. I am so sorry for the confusion I didn't notice!!!!
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That will take it to the useless pile
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Yes I am complaining about counters to perks I don't run. Because those perks are ment to counter the annoying mechanics and can't do there job. I don't this DS should unlimited time on the ground if you slug them, I don't think self care should heal you faster or anything else you can find in the survivor forums. I am just saying the BT needs to be borrowed time and save people from being focused off hook constantly.
I got camped and tunneled off hook here. The efficiency you argue is just gonna keep creating fights and unhappy people. The entire point of this is killers shouldn't need to tunnel and survivors should have to die asap because the first dude found. Now for everyone who says "don't get found first" someone is always going to get found first and if that means that the the first person found is almost always gonna have a 3k bp depip then the game isn't balanced to be fun.
