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NerfDHalready

NerfDHalready

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NerfDHalready
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  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262446#Comment_3262446

    Everyone is trying to win and have fun.

    Does playing an offering benefit them? Yes

    Does running perks benefit them? Yes

    Does playing a killer they're good at benefit them? Yes

    Does coordinating as a team (maybe even with voice!) Benefit them? Yes

    Everyone does something to benefit them. Accept it and adapt.

    You could have easily ended up on that very same map by pure chance and they still would have benefitted from it. But then you wouldn't have a target to scream profanities at would you?

    You're all self-sabotaging your own enjoyment by caring what the other side are doing. They're just playing the same game you are.

    "Does playing an offering benefit them? Yes"

    the whole point i'm trying to make is that they aren't healthy, just as tunnelling. it's not on players to make sure the other side is having fun, they may can will shall do whatever it takes to win and that's why balancing exists

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3262207#Comment_3262207

    It was a general comment to all of the people who constantly overreact to and complain about map imbalance, not you specifically.

    To answer your last question; no. I've had this discussion too many times. To many people giving too much of a ######### about things that ultimately don't make much of a difference. The prevailing emotion on DBD is spite, people need to chill out and just play the damn game, and recognise that other players are just playing the game too.

    so you defend tunnelling camping all that unfun stuff as well because ultimately it doesn't matter? obviously it doesn't matter, it's a video game. but i want to have a fun time playing it and map offerings doesn't help with that at all since the offering side is clearly sending you to one that favors them heavily, and it's not fun :) it's not that i won't ever get bad maps wihout offerings, but with offerings i wlil 95% of the time and why would i want it?

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3261039#Comment_3261039

    sure, that just you not understand when dead hard ends. your not reading motion for when survivor drops the pallet. bad reactions. technically a way to resolve this problem is to highlight the survivor in white aura. I believe clown has an iri add-on called Tatoo middle finger, It makes you glow in white. You could make it that dead hard glows in white so killer knows when dead hard ends, but that takes away skill in knowing when dead hard ends which is a little bit of hand-holding killer mechanic.

    it is still a very very narrow window. yes that's playable but you really shouldn't have to pull it off since dhing under pallet is super common and is currently pretty free.


    edit: shouldn't have to pull it of because you already read the dh

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260591#Comment_3260591

    yeah I don't really understand it either. the intended idea was that if a killer does a max distance swing and survivor press dead hard, the killer could purposely miss their swing but survivor would be stuck in dead hard animation, thus unable to drop the pallet. right now if killer misses a swing and survivor dead hard, their dead hard expires too quickly compare miss cooldown, so survivor can still drop pallet in specific situations even if killer correctly read the dead hard. If the pallet is safe pallet/god pallet, then the killer is forced to break it which creates the old dead hard for distance into pallet problem. The lower duration of dead hard means that survivor does not get punished for "missing" dead hard.

    obviously, the problem stems from god pallets and safe pallet existing(force pallet breaks) but that's another topic altogether separate from dead hard itself.

    Personally I don't mind dead hard right now so its not a concern but it is questionable for the killer to make a good read but not be able to capitalize off the bad survivor read. I considered drawing picture of this problem but I hope words speak for themselves.

    it's not even missed basic attack cooldown, i'm chasing a survivor "sniffing their neck", they get to a pallet and i know they are likely to dh under the pallet which is what they always do and is ideal; they do, but they drop the pallet right after so i don't get anything even after reading it and not swinging at all.

  • idk how this works or any official will ever see the post but i felt the need to wrap the idea up since there were debates in the post mainly around niche/fun builds for killers, which i heavily agree. as much as i don't want to say killers should keep it while the killer already have advantages in lobby, they see survivors' items, prestiges and all that; maybe it would be better if they become killer offerings BUT purple or even iridescent so they can actually only be played for rare niche builds and not every match.

  • lower the expectations. don't use good add ons/offerings so losing actually doesn't matter. focus on gameplay and chases, pick a killer you simply enjoy using the power of, maybe use some passive gen perks so game doesn't end immediately like corrupt, deadlock or pain res. NEVER ever focus on gens, kicking, trying to control them and all that. don't count hooks, go for whoever you see. those are when you feel like killer gameplay gets boring or you get stressed over them.

  • as a lot of people said he is a noob stomper, i disliked him too when i was newer, and was playing him as killer as well. so your friend should be fine with him once they get more experienced, they should actually be able to loop him rather than holding w into nothing or hiding, since hiding won't really work if they don't know where he is

  • not anymore, acc was created before the change. maybe as i said above, a "cooldown" for throwing pallets after using it but that's it imo

  • @danielmaster87 said:

    Maybe, maybe not. It's fun to choose where you want to play. In the past I bought into the idea that, "SWF just wants to bring me to a busted survivor map." But when every map is busted, no map is. So just don't care anymore if they bring me to a certain map. I do care when Scratched Mirror Myers brings me to The Game or Lery's, because those matches are infuriating to play. But other than that, I don't care either way.

    "But when every map is busted, no map is." hahhahahahahahhah okay that definitely is my COPIUM sentence until offerings or maps themselves are taken care of, thank you for that. because i task manager a jigsaw piece then i get a natural badham right after anyway

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260636#Comment_3260636

    My main issue with it is that you have to wait to hit the survivor when you're in range. Third health state as it is, my problem is what it prevents the killer from doing without punishment: attacking. Which you have to do to down them.

    yea there are so many of those perks in the game. ub, ds, pr/dms, eruption; you just play around it. it IS bothersome having to think twice before hitting but it is what it is. comparing it to other exhaustion perks, dh is the only one that's actually up to you to counter, along with smash hit and head on i guess. with others they make the distance no matter what you do

  • @Sava18 said:

    I mean it's not nearly as frustrating as before and once I know you have it, it's very easy to bait out as blight if there is collision around. But having to sniff someone's neck as a m1 killer has always been really boring and dumb honestly. If you saw the last one that form of validation was the most frustrating thing in this game by far and very very forgiving, so in comparison it's not that bad really.

    https://forum.deadbydaylight.com/en/discussion/comment/3260591#Comment_3260591

    Also name does not check out.

    lol i created the account before the overhaul, i'm very content about it now. i'm fine i will sniff the neck but when they get under a pallet it's basically a lose lose for the killer, countless of times i baited dh under pallet, didn't swing, but guess what? i get stunned instead now. maybe you can time it idk but it's still pretty free in that situation

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260584#Comment_3260584

    I think so, and in this instance I think the progression from 1 to 3 crows should be fairly quick, and the only way to get rid of them would be to do a certain percentage of a gen (even small, like 5%). Because just having to tap a gen wouldn't change things much.

    as much as i hate immersion, there are survivors that won't be seen all match but will do gens, so mayyybe not that fast crows but they are needed for sure

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260494#Comment_3260494

    It depends on the match and how much attention I’ve given it. It could be the snitch is a rat and the immersive player became immersive because the snitch sabotaged their team throughout the match. They could have hid all match or just moonwalk in circles without doing objectives and when it came down to two left, they helped you by snitching when they deserved to get killed.

    It could be the snitch was honest and took me to the turd of a teammate that did nothing. Doesn’t matter, snitches get stitches unless it was obvious to me that the one hiding did nothing. I’d rather they just go work on a gen or do bones instead of snitch and I’d go hunt the immersive one.

    In the end, you do you and I’ll do me. Nice thing about his game is you can have a variety of play styles and outcomes.

    that's a thing for sure but yes, if you paid attention to the game you definitely can tell if the immersive one is actually useless and playing for hatch from the start and make a decision accordingly

  • i think dh is fine as is now. they only need to add a buffer for dropping pallets after using it. i didn't really understand why they buffed the animation time, it was perfect for this reason

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260359#Comment_3260359

    A lot of people hate to hear it, but if there are only two survs left and 2-3 gens up, the game is effectively over. The ask is not for survs to accomplish the impossible, but to accept the inevitable.

    I'd much rather die in an utterly futile attempt to complete objectives than to spend 10-20 extra minutes playing hide and seek and waiting the other surv out. As a surv, I find myself in this scenario with some frequency. I will hide/immerse for a couple minutes and if nothing is happening, I'll just jump on a gen and let what happens happen.

    As a killer, if I find a surv trying in vain to complete objective and haven't seen the other, I will do everything I can to bait the hider out, kill them, and let the first go. Or just let them complete the gens (giving the appearance I am letting both go), and then kill the hider when they show themselves, with no direct assistance necessary.

    Playing just to avoid death and not trying to escape is really, really lame. Zero respect for it.

    Also, I'm always amused by people who think avoiding detection in a 2v1 scenario is somehow skillful. It's not. On most maps and against most killers, if your goal is simply not to be found, you almost have to be catastrophically incompetent to fail. Because the game is not designed as a hide and seek simulator; it assumes players are trying to progress the game.

    So to the OPs scenario, it's a difficult call. While helping a killer is technically against the rules, this is a situation that muddies things a bit, because refusing to work on an objective is also really crappy. And giving yourself up when the other remaining surv is just hiding, while being a better option than skulking around or 20 minutes, feels bad. Like you're rewarding them for refusing to play.

    I've never helped a killer hunt down a surv in this situation, but boy have I wanted to, and don't feel like it would have been wrong.

    I think there should be a mechanism to force action, like afk crows spawning when no gens have been touched for an amount of time, or just force starting the egc. I'm sure the entity wouldn't abide prolonged hide and seek contests, and players shouldn't have to, either.

    that's a long long reply, but i agree with every single word of it. afk crows makes the most sense out of all solutions

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260542#Comment_3260542

    A PvP game where the side that is winning is asking for more buffs to win faster because they cant bare to play in the same stalemate they have produced.

    how is the killer the reason the last 2 survivors refuse to progress the game anymore because they want their pity escape?

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260407#Comment_3260407

    Incorrect. As long as you weren’t toxic or constantly try to blind me (I hate getting blinded) and I notice that your teammate is doing nothing, I’ll slug you to bait them out if I need to and give you hatch to spite them. If they don’t take the bare, I’d let you off my shoulder and go search for them, which isn’t too hard since I usually play Mr Doctor with Iron Maiden and Whispers.

    As a survivor main, nothing I hate more than selfish or useless teammates. Don’t get me started on teammates who stick to gens and let their hooked mate get to second stage. If that happens, everyone is going to die as soon as they reduce the hooked person, who will escape.

    and in this situation that other survivor is just trying to help you out finding that immersive rat, and that's the whole point

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260333#Comment_3260333

    BHVR should give AFK crows to the survivors, if too much time goes by without any of them making a solid effort to repair generators, and no one has been in the hooked or in the dying state for a while, and no one has gotten in a chase for a while.

    this.

  • just ignore how they say you should play a video game and enjoy it. you shouldn't mind winning or losing or the game gets really frustrating.

    for camping and tunnelling; if they don't give you a chase for the longest time ever / are heavily immersive, you can secure a hook state (camp) or the rescuer is nowhere to be found and refuse to show up, you just tunnel whatever. they are the ones that should make a killer's job easier when they try to avoid camping tunnelling.

  • there should be a point/report system that matches people with similar behavior.

    as the actual reason for the people want to leave; i, myself, am only suiciding if teammates are useless so you like crouching in nowhere most of the time or doing useless stuff like looting or cleansing dull totems, you can expect already tilted teammates to suicide/dc, please also consider this as the teammate.

  • swfs like this deserve all the bs that exist in the game, sorry not sorry. "hey, let's play dbd, gen rush tf out a casual gamer and leave with an average of 15k points and ruin the person's day". well done nurse. i mean, casual survivors will just go next the second they hear the screech anyway or at least once they see the nurse is sweating.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259904#Comment_3259904

    "Exploitable" would be a much more accurate term. A lot of maps have issues that one side or the other can certainly abuse if they go into a match knowing they'll be there.

    they are farming don't even bother

  • it obviously is, but what do you think they can do first? rebalancing the whole game essentially or just removing the offerings?

  • @bm33 said:

    Only reason I want map offerings to stay as they are is because 1. It helps when I'm being sent to same map in back to back matches when no offerings were played and 2. Keeps me from going to Shelter Woods when I have a "fall from great height in chase" challenge.

    I'd love if they added a great height to every map (or even better stopped with the challenge) and made it so the last realm the 5 players went to would not be an option for the next match - then change the offerings to guarantee not being sent to a realm instead of increasing the chances. There's like 20 realms, removing 5 from the options to prevent a back to back and then additional 5 from offerings still leaves 10 realms players can go to.

    tome challenges and achievements are interesting, cLeAnSe 15 tOTeMs and screw over booning teammates. that'd be a good band aid solution i think

  • @conqueror_worm__ said:

    I had Autohaven Wreckers three times on the trot a few nights ago and that was followed with Backwater Swamp, at that point I was bored of playing in the same dank dark maps so I put a Eyrie of Crows offering on, not because it is survivor sided or because I wanted an easy game but because it is the most different visually from the ones I've been playing.

    Also, when I play killer its always good to have a few Lery's offerings available for when I want to be a Jumpscare Myers.

    Someone suggested earlier that offerings to prevent maps could be an idea, I can't see how that would work, you would end up with some maps that are played less than the Twins

    it is still just one person that wants a map for whatever reason, dictating a whole lobby to play on it. maps are a huge factor and there are a whole lot of broken ones right now. i don't think reverse map offerings would make us never see a map except maybe rpd. everyone dislikes different maps

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259725#Comment_3259725

    This. I wish boring people would stop suggesting boring things like removing gameplay options.

    The solution is to balance maps, not to take away everyone's freedom and water the game down even further.

    But even then, no map is that unbalanced, every map is viable, some are just a bit better for a certain role or certain killers. People just have crazy overblown OCD issues about certain maps, as if it's impossible to escape from RPD or something.

    If anything, they should remove map offerings from survivors, and just have them as a killer only thing. It's never made sense that survivors get to dictate where the entity sends them.

    you know what actually is boring? being sent to maps 4 games in a row. sure thing the single person or the group of survivors are having their fun

  • @Persephone_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259765#Comment_3259765

    I rarely see killers being map offerings and I also rarely bring map offerings myself but when i do it's for killers/builds that are completed negated by most maps. Scratched Mirror Mikey is the best example but my boy the Trapper is another. There only so many matches on the Eyrie that I can take with him, at some point I'll bring myself to a map with grass. 😳

    I don't feel like survivors are completely negated by any map.

    i partly agree with that but i really don't want to say we should take them from one side only

  • @Persephone_ said:

    I'm actually torn... I like niche killer builds that only work on certain maps. On both sides. I went against a Scratched Mirror Myers on Lerys the other day and it's been one of the rare occasions where I JUMPED out of my seat as survivor in a long time. I would have been a shame if that match had been on Autohaven and I had seen him coming from a mile away. 🙄

    This will be an unpopular opinion but I feel like map offerings should disappear only for survivors and not for killers. A killer can make a niche build around a map but let's be honest, they will almost always sacrifice something else for it. We know Scratched Mirror Myers does because he's also so slow.

    Survivors can actually stack four loadouts to be optimised for a map, not just one.

    poor scratched mikey would need to be sacrificed but i can't say killers are *completely* fine with offerings, i think

  • @TDtheDoc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259714#Comment_3259714

    Yeah when I could use a bp offering instead.Luckily for me my ps5 glitches every time a map offering shows up.

    that's the only play but my ancient pc takes its sweet time to restart the game and i don't want to lose my loadout when i use my best stuff

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/354221/isnt-it-time-for-map-offerings-to-go-yet

    Short answer: yes! Long answer: actually yes, but BHVR would be in a bind of what to actually fill the blood web with. Map offerings aside, I think that survivors could need one or two new classes of items.

    Someone suggested that an easy fix would be to let map offerings work in reverse: instead of sending you to a specific realm when burned the fixed ones would throw the chosen realm out of the map pool for that round. If the game send you 5 times that night to the swamp, just burn up a couple of grandma's cook books.

    This would solve the toxicity involved with map offerings and make them useful for both sides in one bold, fell swop.

    this would be way nicer and definitely more doable since yes, bloodweb can be a problem. i still wouldn't use them to let rng gods do their work and definitely would love bps for existing offerings lol

  • @TeabaggingGhostface said:

    Instead of deleting them, make them do the opposite of what they currently do now, make them prevent the realm from appearing

    People have been asking for a map ban system, this should be it

    that sounds like heaven. i'd take every garden offering i see if that happens

  • @Marc_go_solo said:

    I'm not pro nor anti map offerings, but I'd be down for them going and instead replaced by meaningful map-alterating offerings. I'd just like them to be replaced by something, if they were to go.

    At the same time, as killer I'd miss them a little: one of my top maps for performing is oddly Ormands, which is often considered more in favour of survivors, so it's always a joy to have that offering flung at me!

    i really can see killers wanting to burn ormond autohaven or macmillan after getting so many "fun" maps but at the same time there are midwich nurses or gideon c33 blights. the issue is, they are very highly abusable as i said, not just "ENOUGH WITH THE BS MAPS"

  • @[Deleted User] said:

    removing map offerings is like only treating the symptom and not the underlying problem. WHY map offerings are so problematic is because map design itself is terrible for both sides

    offerings would be a nice starting step, yes maps themselves definitely are the underlying problem but, yea

  • @FreddyVoorhees said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259720#Comment_3259720

    Funny enough i have burned every springwood I had on all my killers and survivors because its my fav map lol. Same with rpd. Elm street and RE are my fav licences in the game. Other offerings I rarely ever use.

    ye seems like the only reason anyone would want to play killer on those maps lol. i used to like badham when i was new to the game but then i started facing decent survivors...

  • @FreddyVoorhees said:

    Just use the offering to deny any map offering. The green hand one. It is literaly made for such a purpose. Or use your own offering and hope you get lucky against theirs. Maps can be boring sometimes with some rotations. Sometimes I feel like I want to play on a certain map for fun. I do not wish to wait for weeks before it shows up so I just use an offering. I never really cared which map is balanced and which is not. I often won with the killer on very survivor sided maps.

    you can't use a rare offering every match can you? plus i'm certain people don't burn jigsaw pieces or springwoods just because they miss the maps, sadly

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