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NoShinyPony

NoShinyPony

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NoShinyPony
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  • @Aven_Fallen I also think that in the end, players will stick to the meta perks they are used to. Second Wind might be an exception since it now also works when the survivor is within the killer's terror radius.

  • @Aven_Fallen But camping makes sense when survivors are hook rushing or when the gens are all done.

    However, you are right when you say that DS, BT, Adrenaline are still the better perks to run for a survivor.

  • 34 seconds is way too long. The 14-sec-version was pointless, but 34 secs is too much.

  • Surge wasn't that powerful to begin with. 24m makes this perk useless.

  • Is this perk a one-time-use?

  • As a killer, I want survivors to spend time on chests so they aren't working on gens.

    As a killer, I'm under time pressure, I don't have time to deal with chests.

  • The part where the killer can transform into a survivor has been suggested countless times over the years. It can't work because of SWF.

    However, I think the part with the killer transforming into objects is new; at least I haven't read it on the forums. It's worth a 2nd thought.

  • @MonsterInMyMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/665812#Comment_665812

    Honestly the idea is more of a second objective kinda thing in a way the fear of noed would make survivors try to get rid of them on the map and with the perk being a thing its a little extra time cleansing.

    It's of course just an idea.

    Hmmm... it would also increase the power of Thrill of the Hunt...

    I'm not saying that I'm against it, still thinking about it.

  • @Fibijean That's why I wrote "a killer with a normal terror radius" and "without the help of a tracking perk": In these cases, you won't find a survivor.

    Try it with a friend in KYF: You play a killer with a 32 m terror radius and don't use anything like Whispers and your friend tries to hide from you as long as possible. Or the other way around. It will change your view on the "you can still find the survivor" situation.

    And the devs consider this as taking the game hostage, too. That's why they introduced the EGC, because you aren't going to find a survivor under these circumstances in an acceptable amount of time.

    Edit: You should not tell other people to "git gud" when it's obvious that you lack knowledge & experience.

  • Why not taking the amount of hooks (better: hook phases) instead of kills? Like 6 hook phases = safety pip, and so on.

  • @Kumakx said:

    God please no. killer rank based on kills? Do you want to encourage tunneling and camping? Because thats hot you encourage tunneling and camping. I'm not saying that right now ranking is fine but that sounds like a terrible idea.

    How new are you to the game, if I may ask? Where you already playing when the Victory Cube was a thing?

  • I agree. Also the matchmaking needs a fix. Skipping rank reset wouldn't help with how the matchmaking is currently putting low and high ranks together.

  • That means I would use up a perk slot to have at max 3 additional dull totems on the map? Is that supposed to increase NOED's survival rate?

  • @Fibijean said:

    Even if the killer is so bad and the survivors so good at stealth that no one ever gets found (which I have never seen happen), survivors don't want to be sitting around doing nothing any more than you do. They're playing the game because they want to do gens and escape. Just because they're not genrushing doesn't mean they're holding the game hostage. They're either going around doing other objectives, in which case you should have plenty of chances to catch them, or they're focusing completely on being immersed and not doing anything, but that's super boring for everyone and I don't see why they would do that. I just don't see any rational incentive for what you're describing to ever take place, and if it does, it's so extremely rarely that it doesn't need fixing. Worst case scenario, maybe one game in 5000, you're forced to disconnect and report them.

    From time to time, I have matches where only 2 survivors are alive with still 2 or 3 gens left to be done. The survivors know at that point that chances to get all gens repaired are super slim. And now in some cases, both survivors stop working entirely and just wait for the other person to die so they have a chance at the hatch.

    In that scenario, when I play a killer with a normal terror radius without the help of tracking perk, I won't find a survivor hiding randomly on the map.

    This is hostage-taking by the survivors and we need a solution for this.

  • @CoffengMin said:

    i rather not having that. just use wishpers or surveilance, youll find someone at some point

    Killers should not have to use perk slots to make up for bad game design.

    You also can't expect a player to have a certain perk on all killers.

    A match must be playable without any perks.

  • @SadonicShadow said:

    Tbh if i had any say in the balance of Moris i would suggest removing the Ebony entirely, dropping the Ivory mori from Green rarity to Yellow rarity and then integrate the Cypress Mori as a basekit feature.

    Balancing would mean changing the mechanic, not changing the rarity.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/664879#Comment_664879

    You ask me did i play killer or how i feel when i'm play killer?

    how you feel when you play killer

  • What's your eperience as a killer?

  • @thesuicidefox @NMCKE Guys, sabo is fine. No need to meddle with something that works.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/664771#Comment_664771

    the equivalent of a ebony mori is: you do a gen and you escape and exit the game

    That doesn't make sense.

  • @prayer_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/664668#Comment_664668

    You can only instalheal 2 levels a survivor if the killer slug him

    And? An insta-heal removes a down. Without insta-heals, you usually down a survivor 3x to kill him. With an insta-heal and a mori, you still down the survivor 3x before you mori him. No difference.

  • At green ranks. That's when survivors usually realize that it's a bad idea to just hide in a corner doing nothing.

  • @NMCKE Assuming you would face a sabo squad: Why should it be fun for a killer if he was unable to kill anybody? Even if he would have to hook somebody 4 times, this would just lead to frustration and more toxicness. This is not a fun game mechanic.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/664640#Comment_664640

    This is actually possible because with my idea, hooks aren't destroyed — they are just worn out instead. Hooks only break when the killer uses a worn out hook, so survivors can have areas where they are safe from being sacrificed.

    Okay, yes. I can see groups, especially SWF, sabotaging the entire map at the beginning of the match and then they would be unkillable (except for bleed-out). Like back in 2016.

    And you think this is a good idea?

  • Currently, moris make the game balanced if you face a SWF with several insta-heals/full toolbox loadout.

    Also, moris require the killer to down a survivor twice. I would not call that "no skill required". If you are looking for something that doesn't require skill, you should look at insta-heals, for example.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/664100#Comment_664100

    If killer runs a perk build focused on slugging, then sabo won't matter. You're talking about a chicken before the egg problem.

    Again, if you sabo expect to be slugged, therefore run Unbreakable or something. It's in the survivors control, so if you sabo and get slugged you really can't be mad about it since you did it to yourself.

    If saboing became a meta, slugging builds would become meta. And then killers would use their slug builds to slug, whether they face a sabo team or not.

    I don't want to start writing a novel. We have seen a couple of years ago how unhealthy it is for this game if sabo can create permanent safe zones.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/664085#Comment_664085

    You forgot one thing tho, tunneling is inefficient because 3 survivors are left uncontested on generators. Imagine everytime I was hooked, it was a sabotaged hook — that would be 4 chases plus I don't die when it's my sacrifice hook.

    Therefore, until the killer finds a regular hook, I'm invincible because sabotaged hooks can't sacrifice survivors.

    It's a trade off, killers get their hook, but survivors get to escape. This could be great for last second escapes, and could prevent survivors that would've died on the hook more chances.

    "You forgot one thing tho, tunneling is inefficient because 3 survivors are left uncontested on generators." Erm...yes...tunneling is very efficient because the greatest pressure you can put on survivors is reducing their number. That's why a lot of killers tunnel.

    Also, assuming every hook is sabotaged is a bit wild.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/664082#Comment_664082

    A slugging-meta would only happen if you bring sabo though. If you didn't sabo you wouldn't need to be slugged. Therefore it makes sense that if you plan to sabo you will bring anti-slug perks too which is already the case. This change would just make it more viable in general play and you wouldn't be reliant on comms to make use of sabo.

    If killers run a perk build that focusses on slugging, then they are going to slug and make use of it.

    As @Aven_Fallen said, hooks are a core mechanic and bleeding to death is super boring. There is no need to encourage hook sabotage, it will lead to frustration on both sides.

  • @NMCKE As a killer, I could intentionally hook the survivor on the sabotaged hook, the survivor loses a hook phase, then after the stun has worn off, I chase after the survivor to put him on the next hook.

    I think this would encourage tunneling.

  • @Ihatelife said:

    Unlocks the ability to kill survivors after they've been hooked twice.

    That would make moris worthless. You would not even save the 8 seconds of carrying somebody to the hook since you would have to go through the mori animation.

    @Aven_Fallen said:

    Someone wrote in a Thread that Moris should work when every Survivor was hooked at least once. This would still make them useful but would not result in an Insta-Win by the Killer if he tunnels someone off hook right away.

    I think thats a good idea for the Ebony Mori. Dont know about Ivory Mori tho, but those are more rare than Ebonys anyway (which is sad).

    Oh, and Cypress Mori should be Basekit.

    That would make tunneling more powerful than the mori. Also it would make moris worthless if there is one Claudette who hides the entire time.

    My suggestion:

    Except for the Cypress mori, a survivor should only be mori-able after being hooked once. Additionally, the green mori should only work when the killer has had 2 hooks in total (not relevant who has been hooked how many times). Additionally, the pink mori should only work when the killer has had 4 hooks in total (again, not relevant who has been hooked how many times).

  • @thesuicidefox Yup, exactly my experience (PS4 EU). Time of day is more relevant than the region.

  • As you said, this would create absolute safe zones. The killer would not be able to get survivors to a hook which means he would have to rely on slugging. (Good luck doing that, the survivors have to play bad for that to be a successful strategy when everyone is still alive.)

    And forcing the killer to run perks to counter bad game design? No way.

    We had exactly this situation a long time ago and it led to immense frustration. And no, it doesn't matter if the safe zone stretches over half the map or just a corner. Permanent safe zones are bad game design. That's why hooks respawn after 3 minutes, that's why there's a hook now at the top of Thompson House.

    It's bad enough that we already have kind of safe zones (badly designed looping spots where the killer has to abandon the chase in order to not throw the entire match).

  • Why make the game balanced so that killers don't have a reason to dodge when you can simply punish killers for lobby dodging? People who make this suggestion should start to play killer seriously for a while (that doesn't mean occasional matches on yellow ranks).

    If killers weren't allowed to dodge lobbies anymore, survivors would start to bring a full loadout of toolboxes or several insta-heals every match. And for a killer, it would not make sense to play these matches. A lot of people would simply stop playing killer, and then the survivor queues would become insanely long and then a big part of the playerbase leaves.

  • @thesuicidefox I have my personal opinion on which region has the better survivors but this aside, it also matters a lot at which time of the day you are playing. The later it gets, the more often you will face extremely good, coordinated teams.

    Watching a killer streamer play at 5 pm shows completely different gameplay from the opponent survivors than at 11 pm. I know a super good killer (not a Nurse) who recently said he is going to stop playing killer after 7 pm because it doesn't make sense anymore.

  • @Snapshot said:

    Apart from Ultra rare addon rework, he is fine. Oh and please fix the emblem system, extremely hard to Pip on high ranks with Daddy Myers because chase category is almost empty when you end chases very quickly (which should be a good thing)

    The problem with Myers' Chaser Emblem is not that chases end quickly. (You get more points for short chases than for long chases.) The problem is that you insta-down a lot instead of hitting the survivors twice. (One hit with the base attack grants 55 points.)

    And yes, the Chaser Emblem is badly designed for a lot of killers.

  • @katoptris said:

    Myers is only good against people who let him stalk him. He fine where he at

    "Myers is only good when the survivors play really bad. He is in a good spot."

    What kind of logic is that?

  • Myers is only good average. That means you don't have a chance against good groups, sadly.

  • The amount of amazing Nurses on PC is higher than the amount of amazing Nurses on PS4, sure. But what does that have to do with the question whether a match against these players is winnable?

    Also: I don't know why you are being sarcastic when it comes to Adrenaline. If the last gen gets finished, a slugged survivor will get picked up by Adrenaline. Slugging doesn't mean that the survivors get "destroyed" and everybody dies without any gens being done.

    Also: At high ranks, usually 3/4 survivors run DH. Even if that DH would only buy 10 seconds for every survivor every time before they got downed, that is a lot of additional time. (Usually it buys more time than 10 seconds.)

    32 meters is not a short range, but it also isn't the whole map. After survivors have noticed that the Nurse runs Infectious Fright, they have to start paying attention not to be too close to each other when getting chased. (You usually try to do that anyway.) Also Infectious Fright only shows the location at the moment when the survivor gets downed. This is not "show the aura for 4 seconds". Even if a location gets shown, this doesn't have to mean that the survivor gets found or at least gets found immediately.


    Edit: We can agree to disagree. You think it's op, I think it's not. I don't think anybody will convince the other one.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/662838#Comment_662838

    This was not my point. I only talked about slugging. And Nurse is the only Killer who can slug the whole Team reliable.

    And there is no second chance available (except Unbreakable, but a Nurse has no problem to get back to that person who had Unbreakable)... No DS possible when I am Onehooked for example.

    You are talking about this as if the survivors can't do anything against a slugging Nurse. Yet they absolutely can. If any killer - including Nurse - manages to slug a team of 4 survivors, then these survivors played bad and it's their own fault. Again, slugging a full team means that the survivors are too close to each other, get found too fast and go down too fast.

    (Also when we are talking about perks, don't forget DH, which usually requires the Nurse to make at least 2 additional blinks. Also Adrenaline helps against slugging.)

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/662679#Comment_662679

    No offense, but as long as you play on PS4, you dont really experience the "joy" to face a really good Nurse. And especially not those Nurse players who dont play nice and just want to create an unfun experience for Survivors.

    Nurse gameplay is only about being nice. Nurse is the only Killer that can roll down a whole team by just slugging it.

    Nurse is way harder on PS4 than on PC but that doesn't mean that there aren't any players who are amazing with her. I know a handful of PS4 Nurse players who are indeed amazing and I definitely know the difference between a decent Nurse and an amazing Nurse.

    And that doesn't change my opinion: Nurse is not unbeatable. You just can't afford to make as many mistakes as with other killers.

    Survivors have so many 2nd chances available to them and gens can get done so fast, that survivors don't have to play well to win against most killers. I see on a regular basis how bad a lot of high rank survivors are.

    But against those kind of Nurses, 2nd chances and focussing on gens is not enough, now the survivors also have to play well to win.

    Playing on high rank gives some bad players the impression that they are good players when sadly, they aren't. They face weak killers in the majority of their matches and rely on their DH, DS, Adrenaline etc. and are used to winning. And if they face an amazing killer from time to time, lose, and can't see the mistakes they made in that match, then they think "Oh, I can't beat this killer, therefore this killer/perk build is op".

  • From the last months: Spirit & Billy. Not so much Nurse, since I'm on PS4.

  • Infectious Fright just works within the killer's terror radius. And Nurse needs 2 hits to down somebody. If any killer manages to slug an entire team, the survivors messed up.

    In general: Slugging is successful when survivors are too close to each other and go down too fast.

  • @Ksoni said:

    Im gonna de-rank, and play my Huntress slugging build for fun.

    >:(

  • It's not a bad perk, it's a valid help for new players.

  • The only thing that would work was if the devs would make stricter rules on what is allowed and what isn't.

    Bullies won't start to behave if they aren't forced to.

  • Myers. In addition to what the others wrote: It's nice that you have one stalking pool for all survivors.

  • @Cymer So when Infectious Fright triggers, your Hag still has a 32m terror radius, not a 16m terror radius, correct? (I'm asking because the chase ends when you put the survivor into dying state.)

  • I know you have good intentions but bullies are bullies. This community is how it is. The devs make the rules and decide which behaviour is okay (=not bannable).

    Btw, I share your worries that we will lose potential new players because of toxicity.

  • Do you consider traps that are hidden in grass nerf-worthy? I hope not.

    Pay attention to your surroundings. WoO can help you keep track of pallets' locations.

    And no, mid-tier Freddy doesn't need a nerf.

  • If a killer successfully slugs while all survivors are still alive, the survivors just played bad.

    No, survivors don't need a free Unbreakable to save them when they messed up. No, a killer doesn't have to get punished despite playing well just because survivors always need another chance.

    If you need another chance, that won't be free, you have to use that perk slot for Unbreakable.

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