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NomiNomad

NomiNomad

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  • @MasterofSFL said:

    Strong is relative.

    What I think you mean is that any killer should, in any random game with equally skilled survivors, be able to kill at least 2 survivors with minor mistakes made on each side.

    The "Strong" killers are really just the oppressive ones, whose kits let them secure kills while their perks keep the map at bay: I.E. Spirit shows up out of no where and you can't search for ruin. If you want to balance out the powers in some of these killers you'd so something along these lines:

    Weak Killers:

    Trapper: Increase base carry capacity to 2. Decrease trap setting time. Increase Trap disarm time.

    Clown: Increase vault speed, Survivors gain oblivious while intoxicated.

    Wraith: Faster exit out of cloak, higher transparency at a distance.

    "Strong" Killers:

    Spirit: "Flicker" while phased.

    Slinger: Longer recovery from missed shots.

    Pyramid Head: Just rework him.

    I probably shoulda specified more when I say "strong". What I'm talking about is the killers I see complained about the most. Every killer in this game is strong in at least some way, it's just that the weaker ones lack anything else going for them. In an area with traps, Trapper is pretty oppressive, but anywhere else he is "scary man with machete." Wraith can get some good early hits, and with the right addons can get across the map pretty quick, but after that it's the same thing.

    For the weak killers you mentioned, yeah those seem like good ideas. Part of me wishes Trapper just started with all his traps, but I can see how that could be pretty game breaking at specific loops. I just hate that he has to walk across the map to get his power.

    For Clown, those seem good too. They really need to take the noise he makes when vaulting away, as far as I understand no other killer has a noise when vaulting. I've always wondered why Mikey is the only one who get's to vault faster.

    For Wraith, I think he should have a higher movement speed while cloaked and maybe even get a low percentage version of Shadow Dance at base. Something like 5%, nothing too great but something that doesn't make cloak as terrible. I've always felt he should be completely invisible at long range, similar to Freddy. A decreased time to get out of cloak would be nice.

    The "strong" killers, I think that's more in the direction to go for Spirit. Something that can be noticed if your paying attention, but isn't super obvious.

    Slinger, I don't know. A lot of people just hate his "free" zoning, but I feel giving him a cooldown to ADS might be a little too punishing. Idk though.

    As I said before on this thread, I'm personally fine with Pyramid Head. I think his gimmicks aren't incredibly punishing, but I understand why people have gripes with him.

  • @MadLordJack said:

    Spirit: have her husk shift to her position every half-second.

    Pyramid Head: Increase his cancel time, decrease his attack cooldown, increase his wave travel speed.

    Deathslinger: increase cancel time, increase ads sensitivity, increase ads movement, decrease ads zoom, increase ads activation time, increase tr to 28m, increase chain break time.

    Nurse: Delete from game. There's no way to make her fair in a chase. Her power is literally the ability to blink to you and hit, ignoring everything you can do.

    Hag: remove flashlight disabling and create manual disabling, at a time of maybe 7-10 seconds.

    Freddy: Add snare placement slowdown, remove the drastic increase to waking someone up, and give more ways TOO wake up that aren't detrimental to the survivors.

    I can agree with most of these, aside from maybe Spirit and Nurse. Spirit, I feel like that would completely just break her- if the survivor can see you move, and you can't see them then the survivor instantly has a huge advantage - even if it isn't completely accurate. Her rework needs to be something less drastic, at least in my opinion.

    Nurse is either the easiest killer to go up if she's bad, and incredibly tough if she's good, but I think it's fun. I feel skilled when I manage to outplay a Nurse, and when she got reworked I think they made her a much higher skill cap character. If she still had her multiple blink add ons, yeah I would probably agree, but as she is right now I think she's fine.

  • @ClickyClicky said:

    It’s subjective. I don’t mind Spirit (apart from her overuse) or PH.

    So for me...

    Ghostface - Fix the reveal. There’s a risk to trying to reveal him, if he walks past a tree it cancels the whole reveal and gives him your location. So I’d add more of a reward and have it reset your personal stalk progress. Also have him make more noise when he’s closer. Not as blatant as it was when he first went live but a little bit more of a heads up than he has now.

    Legion - Full rework. Either make his power more interactive or go down the Plague route, make his power injure over time rather than instantly and give survivors a faster way to heal in return for Legion getting a new power.

    Deathslinger needs a real terror radius.

    I don't really mind PH that much either. If he get's me to a point where he can bait me, then I'd likely be hit with a basic attack anyways. Besides, the fact that it's Pyramid Head wards off any irritation towards the character for me, but that's just bias.

    I play a lot of Ghost Face, and the reveal mechanic is a buggy and broken mess. There'll be times I'll get revealed by someone inside a building, or the exact thing that you're mentioning where they'll stare at me and nothing happens.

    I don't personally have a problem with Legion, but I get all the gripes with him.

    Everytime I play against Slinger I feel like I'm playing an actual horror game, so yeah. A bigger TR might be in order.

  • @xenotimebong said:

    There isn’t a way to do it. The devs can buff and nerf and tweak as much as they want, but if a killer’s power is fundamentally frustrating then the only way they can make people stop hating it is to rework it from the ground up, and they’re clearly not gonna do that.

    They nerfed Legion and people still complain about them, because the issue wasn’t whether Legion was strong or not. The issue was that killer powers that boil down to “get an easy hit” are always going to annoy/frustrate survivors, since not getting hit is sort of the point.

    The devs nerfed toolboxes and killers still complain about them because the entire premise of how they function is annoying. “An item that lets your opponent win more easily.” Yeah who could dislike that? The only way to stop complaints is to delete them or just rework them so they do something else. Same with some killer powers. Survivors will never be happy with the power of a killer like Spirit because it’s designed to make her very strong and unreadable in a chase, and no nerfs or small changes will fix that core design choice.

    Unfortunately, yeah. I've come to the realization that no matter what the Dev's do, people will complain about the balance of the game. I've thought about it a lot, and there just aren't a lot of ways to change the killers that people find boring, or fix the things that Killers hate, at least not in a way that people'll like. Rework Spirit to be more fair, Survivor bias. Rework DS, or maybe even notify killers when they're playing against a SWF- Killer Bias. The 1v4 nature of this game makes it a lot more tricky to balance than typical online games.

  • @AvisDeene said:

    Honestly, the only change I want is for Freddy to have to work to put people to sleep. I hate the dreamworld and how you have to run across the map to wake up. Either make falling asleep something he has to work for, or let it be based on how long a Survivor is within his terror radius. Heck, I’ll settle for an extra alarm clock to be available on the map.

    Spirit is annoying, but I can’t think of any changes that wouldn’t completely butcher her. My problem with her and all other high mobility Killers is their tendency to always tunnel or proxy camp hooks. To fix that, the devs would have to change the mechanics of the game. I’d go so far as to make Borrowed Time as a base-kit ability to discourage tunneling from the start of the match, but understand how it can break the game during endgame.

    I also hate Killers who have abilities to see auras through walls, like Wraith and Michael, but that’s because I’m a stealth player and it completely counters me.

    My personal biggest problem with Freddy is really just his traps, and the fact that most I run into tend to camp and tunnel quite a bit. Not always, but quite a few. His traps just annoy the hell out of me. I don't think their too OP or anything, but just annoying - especially when I run into one who just uses his traps to loop a safe pallet. I think they made waking up a bit harder because of how Old Freddy used to be, since it was incredibly easy to wake up against him.

    Spirit is a tough one. I feel like they're should be some kind of visual clue to her phasing, whether it be something on her model or just having her kick up dust or move grass in her phasing, but that might be too extreme. In all honesty, I've faced more low mobility killers come back to the hook.

    I used to play stealthy, but I've moved into a more bold and chase focused playstyle for survivor. Michael's wallhacks make him really, really slow and having Spine Chill can destroy him pretty hard. Bing Bong boi is a little tougher to go against due to his mobility and invisibility, but if you stay fully healed you should be able to get to a loop.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667105#Comment_1667105

    Exactly. There are four Survivors and only five Totems. If everyone on the team pauses to cleanse one they spot, they vanish pretty quick even when you aren't actively looking for them.

    There are still so many maps where totems are just completely in the open. I really don't think it's difficult to do bones, but I've seen so many posts calling this combo OP, or the one I've seen a lot, boring.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/1667103#Comment_1667103

    I would say forces them to run something they don't normally use is a strong use of the words. I don't think any of those perks are necessary at all, they just make it easier. Totems in general are pretty easy to find. Even on the harder to find maps they aren't bad as you usually don't even need to "find" them, you just run from room to room listening until you hear the crackling fire sound as the totems are extremely loud. Probably 80% of the time I find totems just because I heard them, not actually saw them.

    As I mentioned it's also pretty easy just to ignore the totems entirely and not even waste the time looking.

    Yeah, I probably should've worded that better. What I think I meant was that a lot of Surivor's just completely ignore dull totems, since it's time not spent in a chase or doing a gen.

  • @csandman1977 said:

    I absolutely hate going against wraith. Not sure why. I wont give up and DC butbi wonr escape either.

    I was forced to play him for the challenges, and used the silent bell and wall hack add ons. I found just hitting people and not chasing, even without sloppy, was the best tactic. Ended up with a 4k just doing the 8 surprise hit challenge.

    Did the same thing with just his teachable and devour next game. Devour went down on 2nd stack.

    I think his add ons are really powerful.

    We all have those killers. I hate going against Hag, though she's much stronger than the Bing Bong boi. His add-ons can be pretty great - running All Seeing with instadown perks is great. The bad thing is, his teachable are some of the worst in the game. The only one that's even slightly good is Bloodhound, but there are so many other much better tracking perks that it's not worth it.

    The silent bell is good for the good ol' Jumpscare Wraith build, but I prefer to just stick to Windstorm, Blink, Shadow Dance. That's probably where his real power is.

  • @Moundshroud said:

    I also fail to see any problem with the Perks. If they were to eliminate the Aura reading aspect, they should put back the ability for Undying to transfer itself. I also play Survivor (Solo most often) and Killer. There is simply a stronger emphasis on doing Bones. A funny, if unintended, consequence, is that NOED is becoming less popular. :)

    Ah, a fellow survivor stuck in the purgatory of Solo queue. I really don't get why survivor's have such a problem with doing bones, they give a ton of points and take like 15 seconds.

  • @Blueberry said:

    I agree that we do need more meta changes like that to keep the game play more fresh.

    I personally wouldn't nerf Undying at all as I think it's actually adequately strong enough for the high risk involved. If that's the first totem cleansed you just lost a perk slot for nothing, so it needs to be strong. The vast majority of the games hex perks are not strong enough for being hex's which is why no one runs them.

    The counter play for popular hex builds is there anyway, lots of people just refuse to give up one of their meta slots for something like Small Game. For how popular those perks are or even NOED for that matter, you will get good value from it the vast majority of games.

    I personally just ignore the hex's entirely, run Soul Guard to take advantage of the situation, and just pump the gens out.

    Not to mention this build isn't passive, meaning the killer actually has to be good at pressuring the map to even get good value out of it.

    I think that's a big issue a lot of people have, is it forces them to bring something they don't usually do. But there are so, so many things that just straight up show you where a totem is that I don't really think it's a problem. On the subject of the aura reading, I think it's fine but if it does get a nerf I hope that's all that gets removed. Getting rid of the totem switching idea would make the perk pretty mediocre. Not terrible, but not good either. That's another good point - this meta basically gives anyone with Soul Guard a better version of Unbreakable.

  • I love the idea that it connects to another killers lore, another reason I enjoy Oni so much, but sadly I don't think we're ever gonna get a monster killer. As far as I understand, it'd be quite a bit to code and animate. Even Demo is still humanoid in shape.

  • @[Deleted User] said:

    Wraith can be made into a B tier killer with his very rare and ultra rares. Silent bell/All Seeing actually turns him into a bit of a monster

    I love Wraith, but I wish he wasn't so addon reliant. Silent Bell is fun to play with though, even if I think Windstorm and maybe Shadow Dance are his best addons.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665174#Comment_1665174

    Forum ate my comment, so I'm gonna type a TL;DR version of it.

    When the game was released, people complained about the Wraith because of his lack of TR. Said he was gamebreaking because he ignored that mechanic.

    Ahh. I started playing the game a bit after clown came out, right before Spirit I think. Around that time I remember he got some of his Add-Ons reworked, and I think that's the last time he's been touched, other than bug fixes. My poor Bing Bong boi.

  • @Moundshroud said:

    The only reason some people are finding the Wraith more potent of late is he is particularly effective against a SWF. The chief competitive edge provided by the 5th Perk (Comms) is eyes on the Killer at all times. The Wraith, for all his other weaknesses, cuts into the "outside the game" advantage of the SWF and I suspect it annoys some of them.

    I have noted an uptick in Wraith as a Killer and I suspect (not data yet to prove it) that this is related to the SWF. All the Stealth Killers are enjoying an increase, but the Wraith in particular. One thing I do have data on is that Stealth Killers are less than half of the total number of Killers and yet I get them in 50%+ of my games lately. :)

    I can see that. I main Wraith and Ghostface, but that doesn't really change the fact that all of the stealth killers can still get looped to hell and back. Sure, Pig and Wraith have that increased lunge but on a lot of loops it doesn't really matter. I think what really gets me is they were on Ormond. And they DC'ed against a Wraith.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665126#Comment_1665126

    I've been here long enough to see every single killer get called OP. Literally every single one, without exception. Some more often, some less, but every killer has been called OP at some point.

    There are some I could probably understand, sure, but Wraith? I love that bing bong boi, but that doesn't change the fact that he's one of the weaker killers, in my opinion anyways.

  • @EntitledMyersMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1665118#Comment_1665118

    lmao

    I've seen people think these killers are overpowered:

    • Doctor
    • Trapper
    • Blight
    • Myers
    • Pig

    Also I was playing survivor and I like saw a Wrath and I stood still because I saw some grass and Wraith hit me but I liked the grass so I stayed then he hit me again and downed me

    He downed me in TWO HITS

    So yes Wraith is overpowered af

    Two hits? Smh, that's actually broken.

  • Spirit OP? No. Slinger? No. Clearly, the true culprit here is Wraith. I mean, he can go invisible! To compensate, devs pls make him move at 10% movements speed. Thank you.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661970#Comment_1661970

    Yeah it would be quite different from everything we currently have. But I suppose thats what makes it special.

    True enough. As much as I'd like to see SCP, I doubt it'll ever happen though. Since they're in that internet creepypasta kinda section of the internet, and I don't see the Dev's adding any internet characters.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661927#Comment_1661927

    I am sure it will last many years. I mean, it got vaulted by the legendary survivors!

    If I got Jeff or Jane to vault it, now that would really test it's durability. T H I C C and Jesus.

  • @SCP_FOR_DBD said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661924#Comment_1661924

    Thats a tough question, I'd be happy with pretty much anyone so long as they got it right. If I had to pick just one it'd probably be 106, he seems the easiest to put it. Though my concept would let you play as one but break out AI versions of the others.

    106 is another one that would be cool, but balance and mechanics wise I'm unsure of how they would work. If they put in his ability to walk through walls he would have to be very, very slow. Though I would love more killers that send Survs to other dimensions.

  • @shalo said:

    I wonder what effect Any Means Necessary would have on a pallet trapped Killer.

    I like to think they'd just go straight horizontal in the air, like they're planking really, really hard.

  • @BigTimeGamer said:

    dbd in a nutshell is actually buffing WGLF by adding tokens for events that already gave tokens

    DbD in a nutshell is making some maps everyone agreed were fairly balanced and making them worse because 'BrEaKaBlE wAlLs"

  • @Demonl3y said:

    May i could visit you in your new home? I am homeless.

    My humble abode is open to all. Just be careful, it's fragile.

  • @SCP_FOR_DBD said:

    The devs haven't said anything either way to my knowledge. I believe they are, as they added chains to Silent Hill with some lore hinted with it. Besides, it's no fun to have all these massive horror icons and be like "Nooooooo they're actually part of the lore it's just a what if."

    I can see that. Besides, any world where I can see Michael Myers and Pyramid head walking next to eachother is a good one. What SCP do you want? Personally, I think 049 or 096 would be awesome to see but I can't see a way the mechanics would work.

  • @Jyn_Mojito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661830#Comment_1661830

    I feel you, half the fun is getting a match you can meme in. I've noticed a lot of DC's with him, too, and I think it's because of his crouch ability. It really changes the mechanics and I think some survivors really dislike that aspect.

    To be completely honest, my motivation to play killer normally is at an all time low, so memeing is probably one of my favorite things to do, and Ghosty is probably one of the memiest killers. Crouch is such a weird thing to DC against, considering how much it slows him down.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661830#Comment_1661830

    probably, since i got into the same situation where i was in tier 3 and got 3 downs, but i got stuck in a pallet then got out and farmed, i depiped but i honestly didn't even care. And people dc against the fake stalky boi because they don't like his reveal mechanic because i guess instead of playing against a ghosty like you do myers they wanna get out in the open and reveal you like that

    His reveal mechanic is broken, so I guess I can see that, but I still don't see why you would DC against Ghosty. I love him, but at the end of the day he's still just an M1 killer with no map pressure. At least I could crouch in the pallet and hide like an immersed Claudy.

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/196204/dbd-in-a-nutshell

    you got brutal due to the dcs and that pallet bug only gets you out if you grab someone while they are vaulting, which is why she was probably vaulting

    I figured. But why DC against Ghostface, and a memey one at that? All I wanted to do was go fast. I was definitely trying to grab, they even slow vaulted some for me, but didn't happen. Probably just got the timing wrong.

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