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PleassBuiltInNoed

PleassBuiltInNoed

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PleassBuiltInNoed
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  • @Milo said:

    IF killers are overperforming then they should get nerfed. Same goes for perks for each side.

    there are few overperforming survivor perks that are used all the time and also gen speeds which are extremely fast and none of this has been adressed ever


  • @PureHostility said:

    Cooldown on the power was needed.

    It was spammable and Im saying this as someone who maines her in the old days (I can flex with my legacy 3 on her).

    Reworked addons are also nice, they spice things up, as nurse is one of the few killers that DOESNT need any addons to wreck 4 man seal team swf with OoO.

    The main problem with Nurse is how buggy the maps are and how buggy her power is. That's the main issue that plagued nurse basically since her release.

    In other words, Nurse is great, cd nerf is perfectly justified, bugs destroy any fun from playing her.

    I used to play her all the time but now shes super boring and the bugs are not the problem but the cooldown is. Giving cooldown to smth is just being ######### lazy

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1445262#Comment_1445262

    No, it's far from perfect, if you actually looked below the surface of what you're suggesting, but again, go off, it's not me you're offending. BHVR don't owe you anything. If you feel THAT strongly about it, apply to become a balancing team member, then maybe you can get it "done right".

    i gave them my money, they owe me a decent gameplay

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1444723#Comment_1444723

    What a horrible comparison but go off, I didn't realise the developers were trying to save your life.

    its perfect comparison, any kind of job has to be done right, if you cant just let someone else do it

  • @[Deleted User] said:

    Damn, they could have just not changed him at all but this is a clear sign they are listening to the community and actually trying. What a way to be ungrateful lol.

    'trying' is not the way to do any kind of job, you either do it properly or dont do it at all. Imagine if you were sick and doctors in the hospital were just trying to cure you lmao

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1440842#Comment_1440842

    Very experienced survivors would go against very experienced killers, if the MMR was working correctly. Right now that needs fixed.

    yeah but very experienced survivor have always the upper hand and killer cant do #########, because the game is balanced around bad players

  • @Munqaxus said:

    I've noticed a lot of players saying "You should balance toward the highest level of play". This game play fallacy is has been around forever and I'm going to explain why it doesn't work. It's actually very simple...

    When game play is balanced toward the "Highest Level of Play", you exclude the casual player base, that makes up 90% to 95% of your game, in your balancing decisions. It basically causes the skill-cap to become so high, that only 5% to 10% of players can actually play the game.

    Examples...

    1. Starcraft II was balanced toward the highest level of play and the game became a spectacular failure. It became so skill-capped for high end play that all of the casuals left the game because it was literally unplayable to casuals. This game alone, should be a text-book reason why you don't balance toward "The highest level of play". The game had everything it needed to become one of the top games ever. It has a massive loyal fan base to both Starcraft and Blizzard. The esports world was hungering for Starcraft II, after the popularity of Starcraft. Yet Developer decision after decision, made the game harder and harder for casuals to play, because every decision was based on the most skilled player.
    2. The Nurse in Dead By Daylight. Here's another great example in our own game, where "Balancing Toward the Highest Level of Play" doesn't work. The Nurse has become so skill-capped, because she was balanced towarded the highest level of play, that new players won't even attempt her, casual players stopped playing her and only the best Nurse players pick her up. However, when the best Nurse players do play her, she gets 4ks within minutes of the start of the game. The only reason she works in DBD is because there are many other killers that casuals can play.

    The better option for game play balance is balance game play around casuals and use high-end game play to adjust game play that can be exploited by very skilled players.

    nurse is ######### anyway so she doesnt really fit the description, and btw if you balance the game around casual players there is no chance for killer to win against very experienced survivors, and there are alot of them and that is also the current state of the game

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438686#Comment_1438686

    That's a fair point, I hadn't really considered the camping potential with that one. My goal for that particular one was to kinda create a perk like monstrous shrine, but could actually be dangerous, unlike monstrous shrine.

    It's definitely good to hear that most of these would synergize with other perks pretty well though.

    those perks are very interesting but i dont think devs would put time to make them work, they will rather nerf spirit or smth next by adding some overheat mechanic to her

  • @NuclearBurrito said:

    Note: According to the devs they do not want to remove the yellow aura effect because it's supposed to act as a counterbalance to allow the perk to have a larger duration. And thus if the perk needs a buff (it does) it would be the duration that would change

    While that's fine by itself, 16 seconds is not a long enough duration for the justification to actually work and the aura right now doesn't have any interesting dynamic involved with it.

    This change inherently increases the max duration while also giving a reason for the yellow aura to exist. The aura tells you a perk that you need to tap, and failure to do so gives the Killer a VERY long undetectable duration.

    Strictly speaking you don't HAVE to tap the gen, so if the Killer camps the gen he needs to avoid getting spotted to get value, and would only get a single hit anyways, plus an ambush hit is the entire point of using an undetectable perk in the first place.

    i mean honestly i dont get it why the aura is there in the first place, survivor just know that you are undetectable and will be more alert, its a ######### perk

    if trail of torment requires counter balance than then same thing should be done for most survivor perks that literary have 0 dissadvantage

  • @Chordyceps said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438676#Comment_1438676

    Do you think the entity progression speed up might be too strong or too weak?

    it would promote camping together with the slowdown for the rescues, but all other perks looks fine to me, some of them maybe a bit weak but there always a build you could run any of those in

  • @Chordyceps said:

    The introduction of The Halloween chapter brought us Obsession perks. The introduction of Of Flesh and mud introduced us to the Hex system. These both shook up how gameplay functioned, adding more depth and variety to matches. These were also both introduced all the way back in 2016, which means its been 4 years since we've received a new perk system that shakes up gameplay significantly. I think it's about time we see something new in this regard.

    My suggestion for a new perk system is what I am currently calling Dead Zone Perks. The basic gist of how these work, is that an effect is applied to a specific area of the map. What this effect is, how large the area is and how they are formed could all vary from perk to perk. Below is a handful of perks I designed to showcase how these kinds of perks could function.

    Dead Zone: Shroud

    An area with a 24/32/48 meter radius centered on a generator becomes a dead zone. In this dead zone the fog is tremendously thicker than normal. While in this dead zone you gain the undetectable status effect. Once the generator this dead zone is centered on is repaired, this dead zone vanishes and reappears at another unrepaired generator.

    Dead Zone: Greed

    An area with a 48 meter radius that contains at least one chest or totem becomes a dead zone. Chests within this dead zone cannot be opened and totems within this dead zone cannot be cleansed. Every 40/50/60 seconds, this dead zone vanishes and reappears in another area meeting the same requirements.

    Dead Zone: Gate

    3/4/5 dead zones with a 20 meter radius spawn in random locations throughout the map. Upon entering one of these dead zones, you see the auras of all survivors that are within the other dead zones. This effect persists for 3 seconds after leaving a dead zone. 2 of these dead zones, chosen randomly, will vanish and reappear in a new location every 15-20 seconds.

    Dead Zone: Hemophilia

    A 24/32/48 meter radius area containing at least on hook becomes a dead zone. Entity Progress on hooks within this dead zone is sped up by 18%. Additionally, rescue attempts take 30% longer in the dead zone.

    Dead Zone: Graveyard

    Whenever a survivor is put into, a deadzone with a 40 meter radius is created, up to a maximum of 2/3/4, at that location. If a survivor is put into the dying state while the maximum number of dead zones is active, the oldest graveyard dead zone is replaced. While in one of these dead zones, survivors suffer from the Exhausted status effect. This effect persists for 5 seconds after leaving the dead zone. Additionally, survivors within the dead zone suffer a 10% debuff to repair, healing and sabotage speed.

    Dead Zone: Favored Terrain

    Two dead zones with a 30 meter radius are created at random locations. While in one of these dead zones, your movement speed is increased by 3%/4%/5%. Whenever a survivor is hooked, both of these dead zones vanish and reappear in a new location.

    What are your thoughts on the idea of the Dead Zone system? If you were to create a Dead Zone perk, how would it function? Let me know down below!

    all of these are pretty cool except for the speed up entity progression, that would never go through

  • @Maperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/1438474#Comment_1438474

    Yes but i don't think you can change anything, like you can make Myers to pull survivors in dream world, it must be like in the movies/series

    they can do whatever they want with the character, when they license somethink its always the look and the name

  • @Maperson said:

    He Is licensed, i don't they can do much about it, they can buff him ofc

    they licensed the character not his power

  • @ClickyClicky said:

    Love how the gen speed videos have 200 replies and this has none. Nobody complains when a killer wrecks a team in a few minutes. Its just gonna be the “bad survivors” excuse.

    Really shows the bias in the community. Both sides have the potential to quickly defeat the other side.

    if a killer destroys whole survivor team in 3 minutes its 100% fault of the survivors

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434364#Comment_1434364

    most survivors at rank 1 are quite bad, most of them cant even loop or connect loops togheter and go down in 5 seconds of every match.

    agreed, im not a good looper either and i managed to get to rank 1 as survivor only using ds as one of the stronger perks

  • @Chloan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434130#Comment_1434130

    I can't play her with stridor, it just confuses me when I chase someone, especially when they don't use iron will.

    exactly, maybe its a bug but they scream so loud its sounds like its not directional and you cant tell where they are + it basically makes you unable to hear their footsteps

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434299#Comment_1434299

    I managed to get adept Nurse at rank 1 killer at level 15 prestige 1, shes not that bad but it wasn't the easiest killer adept ive gotten. harder than plague.

    i mean, sometimes on rank 1 i have really bad survivors against me, try to do that vs good ones, you wont be able to because there is no time even when you get the perfect blinks...and you cant even catch up most of the times

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434286#Comment_1434286

    her recharge rate and movementspeed addons are pretty much as stupid as billys, there is no high skill killer that thinks instasaw or crack billy is balanced, but that atleast is coutnerable and fun to play against still, to bad that gets nerfed to oblivion while Iri head huntress and spirit is still in the game.

    without movement speed addons she would be totaly useless, if you use her power and you dont have ms addons survivors can just run straight and she wont be able to catch up, just as it is right now with the nurse and her ######### cooldowns

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434278#Comment_1434278

    Which means the problem is not the Spirit or her power. Besides, she already received a dozen of nerfs and is pretty balanced.

    and her addons are not a problem either, shes actually one of very few killers that have most of their addons at least decent

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434259#Comment_1434259

    not true, it makes people using iron will sound normal and everyone else sound double as loud, its hard to get used to at first, maybe first or second game, after that it comes quite easyu

    disagree, played tons of games with it and it hurts you everytime if they dont have iron will

  • @Sir_Bassington said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434158#Comment_1434158

    Its not very mindgamy for the survivors if the spirit uses stridor, there is nothing substantial to react to either, In my post I did say what you had to do to counter or adapt to her, doesnt really make her fun or good to go against, Nurses are fun to go against, and when a god legacy nurse blinks in the distance than you know youre gonna die anyway, unless her blinks bug out.

    stridor hurts spirit more then it helps, i used it and the sounds were so off i couldnt know at all where anyone is

  • @Sir_Bassington said:

    least interactive killer during chase, forces immersed playstyles and hard counters are perk and map dependable. when a god billy/Nurse and good huntress steamrolls a team its because the player is good, not the killer, prove me wrong.

    every survivor says shes op because they dont even wanna tryhard and try to adjust to her, spirit is full mindgame killer, nothing else

  • @TheWind said:

    Is this the killer equivalent of calling survivoral candidates tunnelers or campers? I am legitimately asking what this means.

    Logically, I'd think that a try hard is someone who's trying to win. Isn't that... everyone? Killer is trying to kill you (I would imagine) and survival candidates are trying to well... not die. So ######### is a sweaty tryhard anyway and how is it different from any other player or insulting?

    I feel like understanding could do me some good so help a guy out.

    thats what killers do if they want to win and also survivors never tryhard because they never have to, survivor is like legit very easy to play

  • @BigBrainMegMain said:

    Not really.

    Just stare at a wall if it bothers you.

    Most killers that are decently knowledgeable know how to look up.

    It's just nothing special. What's the point of seeing their Aura if they'll literally be running in front of you for those seconds.

    lately ive been getting stunned even when looking up, flashlights are bugged

  • @Axe said:

    the argument people should be punished for playing with friends is dumb, no they should not have to repair gens more then others or have less tools to work with. Not all SWF are full on cordinated tryhards sitting on gens all day long, yesterday I met up to 5 3 stack to 4 stack SWF. Only 2/5 games did one person escape from either exit gate or hatch, what I am trying to say is most SWF are just fooling around and not taking the game that seriously. I would often win before 3 gens was done hell even 2

    lucky you, my sfws repair 2 gens before im even able to cross the map

  • you can easily tell whos swf and whos not on high rank

    and yes they beat the killer because they all have bunch of ######### perks that have no counter

  • @Kabu said:

    They won't and shouldn't punish people for playing with their friends. What you are suggesting is a punishment.

    then the game will never ever gonna change, same perks are gonna be run forever because they are op and never will be nerfed down, there are 0 builds in the game, you cant run fun perks vs swf because they keep running their crutches all the time

  • i mean its gone, i cant see the response anywhere, it just said its gonna be posted after its approved

  • @OniWantsUrLocation said:

    https://forum.deadbydaylight.com/en/discussion/comment/1408682#Comment_1408682

    I actually got my adept achievement on red ranks a month ago. I'm not saying he's super strong or anything, but we definetly have weaker killers to look for. He's not in a bad spot. 

    well not all red rank survivors are good, try one of those swf's and you'll see that you will be able to do much less then any other killer

  • I was actually thinking that maybe he shouldnt loose movement speed when reloading

  • @Mew said:

    deathslinger already controls the entire chase if you can aim precisely.

    the only thing he needs is some form of map control or mobility, maybe make it so he can pierce objects and reel himself to them really fast?

    dont think thats would help, he doesnt have that much range and then you have to reload anyway

  • @NuclearBurrito said:

    Like, I can see him needing a buff. I just don't like THIS buff.

    i wrote quite long response to you but its waiting to be approved or smth

  • @CrowFoxy said:

    Slinger seems kinda hard to buff.

    yeah, it happens in many games. Stuff thats hard to balance shouldnt be released.

  • @Deathslinger said:

    Prefer just the ability to drag their ass back over the pallet or window lol. He is hard to buff without feeling OP.

    thats a good idea too

  • @FogLurker said:

    The way to buff him is like your name says, just have him get a built-in NOED since that's the perk that all Deathslingers rely on and always use. This buff will allow him to use the perk slot for a different perk.

    i never used noed on him personaly and i dont think it would matter, people would just do the bones right.

    yeah i know it's a joke btw

  • @NuclearBurrito said:

    If you do that then reeling in the Survivor at all becomes pointless.

    At most I can see it reducing the deep wounds meter, meaning it would down them after they'd broken the chain TWICE with deep wounds, but not the first time.

    See thats the problem when you literary have huntress who downs someone in 10 seconds by just throwing 2 quick hatchets or doing a close one and then go for a m1. That is why she has 110% ms. But when deathslinger hits someone and he doesnt reel them they dont even get damaged if they are fully healed. You litarary shoot spear through their body and they dont get damaged. Then if u cant reel them while they are full health you have to let them break the chain which results in a super long stun, then you have to reaload and by that time survivor is already half map away. Then if they are injured and you hit them and cant reel them you legit get nothing which is super unfair. I see no reason for deathslinger to be 110% killer when his power doesnt really pose any threat to experienced survivor.

  • @OniWantsUrLocation said:

    Isn't that too much? I don't see how that's a good idea. I also don't know why ppl thinks he's weak. 

    play him at red ranks and you will see

  • the only map she actually suffers at like real hard is coldwind farm because of the loops are way too long, otherwise she is okay

  • If you watched the stream they actually showed how much 16 meters is, and to be honest from what i've seen survivors that are like 40 meters away are still very close to the hook, so thats why this change is just bullshit.

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