PleassBuiltInNoed
PleassBuiltInNoed
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@Blueberry said:
Actually all the survivor and killer sounds got turned up. Even the killer footsteps are noticeably louder.
We have no conrete patch notes on it though, just my interpretation.
doesnt really feel like it, most of the times survivor just all have built in iron will and no footsteps sound
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@Nutty_Professor said:
https://forum.deadbydaylight.com/en/discussion/comment/1602078#Comment_1602078
Tbh you don't need to play stealthy, in fact by being "immersed" you harm your team more than the killer could possibly do. If you're hiding, being immersed you're not doing gens, therefore giving the killer more time to sacrifice the survivors.
You really don't need to play stealthy as survivor in the game's current state. All you got to do to play optimally as survivor is spread out, work on a generator and have a chase route planned in case the killer tries to interrupt your gen progress
but there are still many survivor who do that and it works
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1602114#Comment_1602114
You need to aim with that as well. Bigger "hitbox" of course but bad clowns miss with that too. Huntress is just depending on good throws or you will simply have bad games overall. If you play her at least decent, then your first hit will be by hatchets at 80% of all chases
with clow you dont really need top aim that well, but yeah huntress mostly uses her hatchets to down
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1601233#Comment_1601233
I wouldnt say that because hatchet hits are a Huntress' every day work
well its still at least a bit of effort, clowns gas is just for free
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@InsidiousSmartfaceLF said:
This might be old news but I haven't heard too much talk about it and have heard different takes, did the breathing and injured sounds of survivors get changed? I'm asking because it used to be that Ace was extremely quiet which is part of the reason why I played him, besides how cool he is.
at this point people believe that sounds are ######### up because devs want them to be like that, so that stealth is even more cancer than it already is
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@Avarice10 said:
No, decisive strike has been nerfed countless times, it's already a shadow of its former self.
Your suggestion would make it garbage tier and survivors would get no use out of it in game.
Surivovrs have to deal with perks like NOED, DS is not that bad.
just because it recieved tons of nerfs doesnt mean its not op, previous ds was just broken
but i agree that this rework would make it trash, it just should deactivate when you are fully healed by other survivor, when touching a gen or entering a locker
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600128#Comment_1600128
I think exhaustion addons should be removed completely from the game. Therefore even a 10 second exhaustion addon would be strong enough to be purple. That Huntress gets it on brown and clown on yellow addons is siomply a joke.
On the other hands exhaustion perks are also a joke, since there are so many and at least the first time you cannot guess what will happen, and even on second attempt when you know (if you remember every perk for every survivor correctly) then you still can't counter them in most cases (except Dead Hard)
but i think that they should be a bit harder to apply, clowns gas is a joke but huntresses throw is alot harder to do
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600863#Comment_1600863
So why did they remove it from Doc with the rework?
i mean, idk because he can already stop pallet drops with exhaustion his kit would be overloaded and they gave him good addons in my opinion , all of them are useful
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600132#Comment_1600132
Brilliant... I'm talking about camping doc
sacrifice your teammate and finish the game in 3 minutes by doing gens, i don't know why killers camp personally, it feels boring and you dont get much
the strategy only works vs really altruistic survivors
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1600133#Comment_1600133
Really you still have to hit smaller reverse overcharge skillchecks.
thats just practice, good survivor can hit any skillchecks ive seen people hitting DS with this build back then when it was reduced by unnerving and doc
they nerfed ruin but it was only a problem for new players because they were bad, if you play survivor for 50-100 hours you wont have a problem hitting any skillcheck
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1600128#Comment_1600128
I think exhaustion addons should be removed completely from the game. Therefore even a 10 second exhaustion addon would be strong enough to be purple. That Huntress gets it on brown and clown on yellow addons is siomply a joke.
On the other hands exhaustion perks are also a joke, since there are so many and at least the first time you cannot guess what will happen, and even on second attempt when you know (if you remember every perk for every survivor correctly) then you still can't counter them in most cases (except Dead Hard)
exhaustion addons are the only counterplay to exhaustion perks, there should be more of them and every killer should have acces to them
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@supersonic853 said:
literally i have no beef with doctor except for this. The game with both tr addons distressing unnerving huntress lullaby and overcharge. Wanna hit a randomly appearing maybe reverse smaller overcharge skillcheck with 15% progress lost if ya fail? Not fun lol. And just had a game where all the doctor would do is just keep going around kicking the gens over and over and it just felt like we werent getting anywhere. Im expecting a git gud but seriously this build those words are kinda unhelpful.
if you cleanse the totem then the build prettymuch lost 80% of its power
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@Deadeye said:
You don't have time to recover from a shock and unhook, the next shock will be within a quarter second after being able to unhook again. So he can force people to death. Equally stupid to old revving Bubba. Or am I missing something?
dont unhook infront of the doc?
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1599735#Comment_1599735
He said "Being in deep wound" not after finishing mending. And "never" is pretty wrong, normally you chase the last person you hit during Frenzy. This is only not the case when you go for a Killer Instinct target and don't reach it in time
still doesnt feel like it would be enough to be a purple addon
a good example of how strong purple addon should be are all purple addons of spirit except for dried cherry blossom
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1599611#Comment_1599611
It prevents a survivor you've just hit with FF from triggering BL or Lithe to make a lot of distance, and even stops them using Dead Hard. I'd take that any day of the week ngl.
yeah, for 10 seconds when mended lmao
you never stay around the person you just hit with your power to down them, you got for other people to injure them aswell and by the time you do that that first guy is already mended and will run away
10 seconds is useless
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@Auron471 said:
https://forum.deadbydaylight.com/en/discussion/comment/1599507#Comment_1599507
i mean... would you rather it be 90s like huntress XD
yeah, because that actually counters smth, 10 second is basically useless... you waste whole addon slot for something that is so situational its insane
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@Auron471 said:
The blade addons have been rendered mostly useless since their nerf, and we can all agree that more mending time just isnt very fun.
So how about this:
Nasty Blade: Those finish mending scream, revealing their location
Filthy Blade: Being in deep wound also causes exhaustion for 10s. Exhaustion does not deplete while in deep wound.
not bad, but not really that good either
legion already has alot of detection in his power alone and 10s exhaustion is way too weak
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1597435#Comment_1597435
Ähm,did you forget that they actually fixed almost all maps and their infinites soon after the ruin change?
They do care about the balance of this game.
The devs are just really slow regarding balance and some of their decisions are a bit of a hit or miss.
But the ruin change wasn't really that bad,it just needs planning on the killers end on how to use it the best.
well the problem with it is that its still hex perk and not even close to be as powerful as before
hex perks should be high risk / high reward but instead they are extreme risk / medium reward
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1597615#Comment_1597615
Believe it or not,but the game is overall in a pretty good state balance wise.
I agree,that the devs are frustratingly slow when it comes to simple buffs or nerfs (trapper getting 2 traps at base is a perfect example) but that's just the way they are.
it is in a good state vs decent solo survivors, very good solo survivors can wreck you and then you have swf...
what i hate the most though is that every survivor runs the same perks all over again and so do killers because devs are scared like ######### to make a decent perk without 10 negatives like most of the kill perks are
also i dont understand their brain when designing add-ons
and also im scared when i hear that some devs believe clown is an S tier killer
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1597615#Comment_1597615
Maybe you are just bad?
right, that the argument everyone uses when someone gives them a fair point and no im not bad
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/1597435#Comment_1597435
You can't actually believe that the devs don't care about killers, not with all the positive balance changes they have gotten in the past, or?
i mean, look at what a ######### state the game is for the killer, there are some many simple changes that could have been done to make it good but they just wont do it no matter what
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@mintchapstick said:
https://forum.deadbydaylight.com/en/discussion/comment/1597282#Comment_1597282
Lol what are you talking about? I got up to red ranks on killer without any meta perks. I pretty much only had Legion's base kit. I can still own up to about rank 7 without any perks equipped.
legion is that one killer who just pips all the time because of his power
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@BigBrainMegMain said:
The Ruin nerf led to the downfall of many killer mains.
well its not really because of the ruin change but because of devs showed killer mains that they dont care about them and how mindless they are by nerfing a perk that literary made the game playable and last longer than 5 minutes
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@WoopinAngel said:
Before I start, I just want to say that I'm fine with how Exhaustion functions currently. For those of you who are newer to the game, a long time ago, Exhaustion could recover while you're running. Because of this, it allowed the perk combo Spring Burst + Vigil to be the meta that almost everyone ran because of how good it was. It basically gave you a Sprint Burst every 32 seconds.
Because of how powerful survivor Exhaustion perks were, some add-ons had to compensate for this. The only two killers with Exhaustion add-ons at the time were Clown and Huntress. The Huntress has her Venomous Concoction, which causes Exhaustion for 90 seconds if a Survivor gets hit by a hatchet, and the Clown has his Solvent Jug, which causes Exhaustion for 30 seconds if a survivor runs into the gas.
At the time, these add-ons were fine. The Huntress's hatchets require precision, so she should get rewarded if she does hit a survivor. The add-on basically denied Dead Hard, but survivors could still pull a Lithe, Balanced Landing, or Sprint Burst before they got hit. And the Clown's gas is a lot easier to land, but it could potentially deny almost every Exhaustion perk except Sprint Burst, if the survivors don't avoid the gas. But the add-ons weren't overbearing. In 30 seconds, you could have you Exhaustion perk up again against a Clown, 25 if you were running Vigil. And the Huntress's requirement being to land a hatchet hit seems more than fair considering how hard they are to hit sometimes.
However, in 2.1.0, they changed Exhaustion so that you can't recover from it while you're running, but add-ons from Clown and Huntress weren't changed along with the Exhaustion nerf. 90 seconds now seems a bit excessive to put on a survivor, and 30 seconds of Exhaustion from something as easy to land as his gas is a lot. I personally think that these numbers should be reduced significantly to keep up with the current mechanics of Exhaustion.
For example, look at the Demogorgon's add-on "Lifeguard Whistle" . It causes Exhaustion for 5 seconds if someone touches one of the Demo's portals. During a chase, survivors probably won't run into a portal unless the Demo places them in common looping spots, but even then, Demo only has 6 portals it can place. The only feasible way to get some use out of that add-on, is if you sneak up on survivors while they're destroying a portal. Even then, all a survivor has to do to recover from the Exhaustion is just pallet stun the killer and then walk away while they break it.
Even though Demo's Exhaustion add-on is harder to get use out of than the Clown's Exhaustion add-on, its effect is significantly less than the Clown's add-on with 5 seconds versus 30 seconds, and it has a higher rarity, being a very rare add-on while the Clown's is an uncommon one.
Personally, I think the devs need to come back and rework the Exhaustion add-ons for Huntress and Clown mostly. The effect is ridiculously long and was created to combat a mechanic that got heavily nerfed. It would also be nice to see a buff for the Demo's Exhaustion add-on, although that may be asking for too much.
dont compare any addons to demos addons because they are all useless
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@Hopesfall said:
you have to deal with 2 meta perks.. killers have to deal with 16
i think you'll manage
and trust me, killers would love to be able to use different perks, but matches would be done in 5 mins and that is a joke
games would last 5 minutes even with 4 slowdowns so lol
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@Toybasher said:
https://forum.deadbydaylight.com/en/discussion/comment/1589829#Comment_1589829
I have! As a Doctor main I can confirm I've had hour long matches with a 3-gen situation although I am hitting, downing, and hooking survivors. Not all 3-gen doc games get dragged out this long but it can happen.
Note a 3-gen can actually be a hostage situation if the killer is literally refusing to kill you. (You give up. Run up to him so he can hook you and you can move on to another match, but he just keeps shocking you and overcharging the same 3 gens ignoring survivors in hopes they DC) I 3-gen pretty often as Doc but there's a difference between 3-genning to win (You're still hitting, downing, and hooking) and only shocking people off generators, repeatedly picking up and dropping survivors to reset them, etc. and otherwise creating an actual hostage situation where survivors physically cannot repair generators but you refuse to kill them or let them bleed out.
well usually what i do with 3 gen strat is trying to injure people then when i see i can get a down i go for it or when rest of the team is healing while one survivor is not i go for that one survivor
this always works for me
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1595142#Comment_1595142
The pool slows the Survivor down to 3.4 meters per second for 3 seconds and forces them into medium vaults. If you can't make that work then again, you need help.
Honestly those teleporting issues sounds entirely like a you problem. It's not that hard to figure out where needs pressuring and it's NOT that big a deal to run a single Perk out of your four slots that gives you easy and valuable info.
Freddy isn't hard. At all. Git gud.
i can make it work, because i can place pools well
its not entirely my problem, im playing survivor too and i see it happen quite often to other players and yes using a perk slot to make part of a power work properly is a problem
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1593812#Comment_1593812
The pool is huge. If you somehow manage to mess up putting a giant circle in a Survivor's looping pathway, you just... you need help. Seriously.
Even ignoring the fact that you can just use your tp for general map traversal and don't need to always teleport directly onto Survivors, or just using your brain to deduce which areas of the map need pressuring the most, there's this really cool awesome super epic Perk called "Thrilling Tremors" that tells you EXACTLY which gens are being worked on when you pick someone up. It's pretty poggers.
And which do you think is going to put more pressure on the Survivors: Freddy taking ten, fifteen, twenty, twenty-five seconds to walk to a generator, or five seconds to teleport directly to it?
okay, maybe i see him being weaker than you do, but the pool placement in crucial in loops(yeah its big but you have to place it at the right distance or it wont do anything
now for the teleport, yes map pressure is powereful but ive personaly had many bad experiences with it such as guessing that they are gonna be on a gen and teleporting to it while they were doing different gen, power goes into cd and you loose time and fixing this kind of 'issues' with a perk is never good thing
to sum this up i think freedy is strong killer but not op and we need killers with this kind of power to deal with the highest level of survivors
now for the brainless... part i partially agree but there are many poorly designed thigns in this game and nobody from the dev team seems to give a #########
i personally dont play freddy that much because i also find him boring, but hes definitely not a free win easy killer like everyone says
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@Demogordon_Ramsay said:
https://forum.deadbydaylight.com/en/discussion/comment/1592538#Comment_1592538
Plonking down a snare willy nilly at a loop with no movement speed penalty whatsoever is not a skillfully-demanding setup.
You must be joking about the gen tp. I don't even know what to say to that.
if you put the pool a little bit off survivor is gonna get to the pallet anyway and what does the tp help him with early on, you dont know what gens they work on so you cna just guess and survivors dont even give a ######### about freddy teleporting to the gen, they just keep repairing anyway so you cant use it to scare anyone. Its only usefull mid-game if you have a perk that will tell you where survivors are
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@Demogordon_Ramsay said:
His power does everything, and it does everything for him. Everything about his power is passive and requires no thought whatsoever. He's a brainless, unfun, infuriating example of how not to make a good Killer.
kidding? he has to set up his traps properly both in chase and out of it and thats really the biggest thing in his kit, gen tp doesnt really do much for him early on
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1581807#Comment_1581807
I dont know if 80% killrate should be the gold standard or can be called pretty ballanced.
80% killrate vs all types of survivors, not the best ones
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@Johnny_XMan said:
So like when killers refuse to commit to a chase when they have a 3 gen ‘strat’?
ive never seen a 3 gen strat make the game to go on for this absurd amouth of time never ever in my life and even tho its slowing the game down, the killer is still trying to kill you, not just get you off the gens
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@Godot said:
https://forum.deadbydaylight.com/en/discussion/187276/survivors-taking-game-hostage-to-exploit-hatch
How is that taking the game hostage? It's clearly a strategy for Survivors, just like camping, tunneling and slugging are strategies for Killers.
Taking you two hours to finish a game just means you're bad at Killer, no offense.
camping and tunneling and every other strategy you named makes the game end faster so lmao
and thanks to no sounds bug which is probably intended and stealth perks finding survivors is totaly impossible when they do nothing
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@DetailedDetriment said:
https://forum.deadbydaylight.com/en/discussion/comment/1588893#Comment_1588893
Because I want Balanced Landing to lose the exhuastion aspect of the perk and just give the stagger reduction?
yeah, no sound no stagger would be pretty overpowered and i dont wanna see haddonfield offerings every game just because of one perk
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@DetailedDetriment said:
That's right, Balanced Landing now needs a buff or rework.
With the recent release of the Cursed Legacy chapter, Balanced Landing was changed to no longer provide the stagger reduction when exhausted. With that nerf came the "buff" of it also removing the noises made when falling, and the grunt when landing.
The clear thing is that the nerf heavily outweighs the buff. Balanced Landing is now one of the worst exhaustion perks in the game, only just better than Head On and a not working Dead Hard. The perk is straight up useless on maps with little elevated surfaces. Even maps with several elevated surfaces are bad as you will now stagger a lot.
Now that the nerf is officially in place, it needs a sort of reverse. I'm thinking that the perk should give the stagger reduction and remove the noises made when falling, but the exhaustion aspect of the perk should be completely removed, making the two extra parts act as passive perks rather than active perks with the exhaustion portion. It is Balanced Landing after all, not Elevated Sprint Burst.
thats like saying ruin should have passive regress and then 5% regress on hitting good skill check and it also should not be a hex perk
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@Justalittlepeeck said:
Do you know why Spirit is the "SWF" killer?
Because she doesn't depend on survivors being bad or making mistakes like many other killers do.
AS WE ALL KNOW
Most killers lack abilities that shut down loops in one way or another and have either to power through them (run in circles until survivor is forced to drop a pallet) or try to mindgame survivors (which usually works only in closed loops, where nor killer or survivor can see each other and have to guess what each of them will do.).
Killers are forced to "guess" what moves survivor is going to make and try to predict them and act accordingly or make lucky guesses (if killer has zero clue how survivor and hope that they will be correct. The good example of such "mindgamable loops" are:
- Long&Short high walls. They are usually present by high rocks or walls which cannot be seen through.
- T&L walls
- Jungle Gyms` pallet loop
- Any unique loops with long walls
and etc. In any of these loops, killer has to either power through and waste a lot of time or "mindgame". Good killer has a pretty good understanding of survivors' behaviour in such loops and he can try mindgaming them there and hope his mindgames will work. The thing is, if the survivor is good, he will not fall for these mindgames. Killer will only waste time doing them and he will have to power through loops.
The "M1" killers are at disadvantage in mindgames. They are the ones who have to rely on survivor's mistakes and the ones who have to force these mistakes in order not to get looped for 5 gens. If survivors are bad - mindgames work and killer is winning. If survivors are good, the killer is losing because he cannot afford powering through loops against good survivors.
All "M1" killers mindgames are relying on survivors' mistakes, guessing and trying to force mistakes. Or losing because 1 chase costs too much.
That situation is perfectly fine for many spirit, edgeslinger, pyramid and other "not loopable killers" complainers. They are totally fine when the SURVIVOR is in advantage in loop and killer has to be the one "relying on other's mistakes".
however
When the situation is mirrored, people are going nuts.
When survivors are at the disadvantage and not the killer that's awful.
When survivors have to be the ones "guessing" it's horrible.
When survivors cannot do much against a killer who makes no mistakes it's a disaster.
When survivors are the ones who have to understand killers' behavior in loops (instead of just hearing them/seeing red stain) or lose it's unacceptable.
I'm talking mostly, almost entirely about spirit, as she is the one who gets upper-hand in mindgames, however this partly applies to Deathslinger&Pyramidhead (as they have some other generic counters like early pallet drops, keeping distance or hiding behind obstacles/having direct line of sight between you). As for Spirit - you understand how she moves, there's little guessing for you. If not, then yeah, flip a coin, just like bad killers have to or get downed, just like they power through loops and lose 5 gens in 1 chase.
I'm waiting for your pathetic excuses "yOu DoN't uNdeRsTaNd tHaT iS dIfFeReNt"
finnaly someone pointed this out, thanks
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1573024#Comment_1573024
Oh, well. Wish you longer matches? If you want them???
match lenght is never on me, its always gen speeds
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@OctaviusK said:
https://forum.deadbydaylight.com/en/discussion/comment/1572987#Comment_1572987
Sorry? Games typically last 10 minutes for me, and moris can cut that down tremendously. I have fun when Ive been in the match for a long time, even if I do get mori'd.
i cant remember how many years ago did i have game longer then 5 minutes
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@mostlyghostly said:
I keep seeing posts of games by good streamers where they get gen-rushed and completely lose the match. Lots of the comments just say that the killer in question should just 'pressure the gens' and then point out every small mistake the killer makes and blames that for why they lost the game.
This is very unfair because these survivors expect us to make 0 mistakes the whole game or we lose. Playing killer at the moment is so stressful because you have to be using your time extremely efficiently or all the gens pop instantly. It's not good for the balance of the game when making a few small mistakes will lose you the game as killer, but as survivor you have access to perks like DH that allow you to recover from a mistake so easily.
Most killers can't be in multiple places at once, and the killers that are just M1 killers with no map mobility literally can't do anything at all against a competant team.
The problem is, BHVR won't balance the game around the potential that good survivors have, because most survivors simply are very bad. THey balance the game around rank 10-15 claudettes who hide in bushes. It's a tough situation for them.
thats the whole proble, the survivors have too many second chances while killer has only noed that still has an easy counter
most of survivor second chances dont even have a proper requirement, but most of the killers perk have ######### requirement that makes no sense and renders the perks useless
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@Bard said:
Power Changes
- Hatchets that do not hit a survivor are now lodged into the ground or wall in which they landed. They will remain for 30 seconds, and The Huntress can see their aura within 12 meters.
- The Huntress can recover lodged hatchets by approaching them and pressing space to perform a short action.
For the most part, Huntress is fine at base, so just minor changes will suffice.
The purpose of this change is simple; to lessen the pain that is playing Huntress on maps with few Lockers. Pale Rose is still going to be a little bit rough in that sense, but this should mitigate it somewhat.
Add-ons
Common
- Songbook Page: Decreases Lullaby radius by 4 meters.
- Berus Toxin: Survivors struck by a Hatchet suffer from Exhaustion for 10 seconds.
- Bandaged Haft: Reduces cool-down time between hatchet throws by 10%.
- Leather Loop: +1 Hatchet
Uncommon
- Oak Haft: Reduces cool-down time between hatchet throws by 20%
- Amanita Toxin: Survivors struck by a hatchet are Oblivious and cannot hear your Lullaby for 30 seconds.
- Manna Grass Braid: Reduces hatchet windup time by 8%
- Deerskin Gloves: Silences noise made while readying and charging hatchets.
- Yew Seed brew: Survivors struck by a hatchet recieve a 5% Hindered penalty for 20 seconds.
Rare
- Yew Seed Concoction: Survivors struck by a hatchet do not receive a post-hit haste.
- Rusty Head: Survivors struck by a hatchet are mangled for 120 seconds.
- Pungent Phial: Hatchet auras are revealed within 36 meters. Reload and recover hatchets 50% faster.
- Flower Babushka: Reduces hatchet windup time by 12%
- Shiny Pin: Move at 4.2 m/s while readying a hatchet.
Very Rare
- Infantry Belt: +2 Hatchets
- Glowing Concoction: Survivors struck by hatchets have their auras revealed for 5 seconds.
- Begrimed Head: Survivors struck by hatchets are broken for 90 seconds.
- Russian Songbook: Decreases Lullaby radius by 8 meters.
Ultra Rare
- Phantom Head: Hatchets can pass through terrain once before stopping.
- Iridescent Belt: Successful Hatchet throws are refunded.
Perks
- Beast of Prey: Your lust for a kill is so intense that your connection with The Entity is momentarily lost, making you totally unpredictable. Become obsessed with one survivor. After leaving chase with your obsession, gain the Undetectable status for 10/15/20 seconds.
- Territorial Imperative: Unlocks potential in one's aura reading ability. Survivor's Auras are revealed to you for 3 seconds when they come within 16 meters of a hooked survivor and you are more than 32 meters from the hook. Territorial Imperative has a 30/25/20 second cooldown.
- Huntress Lullaby: Your Hunt is an irresistible song of dread which muddles your prey's attention. Increase missed skill check penalties by 6%. Gain a token each time you damage a survivor, up to 1/2/3. If you have at least one token, survivors who receive skill checks will not receive a warning. If they fail the skill check, consume a token. Does not apply to skill checks that come from interactions with killer belongings.
someone of the rares should be ultrarare, like not getting the haste after hit
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1562959#Comment_1562959
Yeah I play both sides too and tbh a flat extra 20 seconds added would do better than some 5 second fuel pickup
but thats just boring man, secondary objective is a way to go
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@BabyDweetMain said:
Gen rushing isn't a thing. That is a survivors only objective. Killers are supposed to stop that. Killers need some sort of pressure or else it'd be a cake walk. That's why there's perks and full on builds dedicated to stopping gen progression. If gen rushing is an issue for a killer than they need to run those perks and practice gen patrolling. Maybe pick a killer like legion who's good at stalling gens.
gen rush is when survivor repairs the gen in the killers face because he doesnt give a ######### or has DS
genrush is when survivors prioritize finishing generator before unhooking their team mate that is getting into the second stage of the hook
genrush is when you are so obsessed in finishing game in 5 minutes that you cant even take 14 seconds to clense a totem and then coplain about perk like noed
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@Zozzy said:
Change 2 man gen speed.
Why is there such a massive boost from one survivor doing a gen to two survivors doing a gen, and any more after that add almost nothing?
Currently gens go from 80 seconds solo to 47 seconds duo so basically halving the time a gen takes.
Why isn't is more gradual like 80-65-47-36?
@kate_best_girl said:
I still think they should just increase gen times to 100 seconds cause even by yourself gen rushing is so prominent.
im a killer main but i play survivor quite a bit too and i cant imagine holding m1 on a gen for 100 seconds or even 65 with a friend...
they just need to add some kind of secondary objective you have to do like get fuel to the gen and it would take some time to run to pick it up and then maybe 5 seconds to load it into the gen, that would give killer a bit extra time early game
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@kaeru said:
https://forum.deadbydaylight.com/en/discussion/comment/1558625#Comment_1558625
You got used to 5 min match as Oni with Infectious Fright and if game lasts longer than that - is boring?
im not compaining about calm spirit at all, i dont even have infectious on oni, the thing is if 2 last players keep avoiding you at all times and then make 0 sound for you to find you and the game lasts too long for no reasons its ######### boring like why do i have to explain that
survivors complain all the time about boring killers but when they hold the game by doing nothing but hiding with perks that literary make you inivisible is fine
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@GoodBoyKaru said:
People on the forums:
"Survivors have too many second chance perks that synergise well with each other, and makes them almost invincible."
Also people on the forums:
"Survivors aren't running any second chance perks and are actually out-skilling me through stealth, and it makes them almost invincible. Nerf!"
Like, please, make up your mind.
@kaeru said:
He got 3 perks just to counter one your perk аnd you still complain. Any synergy has weakness - it is 2-3 perk slots just to make one aspect stronger. That means he got other aspects weaker. He got no exaution perk to escape chase. He got no aura revealing for information. He got nothing to help teammates. He got no any second chance perks. Just one selfish ninja. Once you find him, he screwed. Your problem is you didn't manage to find him.
if the perks make the game even more boring and unnecessary longer then full swf with second chances it isnt much of a improvement lmao
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@adsads123123123123 said:
For a Hex perk, its strength is fairly low. 16 m isn't really much at all. The survivor is almost able to run 16 m in the time it takes for you to recover from a hit, so they would be out of that range shortly after you have recovered. It also only blocks pallets, so they still have access to windows to stall for the 15 seconds of pallet blocking. Its effect seems so minor yet it's a Hex perk, which lets it be cleansed. It could easily get no value in the time in the time it has before it is cleansed. I only see this perk being useful on specific maps where there is an upstairs and downstairs or when there are multiple survivors nearby.
no, its the worst perk of the three actually, if you get hit as survivor you can gain 20 meters of distance and good survivor wont stick to a loop after getting hit, so the perk is actually useless and its a hex aswell
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@OllieHellhunter said:
Well I just had a game that lasted 12 minutes, was enjoyable and quite close and ended in a 3k with the last guy escaping through the gates, then one of the other survivors was complaining that everyone but them was trash, the other survivors and the killer, because 'No game should ever last more than 7 minutes, it just shows that you're a pathetic and wasting my time'. They had the lowest score out of everyone too oddly enough.
So the reason that I'm making this discussion is to get a sense of the general consensus on whether a longer game is/can be more fun than a shorter game or if I'm in the minority on that.
5 minutes is the best i can get
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@thesuicidefox said:
WHISPERS HAS ENTERED THE CHAT
if whispers told you exact location of the survivor then maybe, but since the area of whispers is so big you cannot precisely track anyone and they can simply avoid you
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@Cancan71 said:
https://forum.deadbydaylight.com/en/discussion/comment/1557770#Comment_1557770
If you were playing Oni couldn't you have tracked him by the blood orbs that you could see through walls. Oni is actually the perfect counter to this build.
not really, his movement was very confusing and the blood orbs were all over the place
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@SoylentPixie said:
I mean...its better than the "Usual DS,BT,DH" build isn't it?
Whats the point of crying out for variety if you're going to complain about someone trying something different?
well that depends, survivor with dh, ds usually are pretty cocky and can get outplayed cuz they think they are immortal but with this build game got boring pretty fast, they just lost the game 2 were left and dude with this build was doing gens, the other just hid for ever and i could not end the game