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@C3Tooth said:
Its a strange design. Stand alone its so useless because Boon exist. But pair with Plaything its super time wasting.
Plaything & Penti are my favorite slowdown over Ruin & Undying. Why use 2 perks to force them break 2 totems, when you can force them to break 8.
On the side note, at this point, I think Hex should work like Plaything. 4 dulls become 4 Hex, each applies on a survivor. Of course it requires some work to make it activated.
- The 3rd seal: Hit a survivor will cause them Blind, turn a Dull into Hex that only applies Blind on that survivor.
- Ruin: Hit a survivor will cause them repair Gen 50% slower, turn a Dull into Hex that only applies the penalty on that survivor.
- Lullaby: Hit a survivor will cause them can not hear skill check noti, turn a Dull into Hex that only applies the penalty on that survivor.
ect
Once a Dull turns into Hex, the Hex is blocked for 90sec to other survivor, only the survivor that bind with the Hex can cleanse right away (same to Plaything).
Ruin would become very weak if that were the case. The fact that Ruin automatically regresses a generator is the only reason why it's a hex. The fact that it increases the speed of regression, is why it's one of the strongest perks in the game. Also, hitting the survivor for it's effect? If it's gonna be like plaything and block the totem like plaything, you gotta apply it to a first hook too, not just a hit, that would break the balance of the game.
You could argue that the totem should only spawn in once it's power activates the first time. So, Third Seal doesnt spawn in untill you have 1 stack. Devour doesnt spawn in untill you have 2 stacks. Undying doesnt spawn in untill 1. a hex totem has been cleansed, or 2. someone's aura has been shown. Ruin only spawns in once the first generator has been let go. Etc. Etc.(Haunted Grounds is gonna be the only hard one to code in this scenario, maybe activate that one once any survivor has been injured). The spawn itself ofcourse overriding any boon.
This would basically give survivors the choice to cleanse totems early on, or boon them early on for information. Both giving the killer more time to set up.
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@GannTM said:
I don’t understand Twins over Spirit at all. Spirit moves so much faster and is way more time efficient than Twins.
Yeah, but Twins has the potential to exert an insane amount of pressure in a very short time. Someone downed? Leave Victor or Charlotte nearby and switch killers to put a bit of pressure somewhere else. Someone hooked? Victor or Charlotte can stay relatively close while the other is used to push gens etc.
Twins has the ability to be consistently in a chase. While Spirit ends a chase faster, she can not be in a chase for a very long time. If the average Chase on Twins takes 55 seconds, and on Spirit 40 seconds, but the time between chases is on average 10 seconds for Twins and 30 seconds for Spirit. Twins would overall win by 5 seconds on average.
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@Huge_Bush said:
While I'd like a Child's Play Chapter, I'd rather it be an original one instead and the devs actually come up with some new, creative mechanics for the anniversary. Stuff like the snowmen would be nice, but more of it and more fair for both roles (snowmen were anything but fair for killers). I dunno what they can do, I'm not a video game developer, but maybe have glyphs on the map so both sides can walk through them and get speed boosts or temporary invisibility or something. Just want the game to feel interesting for a change.
Snowmen werent fair nor unfair for most killers. The only 2 exceptions were Ghostface and Twins. Every other killer at the very least gained distance on the survivors. Let alone that on some killers, it was super beneficial.
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@Avrand said:
https://forum.deadbydaylight.com/en/discussion/302554/they-know-they-just-dont-care
yea its pretty bad at times you will literally have survivors that seem to get way to far of a distance at times when you haven't even injured them or they haven't vault rushed, just curios how they can get so far its like when your not looking they use a hack to get some distance.
either way they honestly need to start banning this cheaters from the game, like literally cheaters have been caught and nothing is DONE!, at least ######### make them have to pay for the whole game again, due to the fact they're runing others people play exp and $$$$$$ for company and people who bought this game don't want cheater in it. they're easy to catch so why not just start forcing them to buy DBD every time they cheat at least the company will make more money and you can get the majority of the cheaters to stop.
Thing is, everything has been done. Their motherboard, banned, their storeaccount(steam, microsoft, epic, whatever) banned, their in-game account, banned, their IP, banned. So how can someone like this have been banned 100 times?
They prepared to spoof their PC to bypass the motherboard ban, they buy different accounts for a fraction of the price(the cheapest prices found have been 75 cents for an account), the IP ban is easy to bypass already. These people dont mind spending 150$ on 100 accounts if it means they can keep hacking. If it takes an average of 1 week to get banned, that means 150$ buys you 2 years of accounts.
So as you can see, "why not just start forcing them to buy DBD every time they cheat at least the company will make more money and you can get the majority of the cheaters to stop." This is exactly what is happening. BHVR earns (some) money from cheaters. They are forced to use a non-banned copy, on a non-banned motherboard, on a non-banned IP, on a non-banned store account. But all these measures can be bypassed. The only thing that would help, is an autobanner, but autobanners have false positives and false negatives. Meaning people could get banned for something they never did, and have to spend a lot of time getting their account back(imagine this happens during a limited event), and those who have false negatives would fly under the radar.
The better, long term solution, is to revamp the original game. Rework the code behind it. It wouldnt just reduce the amount of hackers, it would also remove resurfacing bugs, would clean up the overall sluggishness of some game parts(like, short stutters), it would make things in general more consistent(aka, Blight no longer being able to use a wallglide, as he never was intended to do so, but due to the weird way this game checks collision, people are basically able to exploit this to gain an uncounterable advantage on some maps, yeah, it takes skill, but pathfinding from pallet to pallet without getting hit is also a skill). It would allow for physics and entities to be processed even more efficiently since the game doesnt have to scan through an absolute mess of a code just to check if that corn is supposed to bend to the left, or to the right.
I have been hoping, that after Swamp, Haddonfield and Red Forest were finished with their rebalancing and visual rework, that the game itself would be done. But it's been almost year since the last old map was updated. Swamp, Haddonfield and Red Forest are slowly sticking out like a sore thumb. Why the sudden pause? We dont know, they have been able to create Eyrie of Crows at a relatively quick pace. They have been able to make RPD. Are they actually working on remaking the code behind DBD? We dont know, nothing has been announced of the sorts. Are they working on those maps? We dont know, normally we'd get an update 2-3 weeks prior of a PTB, and the mid-chapter PTB is quite soon.
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@scenekiller said:
Hello all,
My boyfriend recently picked up DBD for the first time and is playing and learning killer. While yes, he is new and mistakes are obviously expected, he is without a doubt being matched with way too many survivors who don’t belong with his skill level.
I’m a solo main, and I do think solo queue has it the hardest. But watching the obnoxious bullying that he faces as a killer with maybe 5-10 hours in leads me to believe that the only people benefiting from SBMM are SWFs, and 2k+ solos who purposefully tank their skill level.
I often think killers on here complain about a lot of things unnecessarily. But as someone who didn’t previously believe this game had a “side”, I now see things a lot differently. SBMM’s flimsy standards are really bringing this game down, and it’s no wonder killers new and old don’t want to play anymore.
Buff solo queue, buff all killers, and balance from there. It’s not rocket science, Behaviour.
"and 2k+ solos who purposefully tank their skill level."
You're wrong about this one. They dont do it on purpose, they do it by playing altruistically. If I get chased for 5 gens, have 2 teammates hooked and I go unhook my teammates and end up being the first to die because of that, what do you think happens to my MMR? I obviously carried the game by distracting the killer for 5 gens, I ended up turning a 2k into a 1k. But still, MMR would be lowered, because I didnt escape.
Or what about on a similar scenario, where I get chased for 4 gens, but teammates end up throwing the end of the game, the killer has NOED in the killershack with basement and all 3 of them are in there. So I go for hatch. What do you think happens to my MMR? I played well and I ended up escaping, right? Except, no, the game treats it as if it were a tie. And here is the insulting bit: you could lose MMR in a tie by having relatively higher mmr.
So, how do I gain MMR if I play like that? Only on 4 man escapes, or 3 man escapes if the killer ends up ignoring me because they realize they arent gonna catch me soon.
Survivors arent tanking their MMR on purpose. The game forces them to.
In turn, this makes high MMR games a living hell, because there are no altruistic survivors. You have survivors who only rescue your ass, if your rescue is going to increase their chances of escape. If that isnt the case, they will just leave you and do gens.
There is nothing "skillbased" about this mmr. All skill is basically ignored. Did you do horribly as a killer, but got 4 kills through bloodwarden? No problem, you increase in MMR, even though you were already struggling to keep up. Did you do amazingly as a survivor, but died in the end because NOED spawned next to a nearby hook? Welp, screw you, you lose the most MMR possible(first dead survivor loses the most MMR, for some reason)
The fix? Make the MMR for survivors based on chase instead. Altruistic survivors would be placed a lot higher in MMR, making games in higher MMR also more fun for killers(altruistic plays are often high risk, high reward and tend to get people killed because of a slight miscalculation/misinformation) and new killers arent forced to play against 2000+ hour survivors who are really good at the game, but are low on the MMR because of technicalities.
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@GannTM said:
To me, Circle of Healing is the best. Dead Hard is very good at extending chases but when you look at what Circle of Healing does, the requirements of getting to use the perk, and the fact that all survivors have access to it even if only one has it makes it the best imo.
Except that Circle of Healing requires you to be both injured/downed and unattended for it to have any useful effect. Circle of Healing isnt just: bless 14 seconds and free heals untill snuffed. It requires you be unattended, otherwise it has no use, it requires you to be injured, otherwise it has no use, it requires you to be there, otherwise it has no use. Hidden timesinks that people tend to ignore:
- time it takes to walk there(if you are with a teammate, it needs to be within 32 meters, or it's gonna lose you time to heal up, if you're alone, you'd need to have no clue where your teammates are for it to save time)
- time it takes to set up(that 14 seconds is an initial investment, which might not sound as much, but you dont gain much time unless you've had more than 4 heals at 1 single boon, meanwhile, the deadzones created by the killer get bigger and bigger)
- time it takes to heal up(its only 50% faster in terms of time, that sounds like a lot, but it's not that fast)
While Dead Hard's only requirements are getting injured, not screaming, and not being exhausted.
You easily get more value out of Dead Hard than Circle of Healing. The only thing that makes Circle of Healing equal-ish in power, is because it covers a 48 meter diameter on the map. Having 2 active often means there is always one within 32 meters range, especially considering boons are spherical. Survivors dont have to be super strategic right now when it comes to Circle of Healing.
It's not the power that is the problem, it's the area of effect that is. Shrink it by 8 meters in radius and make it cilindrical(like every terror radius in the game, imagine terror radii being spherical instead, it would literally nerf killers like Doc) and limit how far down the cilinder can extend. Just enough down so that survivors underneath a hill can still heal, but people on a literal lower floor cannot(its about 0.5-1 meter(s) down, you cant heal on Midwich, RPD or The Game if the cilinder is only 0,5 meters down, but 1 meter does, so somewhere between those 2 is the sweetspot).
Change the area of effect, not the effects themselves.
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@WeenieDog said:
I doubt this would get impliment because it hits the same notes to why ruin was reworked in the first place.
Too punishing against new players
Doesnt do much against vets
Entirely passive
Except that it would do quite a lot against vets compared to right now, except that it is already very punishing to new players. Nothing would change for new players, if they already cannot always hit skillchecks, imagine skillchecks with 0 notification.
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@LoneSlinger said:
https://forum.deadbydaylight.com/en/discussion/comment/2718580#Comment_2718580
I see probably 20 flashy macros a day
Press x for doubt
Well, they have to be advantageous in the first place. There is an often forgotten part with many things "hacking or cheating to gain an advantage".
I dont see how flashlight macro's give an advantage.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2712602#Comment_2712602
So getting a basement should mean main needs to be stronger.. AS IF,
There're Many maps that don't have alot of control when it's basement, I.E Azarov's Resting Place, Both basements are a screw you to survivor if bubba gets one down there, Not complaining bout that,
Oh Thompson House... Main doesn't really have anything to let you escape, in-fact it's tight / close quarters...Still great for bubba,
There are Many more maps that has a WORSER basement trap than The new map... literally,
The difference is that in those basements, Bubba himself is the issue. At least the argument there can be made that survivors can finish all gens before Bubba gets 1 kill.
And Thompson house has 3 exits, 2 with a nearby pallet right next to the basement. Heck, there is a reachable window that buys you quite a lot of time that's always a fast vault window. Eyrie does not have any exit nearby and the nearest thing is a med-vault window. The nearest pallet is out of reach.
So no, you're objectively wrong, and I can prove it if necessary.
None of those maps allow Bubba to patrol gens nearby while still having enough time to return to the basement to down 2 people. Eyrie gives Bubba 4 gens that he can patrol and still get back quick enough to down 2 people.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/301237/eyrie-of-crows-basement
It's a weird map.
- Several god pallets but a strong basement and 1 strong hook.
- 2 possible deadzones where a single sabo can make a survivor completely unhookable without Agitation or similar.
- Central structure is probably a touch too strong, and it's a huge time commitment to pursue survivors upstairs, but this can also be a trap for new survivors as once the pallet is gone, it's almost a dead end.
- Moving the god pallet from the open upstairs path to the outer balcony actually made it stronger.
- Removing a pallet or two from the walled structures outside would help a lot. These are a bit too strong and densely situated for such an enormous map.
- When certain tiles spawn close to each other, the map practically plays itself if you hold 'W'.
Yeah, that is literally the only way survivors can win on this map, they are forced to hold W away from the main building if they can be downed. And holding W is so powerful on that map, it's not even fun. I have only had somewhat fun as a survivor if the basement spawned in the killer shack. I've only had somewhat fun as a killer if I ignored early chases to break the 2 walls on the bottom floor as it was a gamble for survivors to reach it or not reach it in chase.
It's a very competitively designed map. Making it a very boring map.
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@Thale20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712620#Comment_2712620
But this is the thing with bubba and not the fault of any basement.
I mean, I've done very similar things with Clown and Legion. It's definitely the basement.
That basement is so powerful that Basement Bubba can patrol 4 gens that spawn nearby and still arrive in time before survivors can place a wall, window or pallet between them.
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@ThanksForDaily said:
People like drama and useless conversations. Dbd community in a nutshell.
I mean, we like a game where both sides get treated equally. Where standards for one side are also applied to the other. It's why Mori's were nerfed with DS. It's why Hatch was nerfed while endgame perks were effectively buffed, making the endgame portion a lot more killer sided as it should have been for years.
So why was the statement of "removing the antiquated part that only applies to specific Killers with traps" added when Small Game was changed? The devs clearly think that perks that only hardcounter specific core mechanics is an outdated stance.
It's like seeing "removing the part for specific killers to have basekit instadowns" on Billy and Bubba but seeing Instaheals return. It would be a massive double standard if Billy and Bubba lost the ability to instadown(altho, Bubba would manage), but see survivors have an even easier way of healing up.
"But those are not comparable", I hear you say. But are they really? Their only difference is power hierarchy. And power hierarchy is the worst reason for double standards. It's like nerfing Clown because he can down people too fast in chase, but leaving Nurse and Blight untouched, it would not make sense.
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@SloppyVoldemort said:
When you think this community can't sink any lower, I always get amazed that it can be done.
Now you insult a survivor by just running a perk? Unbelievable.
How about when a survivor runs you for 2,5 gen, you down them in the middle of nowhere so no "just look to a wall", and you get blinded and you drop the survivor, resetting all your work. Isn't that insulting as well? Or is that different because you are a killer and you must make sure you make the game is fun for survivors?
Nice way of twisting words. The perk design is insulting due to double standards from devs. It's not insulting to run Lightborn.
And yes, you spend your focus on a chase that lasted too long, giving survivors time to reposition and instead of waiting a bit to time your down right you greeded the hit and are now in a position you could have prevented from happening. The insult there is you assuming you should do everything ASAP. You got punished for greed in that scenario. That's not that different from a survivor getting grabbed from a gen for greeding a gen, or do you think survivors should have a perk that prevents them from being grabbed off gens too, just so their greed can go unpunished?
It's getting so predictable that people take things like this as a personal attack rather than looking at the logic behind the design. It's not healthy to have any double standard in design. Let's take the closest similar perk that removes a gamemechanic that survivors have: Iron Will. You still can trace blood, you can still trace scratchmarks, you can still trace footsteps. Aka, the game gives you at least 3 other mechanics to trace the survivor, and even if Lucky Break is taken in consideration, you still have footsteps to trace. Which still isnt super great, but at least you can still use your ability, you can still use your perks.
Essentially, ever since the Saboteur change, the devs even removed Small Game and Slippery Meat from being applicable to directly counter any specific killer ability. So why the double standard towards survivor abilities?
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@Sonzaishinai said:
Flashlight might be the weakest item overal but they have the biggest gameswinging effect.
Toolboxes give you a bit of time and allow you to trade a healthstate to maybe release a survivor from a killers grasp in very specific circumstances.
Medkits allow you to efficiently gain back a single healthstate the killer did.
Flashlights can completly remove an entire chase sequence from the killer. a single good use of a flashlight can completly turn a game around in a way that a single toolbox and medkit rarely do.
They are the weakest survivor item cause they are not concistant, not because they aren't powerfull.
Spending a perkslot to remove that posibility is 100% fine.
Let me apply this logic by repeating what you said.
"Traps might be the weakest killer ability, but they have the biggest gameswinging effect.
Chainsaws cost a bit of time and allow you to get rid of pallets to maybe force a survivor into a deadzone in very specific circumstances.
Blinks allow you to efficiently take healthstates away that survivors healed.
Traps can completely remove an entire chase sequence from the survivor. A single good use of a flashlight can completely turn a game around that a chainsaw or a blink rarely do.
Traps are the weakest killer ability because they are not consistant, not because they aren't powerful
Spending a perkslot for Saboteur to remove that possibility is 100% fine."
So why was Sabotaging traps no longer a thing? Oh right, because it completely negated a core mechanic.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2712739#Comment_2712739
It is not even close to a double standard.
We are comparing Lightborn (Perk) to Flashlights (Survivor Item).
and then you bring in Sabotage (Survivor Item OR Perk) to a core Killer ability.
That is not the same thing. That is not even remotely CLOSE to the same thing. You cannot compare a Survivor item to a core Killer ability. The two things are not equatable AT ALL.
Except, they are. That's how the devs envisioned it from the start. Survivors dont have different abilities/passives, but instead have access to items that they all could use. The comparison is basically making all the killers the same, but every killer being able to equip the power of another.
Flashlights are a core ability of survivors. Thats a fact. This alone makes them comparable. Saying items dont matter is like saying killer abilities dont matter. They might have a very different position of power in the game, but they are part of the same catagory.
If Lightborn instead made survivors unable to use toolboxes on gens and hooks, this argument would have been started much earlier since killers would consistently use it. Let alone that you and I both know that devs would have instantly reverted this change since it would affect a core survivor mechanic.
So why is the logic suddenly so twisted because its a flashlight? Lightborn is weak because flashlights are weak. But it's literally like using Saboteur against Trapper.
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@Starrseed said:
Oh here we go again. Perks should counter stuff your enemy does that the whole fkn point. Flashlights are strong enough like they are right now they can rescue a survivor and they can counter certain powers and that's fine. You say it's not OK that your flashlight is completely useless I say it's not OK that picking a hard earned down up is useless if I get blinded and don't even start with that you just need to look at a wall stuff I got blindet trough solid walls. But the best thing about your post is that you follow the cliche. Saying your are a killer main but wanting a completely unnecessary nerf for killers and even trying to defend it caus it would be better caus survs would stop sitting on gens to try saves and that might be true but if I want them to do that I just don't run lightborn.
Wrong, there are no perks that counter a camping bubba in any way, shape or form. There are no perks that prevent a killer from breaking pallets. There are no perks that straight up disable a killers power for any significant amount of time.
Nor are there perks that block medkits, block toolboxes, block keys. There is only 1 perk that still fully blocks the usage of an m2 slot, and that is lightborn.
There is a thing between countering, and HARD countering. Lightborn is a hard counter to something that doesnt need one.
And no, flashlights are very weak. Literally the weakest item in the game.
And it IS okay to pick up a "hard earned down" and get blinded, because that isnt your only option. You can slug, you can chase people away, you can bait, you can do literally a million other things while having that down benefit your progress. With a flashlight?
"Saying your are a killer main but wanting a completely unnecessary nerf for killers and even trying to defend it caus it would be better caus survs would stop sitting on gens to try saves and that might be true but if I want them to do that I just don't run lightborn."
And here is you following the entitled killer main cliche, thinking that nerfs are unnecessary because its not strong. But if you go with that logic: why buff anything that doesnt need a buff? Bubba recieved a massive buff without removing his guaranteed kill on camping, while Twins and Artist were both blocked from using their abilities nearby hooked survivors for that exact reason. Why buff Bubba's camping power when it wasnt needed? Or why nerf the strength of the game room in Dead Dawg Saloon when it was already a killer sided map? Both unnecessary in terms of balance, but were still added in the game. The reason was because of improved gameplay.
It's not about nerfing the perk for it's power, it's about not removing gamemechanics. It's literally the Iron Will complaint that killers have since the Stridor and Iron Will change. Except that even without Iron Will, you still have footsteps, blood and scratchmarks. You still have usable tracking. Where with flashlights, the only somewhat useful mechanic is changing the angle of momentum for Dead Hard. That's it. If you dont run Dead Hard, its useless.
So in this scenario, either flashlights+flashbangs/firecrackers/wintercrackers are too weak and need a buff, or lightborn is too strong of an affect against a core mechanic specifically. There are no other conclusions you can draw. Since I'd also argue that those items dont need a buff, the clear conclusion is Lightborn being the issue here.
It's not about power, it's not about strength, it's about poor gamedesign choices that were made. The only reason it's not been changed yet, is most likely since it's very rarely used.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712778#Comment_2712778
And so are Toolboxes, Medkits and Keys... what's your point
Those are still totally different things and you know it... It's not like Trapper can take a hatchet from the locker or pick up Billy's chainsaw
Why are you so against Lightborn being a thing in this game?
Yet, there are no perks that come even close to making those items useless. Lightborn does. So what's your point even bringing up medkits etc when it supports my point?
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2712755#Comment_2712755
Sounds to me like you’re arguing flashlights need a buff, not that Lightborn needs to be changed.
Except that the buff is unhealthy to the game. Imagine a survivor with a flashlight gobbling up Clown's clouds from afar. A survivor with a flashlight disarming Trapper traps from afar. A survivor stopping a running Hillbilly in his tracks or preventing him from revving in general with a flashlight. A survivor pulling Myers out of T3 with a flashlight. Blight being unable to dash further. Demo's portals gone in the blink of an eye. Plague either getting pulled out of her Corrupt Purge or survivors being able to remove infection with flashlights. Survivors waking each other up from the Dreamworld by flashing each other. Victor being slowed down/unable to jump when survivors aim a flashlight at him. Cenobite being unable to teleport to the box/unable to activate the box for a chainhunt if he's being lit by a flashlight. Or at least similar things to this that make it worth running a flashlight against essentially any killer.
Would you think that's a healthy buff? Because that's pretty much the only way you could buff flashlights to make them useful when Lightborn is in the game. I dont think that's a healthy buff.
Changing Lightborn would be the more healthy option.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712739#Comment_2712739
It's a power the Devs even said as much.... Which is why that changed
Those are vary different things...Lightborn is a perk, Trapper's Traps are a power, A Flashlight is an Item
Why bring up an extreme situation?
Because items are essentially survivor powers. They are all M2 abilities.
Saboteur was a perk to Trapper's m2 ability.
Lightborn is a perk to a survivor's m2 ability.
It's not an extreme. It's an exaggeration, sure, since killers rely on abilities to get around the fact that survivors have more perks and multiple items. But that doesnt mean there isnt a double standard here. The comparison is simply "why hardcounter an already weak mechanic?".
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2712749#Comment_2712749
What if the perk worked against everything except flashlights but drained their batteries faster?
If I were to rework the perk, I'd reduce the effects of flashlight globally(aka map-wide).
- Harder(and thus longer) to blind.
- Longer to lighthburn Wraith.
- Longer to disarm Hags traps.
- Longer to lightburn Nurse.
- Longer to disarm Artists Crows
- Draining batteries faster when used nearby the killer(would stack with Overwhelming Presence).
Maybe even increasing all sounds nearby while blinded as a secondary effect.
I think that would be quite a useful change if I were to ignore the aura reading effect(which I personally do like)
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@dugman said:
Just… no. Being immune to blind is perfectly fine, it’s not even that strong an effect. Hell, the perk actually could maybe use the buff of not making it obvious you aren’t blinded.
I agree that the effect isnt strong, it's the design around it that's straight up insulting since flashlights are already super weak.
Like, unless Flashlights, Flashbangs and Event Crackers get an insane buff where it ALWAYS disables the killer's ability rather than just Hag, Wraith, Myers, Ghostface and Artist. Giving it a secondary use essentially, Lightborn is a bit too much of an insult(let alone that it doesnt even activate one of Billy's addons. It's like OoO and Sole Survivor no longer working together, those are both also just an insult in design).
And you can see why making flashlights an offensive item against killer abilities in general is not exactly a healthy change.
It's not about Lightborn being strong, its about flashlights being weak already.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2712739#Comment_2712739
You sound very passionate about flashlights being removed from matches for someone who says they are a killer main.
You sound like an SWF main.
Have you encountered lightborn recently?
Nope, just pointing out the double standard people have here. 2k hours in killer, 1k hours in survivor. Havent encountered lightborn pretty much ever, only used it once since it's change.
I am passionate about the game in general. That means both sides. I will defend fair mechanics and accuse insulting mechanics equally.
Seriously, what is it with people and not understanding double standards in this game. I have in general defended killer mechanics more than survivor mechanics. Equally as passionate.
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2712735#Comment_2712735
I remember. I also remember trapping under the feet. I agree with you that all perks should get a QOL and game health pass.
Perks AND killers. People tend to jump to the conclusion that I am a survivor for pointing out something I consider busted or simply insulting(heck, you should see the amount of hate just for saying Pinky Finger needs a nerf).
Personally, I am still of the opinion that killers could do with Fire Up as a basekit mechanic where Fire Up itself simply recieves a rework. I think that would be an extremely healthy step while also being very lore friendly, as the Entity simply enrages and thus empowers the killer more when survivors get closer and closer to escaping. It would give killers more vanilla mechanics to make late-game chases faster and actually punishes survivors for keeping pallets up later in the game.
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@RaSavage42 said:
If the Survivors want to bring Flashlights then Killers can being Lightborn
End of discussion
Oh, so Trapper's change in patch 3.6.0 can be reverted then? Where sabotaging traps was removed from the game? Or heck, even revert the changes from patch 2.1.0, where Trapper's traps respawned after 3 minutes if sabotaged instead of being fully removed from the game.
Yknow, if Trappers want to place traps, then survivors can destroy them permanently, end of discussion. Right? Or do we now have a double standard?
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@ColonGlock said:
https://forum.deadbydaylight.com/en/discussion/comment/2712722#Comment_2712722
Plenty of teams are sabo squads these days and will be right nearby when someone is downed trying to sabo or body block. That is why I have become fond of Starstruck, Iron Grasp, Agitation. I am not advocating for Lightborn as much as I am saying there is no shame in using it.
Let me take you back to 2016 to give an example from killer POV that is quite comparable here:
You could sabotage Trapper traps in 2016 and fully remove Trapper's ability from the game. Trapper was already the weakest killer at the time, so anyone with Saboteur or a Toolbox would remove his ability. It was just an insult to injury. The weakest killer being nerfed even harder by a survivor perk.
I wouldnt say shame on people using it, just that the design of the perk is an insult.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2712709#Comment_2712709
Your not immune from blast mines, just the blind the killer still gets stunned.
He meant flashbangs etc.
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@ColonGlock said:
I am amused by the point that survivors will just sit on gens if you use Lightborn as if they don't already do that.
I would be open to removing the aura reading altogether and removing immunity from blast mines, but removing the tell from the flashlight beam.
Because they dont sit on gens if they are nearby for a flashlight save, plenty of survivors who will run close just for the chance of a flashlight save, wasting time only once and then never trying it again. Let alone the amount of time good survivors will walk into you after blinding you, or survivors who use quick and quiet into a locker after blinding you that get away with it. So instead, you have survivors who never try things that would be normally be beneficial to them when they blind a killer since Lightborn is in the game and anything blind related is fully ignored.
Lightborn currently saves you time once. That's not worth the perk slot, let alone that it doesnt really help killers. Make it more deceptive and it would have a net-gain for killers. People really dont see the value in misinformation these days anymore. As a survivor, Diversion and Deception tend to buy me quite a lot of time just because of misinformation. Killers dont really have any perks that give misinformation. Dark Devotion, Distressing and Monitor and Abuse are really the only perks in the game that give misinformation. One of them being quite bad at it too. The rest of the perks simply takes information away.
Let alone that these misinformation perks arent even that great for misinforming, since you do not know who recieves the misinformation. Having a perk that lets you know who exactly has the wrong information and use that misinformation against them is quite beneficial.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2712666#Comment_2712666
Please can we because all I read from OPs post is the same old nerf making a moderately above average perk completely useless....but that's what survivors want right....all killer perks completely useless while get theirs buffed.....or am I just being silly.
Nah, its still better than old Lightborn, it just doesnt fully negate the weakest survivor item anymore. Let alone that it actually would bait survivors into trying the pallet blind tech, or that it would still counter a cj tech(which they wouldnt try once they know you have the current lightborn). It would be a time-waster for survivors while being a very deceiving perk by giving false information that killers can use in their benefit.
Right now? If you have it, survivors dont try to go for saves unless its under a pallet, so they just sit on gens instead. Current lightborn is actually more of a detriment to killers while also being an insult to flashlights. All I tried to do is give it more utility and deception without it being an insult to flashlights. Killers are lacking deceptive perks.(seriously, calling lightborn above average is laughable, its weak. Under average, has no real utility other than preventing blinds)
Note: not a survivor main, actually a killer main who only plays survivor with friends.
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@NOEDENJOYER said:
Because the developers of this game are so far out of touch when it comes to their own game?
Pretty sure it was killer mains in general demanding an MMR system for years.
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@Typedragonfly0 said:
I see a lot of posts saying dead hard is OP but there’s not too much to back it up except ramblings of frustrated players, so let’s try to look at the situation from a logical standpoint. In my experience, DH is used in about 60%-70% of the survivors I go up against (I am not guessing, I actually did a sample size). With 8 exhaustion perks, this should be much much less. Hence why DH should be put on the level of other exhaustion perks to encourage perk diversity.
Another interesting point is Coup de Grace. This is essentially the killer dead hard, it increases the lunge range to get a hit where you normally would not be able to get a hit, where dead hard gives you a quick lunge to bait a killer into missing a hit they normally would be able to make; however, unlike the survivor dead hard, this is limited to a 5 time usage. I’m sure we could all agree that if this was a cool down perk, it would become almost as used as ruin undying in the meta. Killer to survivor balance, even if you wanted to argue that the killer should be on equal standing with the survivors, I’d still argue for the DH nerf due to Coup de Grace being so limited.
Coup isnt the killer's Dead Hard. Lunging is the Killer's Dead Hard. Coup is the Killer's Dead Hard on steroids.
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@Grandpa_Crack_Pipe said:
There isn't a Lightborn argument.
Yes, there is: completely blocking the use of single use, event-only items. That alone is a very solid argument.
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@Grandpa_Crack_Pipe said:
Where the hell are these lightborn complaints coming from?
I've seen far, far more people complaining about people complaining about lightborn than people complaining about lightborn so far.
My only complaint would be that lightborn pretty much counters the weakest items in the game that only have 1 real use. There is no Lightborn for toolboxes, no Lightborn for medkits, not even Lightborn for keys. It's just flashlights and flashbangs(or similar event items).
To me, its not about lightborn being powerful, its removing an avoidable mechanic entirely.
Like, lets say it's finally winter, you see winter crackers for the first time in literal years in chests and bloodwebs. You collect some to use for later in the year cus they are quite fun to use, but relatively difficult ti time due to their fuse. You've died with plenty before they had any real use, or killers were quick to notice the sound and looked up. Now you finally have a moment, it's your last one, you run up to the killer, time it perfectly to drop it aaaaand, denied by lightborn.
Now you've lost your entire stack of items without any value, without it having any real use in-game because their intended use was entirely blocked by a single perk.
It's quite obvious why some players are complaining about Lightborn in that scenario. With old Lightborn, event items were a guaranteed killer blind save if you timed it right. A one-time use blind, where flashlights were harder to pull off and needed different timing, but if figured out would still give survivors a flashlight save at the cost of more charges(meaning 5 potential saves turned into 3 potential saves, which is already quite significant).
I'd say a small change that gives Lightborn more utility, but does not block flashlight saves entirely would be a fair change.
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@impulse_90 said:
So after playing this game for near 800 hours, alot of which has been killer but I've played a few hundred hours of survivor including SWF/Solo queing and I have to say it's pretty clear now that the devs of this game have a huge bias toward the survivor base.
First off look at the massive difference in attaining the adept achievements, I've spent 2 days trying to get adept on bubba. Literally a tiny bit off double pip and 3 red emblems in FOUR Games wasn't enough to get the adept and yet survivors can just hide all game and escape at the end easily for an adept. It's a complete and utter joke and a real mess.
Next you have the recent addition of boon totems which almost negates slugging completely as they can simply run off and heal and rinse/repeat. Also thanks to boons you find bodyblocking at higher ranks far more common which is sickening to see.
The fact that DS still hasn't been nerfed again as well is astounding because all you see is people abusing it and literally getting in the killers face after being hooked because they feel safe with it then the moment the DS is used up their team comes to body block for them.
Add to all of this the all round really bad state of the game such as things like bad map design, bad loops that are always survivor sided, constant flashlights every time someone is downed it really doesn't paint a good picture for killers or the state of the game.
Maybe it's slightly dramatic but I really don't see any other avenue for this game other than it slowly dying off because of many experienced kilelr mains simply quitting or becoming survivor mains.
Perhaps the worst part of it all is the devs have been told hundred if not thousands of times about this issue and it's been ignored or blame averted back to the person that's trying to give them feedback.
How these guys designed such a game is actually beyond me considering they don't know the first thing about balancing tbh, it really is quite sad.
Anyway, I really do hope the game continues to succeed but the only way it will in the long term is fi the get their heads out of the sand and start fixing some of the major killer issues and start fixing how broken survivor actually is.
Back in the day, Killer Adept only required you'd get 32k BP, which was super easy for killers. Survivor adept required escaping, which was substantially harder as NOED wasnt a hex yet and reduced both succesful and missed attacks quite significantly.
So basing it on Adept doesnt really make sense, even nowadays, killers just have to get a double pip. Survivors need to escape, its easier to get adept on all killers, than it is to get adept on all survivors. Especially if you go for adept early on. You could say "just hide all game for adept", but there are multiple outcomes to this: 1. teammates will sell you out for doing nothing. 2. The killer will facecamp you for doing nothing. 3. No one finds you, but gens also never get finished, the killer finds the hatch first and you cannot open the gates in time. 4. survivors DO finish all the gens, but you're still not able to escape since the killer finds you first and teammates have no reason to actually rescue you since you didnt do #########. 5. You do find the hatch first. 6. gens get done AND you escape.
The first 4 options are going to be very common, especially if you plan to do it on all survivors. Back in the 4th year anniversary, I decided to adept all the survivors that could recieve a crown too, getting 2 rewards in 1 go. It took me 5 days, with help from friends who tried to keep the killer away at all costs(since I was the last once who still needed crowns after 4 days).
Killer adepts happened without me even knowing I got them. I already had half the adepts before I tried going for them.
As for DS, it's fine. In fact, the only change I would make, is to have the effect last forever untill you do anything that's related to progression(totems, gens, healing, picking yourself up, mending, being fully healed up, etc). That way, the killer has no real reason to tunnel out a survivor unless they want to eat DS early or long-term slug them. BUT in return fully deactivate DS once the EGC has started. So no more DS in the exitgates. If the infinite effect is too powerful(which I doubt, since it would effectively be a survivor who cant do anything, making chasing any other survivor literally a benefit and forces the survivor with DS to help teammates), simply add a 60 second timer once a generator is finished. It would be a deterrent for killers to chase someone else instead of just tunneling early game, while it would give killers a ton of reasons to slug the survivor after an unhook, then open the exit gate and go for the pick-up without any fear of DS.
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@Tr1nity said:
Can we stop?
No
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@Marc_123 said:
Camping is not a real problem. It is Bubbas thing.
There are 25 other killers with other things.
Bubba is good at camping - everybody knows it, so no secret. You can adjust or maybe die.
You don´t play only against Bubbas.
The exact same argument could be made on some special surv perks. When you see them as killer you also have to adapt or maybe loose.
Except MMR is a thing, meaning a camping Bubba, by BHVR's logic, should be bannable for forcing a negative situation. Back in the day, depip squads actually faced bannable offenses since they actively went after killers to depip them, under the clause of "Targeting specific users repeatedly in order to ruin their game experience". Since they actively targetted killers, the most extreme depip squads were shut down. Yet, Bubba who easily has a similar argument as they consistently target 1 survivor and facecamp them to death was never considered an issue since facecamping itself wasnt considered an offense and Bubba simply had a coincidental ability.
But nowadays, you actively lose MMR when facecamped by a Bubba. And since you're the first one to die, you lose the most possible points too. It's very easy to argue that a facecamping Bubba is grieving your game.
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@BenihimeWrath said:
I'd be okay with DS' timer not going down while in chase, similar to how Lucky break's timer does not go down while you are healed. That way a killer could still wait it out after downing them, but if a survivor is getting tunneled then they won't lose it right after playing well.
Lucky Break's timer DOES go down while you're healed
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@GannTM said:
It would just be more oppressive at end game because the killer can’t wait it out and there’s nothing they can do about it.
Then simply add the secondary factor that DS doesnt work once the EGC has started, giving killers a reason to open up the gate early other than Bloodwarden.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2712578#Comment_2712578
Main buildings shouldn't be survivor sided, they should be neutral. Breaking breakable walls only takes 2 seconds, but it costs more time than that realistically. If you're chasing a survivor and you have to break it, they get a huge lead or you can just leave, but that's still a lose-lose. Since you were chasing that survivor, 1-2 gens got halfway or done. This talk of killer-sided god loops I don't get. If it's a loop, it's survivor sided.
No, looping tiles should be neutral, main building should be survivor sided(thats literally every main building in existance) allowing for basements to be killer sided. The whole reason main buildings NEED to be survivor sided, is so that the basement can be killer sided. If a killer basement could spawn in the middle of a Jungle Gym, it's easier to defend than when a basement spawns into a T&L. That's the whole reason why killer shack is quite a survivor sided loop.
"This talk of killer-sided god loops I don't get. If it's a loop, it's survivor sided."
Nope, a killer-sided loop is a loop that loses you time as a survivor, where holding W would take longer. Vaulting a window takes a longer time than running around that same window in Eyrie of Crows. Going upstairs means you need to drop down or go down the stairs at some point. Both are a net-loss for survivors as the killer can easily cut you off by dropping down on you at the stairs, or dropping down and having 0 stagger while you still are slowed by stagger.
Neutral loops would mean it would on average equal holding W in terms of time, which simply isnt true. Main buildings are always stronger than Jungle Gyms, which is why main buildings tend to recieve breakable walls that you can breakdown before any chase happens.
"Breaking breakable walls only takes 2 seconds, but it costs more time than that realistically. If you're chasing a survivor and you have to break it, they get a huge lead or you can just leave, but that's still a lose-lose."
Then you're not using breakable walls in your favor at all. You're treating them like they are pallets that need to be removed once a survivor has been there. But that's exactly why breakable walls are a necessary evil. You can simply patrol gens and break the necessary ones open, during a time where survivors are either all at 1 single gen at which point, it's worth breaking down walls early on certain maps, or they spread out over multiple gens, costing them time to run there, allowing you to have a bigger time window to break some necessary walls.
Seriously, go try the following thing out: Play 10 games on Eyrie and break down the walls early on, then play 10 games on Eyrie and break the walls down once it's necessary for the chase. You'll see how big of a difference in time that is.
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@Thale20 said:
https://forum.deadbydaylight.com/en/discussion/301237/eyrie-of-crows-basement
In my opinion Eyrie of Crows got many big problems (map size, pallet spawn etc.) but the basement isnt one of them. And it doesnt matter which basement you are in if it is a bubba you have no chance of escaping it. And the mainbuilding itself is strong as well with 3 windows and 2 pallets and most of the time a totem upstairs which is broken for boons. 🤔
I would gladly invite you to try and save someone from the basement when a Bubba is patrolling gens nearby. The upstairs totem is actually quite fine, the one OP spot is still easier to reach. The main building is by far the weakest main building in the game. It's only strong assuming you never break the doors. Once you break 3 doors, it's legit a loop that consistently loses you distance no matter how you run it. Where normally main buildings can increase your distance if you run it exactly the right way/trick the killer into thinking you ran somewhere else. Cant do that with Eyrie of Crows.
"And it doesnt matter which basement you are in if it is a bubba you have no chance of escaping it."
With the MMR being based on escapes now, this is a sentence that shouldnt exist in DBD.
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@Altarf said:
I think part of the balance is meant to be how difficult it is to get to. Eyrie's main building is a nightmare to hook survivors near, as the wiggling has a good chance of knocking you off the narrow upper floors and staircases, and the abundance of breakable walls and random objects certainly doesn't make it any easier. It's also mostly a hook deadzone because of the breakable walls and the upper floor hook. The basement is also located underneath a staircase with both doorways into the main building being quite far from it.
It's like the RPD and Game basements where they are strong, but they're so difficult to hook a survivor within in the first place that this rarely becomes an issue. When have you actually seen a basement play on RPD? It just doesn't happen. You're not realistically hooking somebody in there, and it goes similarly for either main building hook in the Eyrie of Crows.
Also the map has way too many interconnected pallets and loops in the first place, please don't add more.
Eyrie has 5 doorways, 3 being breakable with 1 of them being right next to the basement, let alone that hooks spawn nearby the corners no matter what. Once you are even close to one of the doorways, its only an additional 24 meters to the basement. Wiggling off takes 16 seconds at the very least, meaning a killer can walk 50 meters total(including the distance you sway left and right, so in your normal game this means you can walk about 42 meters). Its really quite easy to get someone into the basement of the main building, and the main building is far too weak, it's a 1 time use godloop that becomes the biggest deadzone in the map afterwards.
And yeah, basement plays on RPD dont really work, since hallways and doorways make it much harder to actually reach the basements, Eyrie is an open path. The main building hooks are fine(even the strongest 2 hooks that can spawn on the second floor), the basement is not.
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/comment/2709309#Comment_2709309
That's the same way with hag.. Billy.. Mikey. GF. Nurse, twins. and a few others...
Don't just Base it off of Bubba alone, think about the other killers and how it would affect them aswel,
Yeah, it wouldnt. You can run in with 2 people against Hag, you can bodyblock with BT against Billy and Mikey. You can hooktrade with any other camping killers. You cannot rescue someone from the basement when Bubba is within walking distance. That's a problem. He's literally the odd one out here. Back in the day, it was fine since he had bad mobility and quite a weak ability. Now it's a bit problematic.
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@[Deleted User] said:
I've never seen the basement on crows or RPD so I can't comment much on their strength but it should be the strongest place on the map for killers.
& to be fair if the killer is that close to the basement or inside it odds are on most maps you are getting killed regardless as the killer has clearly decided that's it your out.
I realise there is more chance of getting out on some maps than others but again for the killer to be close enough to ensure you die the majority of the time you will die
Its not just the strongest place, its by far the strongest basement in the entire game. Nothing can compete with it. Let alone that the main building is quite weak by main building standards. 2 god pallets on the second floor if you're lucky, but you lose time if you drop down, and if you go by the stairs killers can drop down to save time. 1 god window, which is the only reason for survivors to even go upstairs, but it's a one time use since killers will instantly break that wall the moment the chase leads there. And if they are smart, they will head to the door instantly, meaning survivors HAVE to drop down before the killer breaks the wall, giving them stagger and the killer being right behind them.
Then the downstairs area, 2 god windows with breakable doors right next to them, but arent really aligned with anything from the inside, making them effectively a one-time use at best. No pallets, no clever pathing, nothing.
If you dont hold W on Eyrie of Crows, you lose the chase very quickly. If the map was smaller, I would actually call it one of the most killer sided maps in the game. It's size is pretty much the only reason why the map is (in my opinion) survivor sided.
As for the killer to be close enough to ensure you die, yeah, but in pretty much all basements, that means being actually nearby the staircase as survivors could otherwise sneak in. On this map, there is no sneaking in. The killer could be 20 meters away and still see scratchmarks, 20 meters is basically being an entire midwich hallway away. But even Midwich has a pallet there that can help you out.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2709309#Comment_2709309
But why do killers have to break pre-dropped pallets from the start just so survivors don't have a god loop? Why can't a main building just be balanced at base?
because it turns a god-loop for survivors, into a god-loop for killers. That IS balanced. It spends 2 seconds of killer time to save a million seconds later in the game. Otherwise you'd need a shitton of unsafe pallets that's gonna cost more time, but creates a similar balanced loop.
Breakable doors are a necessary evil when it comes to balancing length of chases. If you were to replace the breakable door+window with a pallet instead, you would need to add another pallet nearby just for the sake of balancing the lower area. Let alone that they are not pre-dropped pallets at all, survivors cant vault through them and quite a lot of breakable doors actually open up a shortcut in general, rather than breaking a strong loop.
Main buildings are very hard to balance. It needs to be a strong tile for survivors, especially since basement can spawn there. But it shouldnt be impossible for killers either. This is the standard that main buildings have set across all maps. Right now, I actually dont think the main building in Eyrie of Crows is even close to that standard. Sure, the top floor is very powerful, but mainly a 1 time use against most killers. Because the fastest way down is to drop down, which gives quite a lot of stagger that killers dont have. While the bottom floor only has 2 god windows that can be pre-destroyed before anyone even has the chance to use them. Making it one of the weakest, if not THE weakest main building survivors have access to. Having the strongest basement spawn in the weakest main building isnt exactly balanced.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2709313#Comment_2709313
Way to strawman.
I'm just asking why ONE spot favoring Killers needs a nerf, moreso when it's the basement; the place of a Killer's power.
But basically anything even slightly Killer-favored has someone asking for it to be changed.
What strawman? I literally said this basement's power is too extreme. When in terms of the scale of survivor-sided and killer-sided, it tips the scale to be extremely killersided no matter what survivors throw at it. That's the definition of busted.
This isnt slightly killer favored. Basements in general are slightly favored, RPD's basement is already on a scale of barely being able to overcome with the right playstyle or the killer outright ignoring the fact someone got unhooked in the basement. Eyrie of Crows is even stronger than that.
All I have been saying is to lower Eyrie of Crows to at least RPD levels of basement strengths.
Because you know what else Eyrie of Crows has that favors killers? An open mid-way, very easily spottable survivors across the map, being able to see if a gen has been progressed or not from almost the opposite side of the map. Not even talking about the fact that I did state: "there are issues here and there that I would like to see different as many other players". Issues including both on the killer and survivor side. But those issues pale in comparison to the basement there. Even if a double god pallet set-up spawns, leading right into the window upstairs, that is still much less problematic to killers than that basement is to survivors.
I could make an entire list of things that are wrong with maps, both on killer and survivor side, like how the totem on top of the library is by far the strongest totem ever created and should not spawn if any boon enters the game. Just because I mention 1 thing that's extremely unfair(yes, extremely, not "slightly", not "barely", e x t r e m e l y) with a new map, doesnt mean I want to neuter killers.
You created that strawman instantly, which is why I called you out. I literally copied what you said, reversed the roles and you call that a strawman. That's not what a strawman is. I just used your own logic against you to show how flawed it is.
It's just Eyrie of Crows' main building basement that needs a slight nerf. Like a door opening with a pallet so it's escapable once the right play has been made, or a window straight ahead with the breakable door moved to that side to not make the window a god window. That's all that is needed. THAT is a fair basement. Still the strongest part of the map for the killer, but still escapable with the right play. Eyrie of Crows is not escapable, even with the right play, especially not against a proxy-camping Bubba.
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@AngyKiller said:
The basement SHOULD be powerful. Come on; it's the only no-sabo hooks in the game. It's clearly the Killer's lair.
Why does anything Killer-sided need to be 'fair' (Read: Survivor-sided) instead?
Way to jump to conclusions. That's like saying "why should anything survivor sided be fair? Why did DS need to be fair(read: killer-sided)"
Do you think DS is killer sided now? It's been made more fair, with your logic that must mean it's killer sided now, right?
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@Verconissp said:
https://forum.deadbydaylight.com/en/discussion/301237/eyrie-of-crows-basement
that building is an infinite if the walls isn't broken...
You should never really go down in the basement if you know its a bubba...
Then break the walls. Not that hard.
And that's not a solution either. A survivor being hooked once should never mean they are dead. With Bubba, this is still the case.
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@douggie123 said:
We have said it plenty of times as killers. Survivors are overpowered why are you not nerfing them. Nerf the gen speeds. Nerf the survivors perks. All killers need buffs and killer playstyles need to be buffed. Make gens require parts to be found before repairing. Make ruin basekit do something.
Genspeeds are fine, survivor perks are already weak as #########. Ruin Basekit would make killers like Blight and Nurse neigh unbeatable unless you're playing super coordinated as survivor. Requiring extra parts to fix gens wouldnt really solve #########, boons and pentimento are effectively creating this side objective.
Its not survivors who need to be nerfed. In fact, Survivors could do with a buff. Killers cannot be properly buffed with survivors not being able to counterplay some of the scummier tactics(bubba with insidious camping hooks or basement for example, there is no existing counterplay to that, you NEED comms to know he's camping in the first place)
It's not killers that are the issue, it's maps most of the cases. Let alone that there are at least 50% of matches where survivors simply were better, if you're in the correct mmr ofcourse.
The only thing I would buff right now for killers, is making Fire-Up basekit. Back in the day, dbd was designed with the intention that less gens=more pressure for killer since the patrolling was less. But that design has been a bit outdated. It would be healthier if less gens=faster killer actions in these days.
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That would be a bit too broken tho, at least, if the EGC timer isnt paused together with the Bloodwarden pause.
Because the way you describe the perk right now: Equip noed+bw, down a survivor, open the exit gate manually, hook the survivor, camp the survivor untill they die, still have practically 60 seconds remaining on BW, hook another survivor, pause the timer again, repeat untill the EGC timer is low enough.
So either EGC needs to be paused too for this to be somewhat fair, or it needs to become a hex.
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Lots of QoL and bugfixes are done every single patch.
You cannot possibly expect all bugs to be fixed, ever. That's not how programming works.
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@Frontdoor6 said:
A gen goes off!
Ring creature: You're gonna die in seven days!
Survivor: ....Ok...
7 days later
Ring creature: I'm here! Now its time to...oh, the match is over...
"you're gonna die in 7 gens"