Prex91
Prex91
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- Prex91
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Agree. Survivor have Op stuff. They gave it cause they are not buffing solo yet, making new players and solo experience better, but swf even more Op. Genrush is extreme now, killer forced to apply pressure by camp and tunnel. Boons Op. Devs are messing up. Will see with artist perks of it get a little better, and if will buff solo and nerf boons.
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Circle is Op. Also good items are.
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Ds exists. And good survivor want to be tunnel to make their swf genrush.
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Boons are OP, they are ruin the game. Hope they consider male pentimento a counter. Thrill is not enough. Or gave a base kit counter.
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Only with thrill and undyng. Boon are Op and needs nerf, people Are searching more for totem now. Hope they nerf boon and pentimento works. I'm starting not playng killer and switch to survivor. They will lose more and more killer. Doubt rushing only new antigenrush perk will help them a lot, cause boon and second chance perk needs a nerf now, or really fast.
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Week.
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@glitchboi said:
For Prove Thyself, keep it as it is. It's a perk that encourages survivors to stick together.
As for BtL, just revert it back to the way it was. It was almost perfect in its previous state.
Man I understand, but the numbers are too strong. Tinkerer every 30 sec max, and of you cant get in time and they broke ruin bye bye gen. 15 % forse every survivor, so 30% at minimum, even with two survivor and the "penalty" To di gens togheter is too strong. Ok gente defense is not equal to win, and you can di well even with slow killer of they Slam gens, but the game became too fast, un fun with few iterations. I undestand the pain of solo survivor, but Slam gens and go out (maybe bully at gate if bored in swf) male this game BORING.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2615307#Comment_2615307
Again the Devs most likely only play survivor so the balance is not likely going to happen or be well done, as a lot of feed back goes ignored but hopefully the person who plays myers T1 on the dev team can make input hopefully.
I think also they are slow. They are afraid of brake more thing then they already brake. The game design/balance team are only few people of course I think, and they know well the game is survivor side at top, but they dintorni want to male solo and new survivor experience worst then it Is now. Is 4 man fun vs 1 man that already play the "most fun and skill based role". But some survivor item and perks need a nerf, cause survivor already have map design on their favor.
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@Kiikii said:
https://forum.deadbydaylight.com/en/discussion/comment/2614636#Comment_2614636
Don't expect it to be fair for killers best I can say is use sloppy bucher, the clowns anti-heal, or tunnel until second hook and rotate. Best some killers can do against a SWF.
Yeah sure, not need a nerf . But unfair and unfun spirit and singer needed. Of course I agree with counter to all, and I wait fir devs to balance and nerf this unfair healing combos.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2614724#Comment_2614724
So half the build including a boon totem and an item with limited charges heals you in more than 4 seconds. And how many times can you do that per round?
Also, who, in the middle of a chase, can stop and stay in the same position for no fewer than 4 seconds? If you're in a chase with 4 seconds to spare standing in 1 place, that killer was never going to get that down anyway.
Circle of healing can be of another teammate, not only yours. Mamy time and fast with right medici addons. And is unfair also not in chase, but you can in chase after a pallet stun on safe tiles.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2614636#Comment_2614636
What are the perks/medkits and how long does it actually take?
It depends how many perk you use. Bit basically with circle of healing, Botanic knowledge (the one from Claudette) and a fast madikit (green one with speed add-on), you can Heal in almost 5 seconds. You can also add other heling perks (empaty, the Félix one etc) but you dont need them (only if you Want a 4 second healing speed).
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@[Deleted User] said:
So having a medkit and devoting half your build to healing is OP?
If you heal in 4 seconds in mid chase yes... You can literally heal after a pallet stun+killer brake pallet... Some Entitelmant from survivors? Nothing new
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Devs are simply fix and balance broken stuff for both role. And survivor are already the strong role, and have broken stuff that need a nerf, and will Be nerfed if devs dont want the game to die and you survivor main to have 30 min matchmaking. Accept it, a fun game is a fair balance game, not bully the killer simulator. Broken killer stuff has already gone (mori will Be rework, and facecamp fix).
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Killer should can break totems.
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Agree. Also stuff like prove theyself amd built to last to abuse broken items.
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Good fix, but now maybe it need a nerf/rework.
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Ok fix dead hard, but it needs a nerf/rework maybe... However survivor have other broken stuff right now, especially to genrush.
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Ok they remove quick shot, but he fully aim to slow. Hitbox is little and he has no map control like arpon walls and stuff to fast move.
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They are slowly change things. I hope they will fix solo q and facecamp "fast", decide to nerf broken things like items, boons, and some perks (built to last, prove they self, maybe dead hard), and reduce pallet spawns/ remove dead zones.
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Broken items, broken boons, broken perks... Yes, not survivor side at all...
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Fix need ed, but the perk is way better than other exaustion, now they need to rework it if overperforms.
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Same. Immense lag desync on ps4 pro.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2589930#Comment_2589930
The game is SWF sided, not survivor sided. Most survivors are solo or duo, which are weaker than killer.
Sure 4 man SWFs with lot of experience are stronger than Killers but there really isn't many of those compared to solo, duo players and inexperienced 3 and 4 man SWFs.
Basically you are talking about a whole different game that consists of Nurse, Blight and Spirit Killers going against very experienced 4 man SWFs.
This Time I agree, even if devs are tryng to balance, fix, and give counter to everything, competent Swf are better then solo, even if strong solo survivor can be really match changing. Top tier killers are in another planet then m1 killers. However map desing, excluding dead zones problem, is on survivor side, and especially some items need to be nerfed, to make in pair with other. From perk side they are making a good job buffing non meta, and I continue to think that the only meta perk they need to give an eye on is, like I said, dead hard, and prove Thyself. Busted killer add-on are also gone/rework for the most part, is almost all ok. I'm waiting for solo survivor buff and face camo nerf they announce, and a killer buff to conpensate, cause swf are too strong to face most times.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2589584#Comment_2589584
The developers data has already spoken. The developers have been buffing survivors in the last couple of patches. There has not been a single survivor perk nerf since DS, they've all been buffs and there has been a lot of them. So obviously Dead Hard doesn't need a nerf according to the developers data. And you don't have data showing Dead Hard needs a nerf.
I completely disagree man, for me the game is too much survivor side, and that is what most people thinks and devs admit too that at high level is that. We Will see. Unbalance = boring match and killer mains will change game unistalling, make you wait 30 min forma game. Dead hard rework maybe can help, also make more variety in meta, exploring other exaustion perk that nobody uses, make the game more intresting. Like when everybody use only ruin or pop, and devs deduce to change things... Now with certain build bof of them are good, and their effects doesnt work togheter. If dead hard will Be used by anybody like old Ds, is only a meaning of time. And we Know devs change their mind very often.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2589491#Comment_2589491
You can say all of this, but again, where is the proof Dead Hard is out performing other exhaustion perks.
One example you said is Sprint Burst. You said you can break chase if you see someone Sprint Burst away. How is that not better than Dead Hard? You just entirely negated a chase with Sprint Burst. Now the Killer has to go and find another survivor to chase, which is a much larger waste of time than someone using a 1 second Dead Hard.
Lithe is another example. It can be used in the middle of a chase and gives you 3 extra seconds, plus the extra seconds it takes for the Killer to go around whatever obstacle you Lithed around. That's a lot of additional chase time.
Same for Balanced Landing. It can be used in the middle of a chase and gives you 3 extra seconds. It also makes 2 story structures a nightmare for Killers.
How is Dead Hard out-performing those perks, when it's only 1 second of extra chase time.
Basically, show me some data proving your point. Analogies are worthless.
You can say what yoi want, devs data will talk and we Will see. It Is clear that the most difficult team to face abuse it, nobody talks or complain about smash it, and after nerf nobody complain about balance landing, because now it's ok. Dead hard is a problema, because you lose time to commit with an injured survivor, tryng to have a down that can give you advantage, and make you lose precious time, cause you have ottenere to commit to an injured survivor. It can deny clean shots that requires skill, without skill by survivor. You have to respect, cause good or crazy survivor can use frame perfect, and you have always to respect the perk. Sprint perk are non other like the sprint you gave a survivor when you hit them, often "ok" (99% sprint maybe bust the perk), but you can left them and to other things, dead hard you say make you lose sale time and momentum, but during a chase is a different think then in neutral game, it is a potential third health state. Ok you can sprint to a loop, like with dead hard, but it is too versatile and decisive. I dont know, however one thing is sure, make bad map design worse, making loop , especially goid ones, even more safe.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2584438#Comment_2584438
People keep saying Dead Hard is broken, yet I haven't seen anyone with any proof that it extends chases longer than any other exhaustion perk. If fact, I would say that chases are shorter, on average, with Dead Hard.
Completly disagree. Dead hard is probably the most used exaution perk from good team/players, and that only speak for it self. If you use sprint I can decide to commit or not in chase, very strong perk, but if not 99% it will not be used in chase, but before, very strong in certain situation. Lithe and balance are different sprint. Smash it and head on are good to make distance after the stuntman, so other sprint. However dead hard is unique and complete different from the other, cause not obly you can use to evade an hit and take more distance, like the other, but you can use it in chase, to correct loop mistakes and have a second chance even at very safe tiles, to negate blood Lust by dead hard to the pallet and drop it forcing the brake, and to correct positioning errors and use it for distance to make to the loop and even worse to chain loopss that you Cant normally chain. And also to bait hits and than heal a slug into their dead hard to, chain with unbreakable etc. Anibody nows it, and surv mains dont want to admit cause they want to abuse their wonderful toy until it get fixed. Really way better then other exaution, too versatile and only 60 sec exaution, too much good, another level.
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Agree. DH is Op and need a rework or nerf.
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Agree, and also useless, only good to make toxic Behaviors.
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Make killer destroy totems.
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At least would help a bit vs op swf and solo rush ers.
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Dead hard is almost broken OP, the others are ok.
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Devscsaid they will try to Punisher face camp and not proxy, and help soloq, swf have already coordinate saves with bt and body block. I hope they gave something killer in compensation, cause game is CREARE HEAVELY SURVIVOR SIDE, only hexes help, when not insta broken.
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Totally agree. Deve are destroyng the game... One good balance patch is not enough. Survivor rules, Cheater rules, events totally unplayble.
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Yes, because no sense dull will not became noed when remove the bless.
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Devs will fix face camp they said if tgey can. Proxy camp is ok. For Tunneling and slugging you have perks to contrast it, and are optimal strategies like gen rush, to make the game easier for your side.
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Killer is not now only a clown sometimes, especually for Swf, but lite rally the entire circus. A toy for the kids, and ego dish for the bad ones.
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They will fix and balance what they can. However the more you go up the more is natural to have matches with meta builds and competitive mindset to play a game at max. Hope devs will consider to add a casual queque, where you can chill and tryng build, and with forbidden things (maybe with pre game vote).
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580288#Comment_2580288
I really don't think it's gonna matter. It's just blessing a totem. You still can't work on gens, heal yourself, etc.
It Is a question of equity, making a clearly decusion balance, not Behavior silence not touching the argument. Is blessing better then cleansing? Why Ds deactivate on cleansing and not on blessing? If Hex totem are better then dull, why not making interact with hex, in any means, deactivate Ds, and Ds ok with dull interactoins? Par condicio and clear position by devs, not lazy ok bless ok cleanse not, or at least say why.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2580275#Comment_2580275
Why? I don't really see a reason why it's needed.
Because is the equivalent of cleanse a totem, even better if you not consider that you need few seconds more. You are progressing your second object in game, totems. And also mantaining your DS.
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It should.
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Hope devs will prolong the Halloween event, because now is impossibile to play and do challenges.
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Time. Competition. Bad optimization or future big bad game design choises.
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Positivity is ok, and harass devs is not good. However they know that people who complain like the game, and silence is worst, because mean nobody cares. And they also hear loud and clean massive complains, understanding what camera what from the game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2580230#Comment_2580230
That certainly isn't a hard bar to get over, but we are all definitely glad that we don't have RE 2.0
Yeah mate, that was seriously really bad, pratically unplayble.
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Tunneling is a good idea. Tunnel out a survivor is optimal like genrush out gens. One step further to victory. You decide of you Want to risk Ds or not, simple. New players face survivor bad at looping, that will ho probably down even after DS, or drop every pallet in the game, making noed play easier, probably not cleansing dulla totems also.
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Ps4 pro and sometimes lag really bad... Sometimes I think are server, but other time, like on unhook and use of killer power I think is a game problem. Better than RE chapter launch, when was unplayble However.
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Loading into a match, killer ps4. At start bar goes good, but at the very end (pratically full) the match will never start (waiting 5 to 10 minutes, 3 match in a row now... But before I have 2 game with no problems to start... But with tremendous lag with survivor teleporting) .
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Medikit, brand new parts, and maybe toolboxes and dead hard needs a look. And maps needs less dead zones/full pallets zone, less jungle gym and more other structures and nerf to some safe pallets tiles and main buildings.
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@SabunoHakia said:
After the group seemed to use DH almost within mere seconds from each darn hit, like DS, Dead hard needs a limit of 4 saves, I must have to be out of my mind to watch them nearly use it over 5 times a person and the facts is oddly all of them had it available at the end when the doors opened and teabagging one even did it twice back to back on me clear as day cheating in order to win. If you don't cap this that's fine. But you need killers BHVR REMEMBER THAT. You have no game with out them.
Dead hard is a too strong second chance sometimes. Far better then sprint, that is far better then other exaustion... Maybe it needs a look. Ds is necessari evil to punish tunneling, cause is anche optimal but unfun strategy.