Pulsar
Pulsar
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@McLightning said:
https://forum.deadbydaylight.com/en/discussion/comment/1061309#Comment_1061309
I think you should clarify that this is from your experience. Not an all around fact.
Doc has fantastic chase potential. It's all down to how well you're able to time his shock therapy. If you get the timing right, you can shut down a loop before it even begins.
As for Oni, his early game is trash, as he's just an M1 killer for the early game, but he's not that hard to use, especially now with the 90 degree flick back in action.
That is fair. @immortalls96 I play on console, so that influences my opinion. Doc kills FPS for everyone. His Shock Therapy is hard to land, and its useless on the really powerful loops.
Oni does have bad early game, but at least with my experience on console, he cannot keep up with Survivor's jukes and movements to contend on a high level. Basically, he is in the same boat as Nurse on console. Totally possible to play at a high level, just super difficult and not worth it for most people.
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I would just report the bug and move on, honestly.
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Good Guy Bubba :D
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1061309#Comment_1061309
I respectfully think otherwise
That's fair, I respect your opinion.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1061270#Comment_1061270
Doc has map pressure in a different way hence why I think he potentially qualified , oni is the same as he can snowball very well
Doc has information, not map pressure. That being said, he also has limited chase potential.
Oni is very difficult to use and his power is lackluster.
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Old Nurse, Billy and Spirit all had decent map pressure and very high chase potential.
This allowed them to traverse large maps quickly and to end chases fast, preventing gens from being done fast and putting pressure on the Survivors.
New Doc and Oni do not fit this. Doc has no map pressure and mediocre chase potential.
Oni has good map pressure but average chase potential.
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They have said they will be inputting an MMR system so hopefully this won't happen anymore. Whether or not this will work, I do not know, but I am hopeful.
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@KrispiesChicken said:
https://forum.deadbydaylight.com/en/discussion/comment/1061169#Comment_1061169
Usually when running infinite T3, he uses stalk add ons. Making it shorter. I've played against multiple Myers. Only time his T3 didn't pop is when we're on a map that doesn't have a lot of openings. But most the time we get Crotus Aslyum or something.
Crotus Prenn is one of the most Survivor sided maps, even with Infinite Tier III, he would have a hard time. Plus, if he gets Tier III before you can pop all the gens, especially with Ruin gone, it's likely because of you or your teammates feeding him stalk.
GF is broken because his reveal screws over both players. He can get revealed through walls, and he can just not be revealed when people look right at him.
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@snowflake102 said:
If so what is everyones opinion for both sides?
1 how hard is it with ruin vs without ruin? Do you use it now?
2 is the match making for killer side faster now? I'm at rank 16 cause I been playing origin games:)
3 did the complainers leave Or stay? Just wondering :)
4 what is your favorite change as both killer and survivor point of view?
Playing without an effective early game slowdown is difficult. Matches go a lot faster. I do not use it now, I just don't get a lot of value out of it.
Yes, matchmaking is very fast right now for Killer. I am getting 5-15 second queues. It might be different at Rank 16, not many people play down there.
People can complain, they care about the game, and yes they are still around, thankfully.
This past update hasn't really brought anything I like to Killer, but it has definitely made my games as Survivor easier. Games go super fast and even I, a terrible looper, can loop for 3 gens.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1059740#Comment_1059740
This is a real fix, not a bandaid. Bandaids are perks
It wouldn't be fixing the underlying problem, which is the size of the maps.
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@TheBilldozer said:
Since the ruin rework, I've noticed that the killers remaining in the high ranks are exceptionally good and have forced me to improve how I played as a survivor. I'm seeing a lot of unique perk combinations I never really saw and it's making me rethink a lot of my own builds.
When I play SWF (Much lower rank survivor players) I can tell that the average skill level of killers has also increased.
Getting rid of the training wheels has been a good decision so far.
Change is good.
I do not think so. The Ruin change needed to happen, but it happened at a very bad time. Games go exceptionally fast at the moment and most Killer's are not having fun. Additionally, it essentially killed the perk. The effect is not strong enough to be a Hex, but too strong to be a regular perk, which is why I like my suggestion the most, I made a discussion about it.
Anyway, I've not had a problem staying in Red Ranks, but my games have been pretty unfun.
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I'm not sure, my guess is latency. If it didn't have a delay, you would get rubberbanded back through vaults and windows
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@PhaloxY said:
https://forum.deadbydaylight.com/en/discussion/comment/1058840#Comment_1058840
What if they added the effect of HEX:The Third Seal for the rest of the game on the player who cleansed that totem?
That is strong, and it promotes strategic totem cleansing. But, I think it might be too strong and it will feel like a lose-lose scenario. How about that person loses the ability to see aura's while on hook?
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1059760#Comment_1059760
Yeah, go play civ 5.
Not really what I am suggesting. I'm saying that maybe it's better for you to take a break now, and wait for whatever your issues are to be fixed. That way, when you do come back, you aren't burnt out.
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Well, I don't really have a problem with them. All of the characters can be unlocked for free.
If you had to pay, I'd have a problem.
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Oh? Like who?
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@ChainsawCharlie said:
Yeah this game ######### sucks right now and the game designers should resign and hand it over to a much more competent studio. Not to mention they've been silencing people here on the forums.
I've not seen them silence anyone who wasn't breaking pre-established rules.
@Mellow7 said:
More bugs than ever before, games ending in 5-6 minutes, not being able to pip because of how quick games end, queue times for survivors are absolute garbage, matchmaking in utter despair red rank survivors vs green rank killers etc, rift is not able to be completed unless you purchase 2/3 different DLC's.
Do the devs not see the state their game is in? It's so ######### right now and they seem as if everything is going great according to their dev stream a while ago.
I've actually not run into that many bugs, but I'm sure there are plenty. Games usually last 6-9 minutes for me. I pip pretty easily, on both sides. Yeah, the MM is pretty broken right now. You do not have to purchase any DLC's. The one's required are either free (on console) or are unlocked via Shards, which are earned by playing the game.
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I would suggest taking a break if you aren't having a good time. There isn't a need to get burnt out and have your love of the game fade. I agree with you though, most of my Killer matches are very stressful and I usually don't enjoy them very much.
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First off, I'm glad you are being constructive and trying to fix the problem, however, I don't like this for two reasons.
Reason 1: You could just moonwalk to catch Survivors very quickly without ever starting a chase with them, like with Old Legion.
Reason 2: This would be another band-aid fix on a larger problem, most maps are too big.
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Well, I suspect it's because they get weekends off, like many do.
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The best advice I can give is to shrug it off. It's been hard learning this lesson, but you just gotta ignore them man. Play how you want.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1059185#Comment_1059185
Consistency, mostly. But yeah I guess they could do whatever they want, it's their game after all.
True. But consistency can come after balance. I don't think there will be riots in the streets over this change, but I do profusely thank you for your input.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1059086#Comment_1059086
Yeah that's the thing though, it has to work for all of them not just some.. No idea how they could implement that for those two perks either.
Why couldn't it just work for some?
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I can only speak for myself. I played about 15 Survivor matches yesterday and 15 Killer.
In our SWF matches, we got 4K'd once because I made an ascended play to try to unhook and got punished, however, all the gens were done.
Every other game, we either lost one guy, or we all got out.
On my Killer games, I 4K'd every game. They usually got 5 gens done but I snowballed and slugged for the 4K.
Survivor and Killer are both in red ranks.
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Hear me out, Thrilling Tremors should work like PGTW.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1059002#Comment_1059002
That's the perk's original effect though. No effect while the totem is up, then once it gets cleansed, exposed for 40/50/60 minutes, not the entire game. That's hardly a lasting effect. I wouldn't mind if hexes had a residual effect for a minute or two but not for the whole game, otherwise it really diminishes the fact that it's supposed to be a gamble wether you bring it or not, because it can last the entire game or go down within the first minute.
It gives it a weaker effect tho. I'm not sure what to do with HG or Third Seal, but for the other one's, it should work.
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@Marcavecunc said:
And that's what would make me vote no on this.. They either need to make ruin a non-hex perk, or change the way it works again. Making it the only Hex perk that has a persistent effect even after being cleansed goes against the way hex perks work, so unless they do a complete change on that, it makes no sense to make an exception for that one perk.
It makes it useful, without changing the entire perk again. Plus, HG has a lasting effect :/
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1058832#Comment_1058832
Third Seal is powerful, too powerful as a non-Hex perk. Hit everyone once and there you go, no more auras for the entire game, without any chances of removing the effect.. Yeah I wouldn't want that as a non-hex perk (well, as someone who runs the perk on some killers I definitely would want that haha)
But yeah anyway.. The fact remains that hexes are on while the totem is still up.. I don't think they'll change that game mechanic.. But who knows
This idea was more made to make Ruin into the same class as Haunted, not to move every perk into that class.
Basically, this effect would be unique to Ruin
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@Marcavecunc said:
It's a bit contrary to what Hex perks are, but if they change the way they work for every Hex perk and not just that one, why not I guess?
Some of them would be hard to change though..
Lullaby?
Third Seal?
Haunted Grounds?
Noed?
Most Hex perks only have one effect that I don't really see how they could make it weaker to make linger once the totem is broken.
Third Seal honestly isn't strong enough to be a Hex perk imo.
Lullaby could also apply to only gens you kick.
Haunted doesn't need one.
NOED could just have the speed boost.
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@andyollolloll said:
Nobody runs new ruin, old ruin was a plaster for poor map sizes.
Now the plaster has been removed in watching this game bleed out
I run New Ruin actually. I would prefer feedback on my suggestion, not on the state of the game, that isn't what is being discussed here.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/126481/another-ruin-idea
I'm more of a supporter for totems that linger all game, but have a weaker effect once the totem is broken. I think it would actually give totem perks a bit more value and it softens the blow of just losing an entire perk slot in 30 seconds.
Do you see any potential problems?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/1057678#Comment_1057678
PS4 here. Yup, whether I play survivor or killer, I only ever get hate messages from survivors.
The only non-friendly message I ever received from a killer was a Wraith who tunneled and camped everyone; after the match, he sent me a "gg." Pretty sure he was being a troll and mining for salt. I'm not an idiot, so I didn't respond.
I send GG after every game and I'm not trying to be mean or farming for salt. Maybe he meant well, idk.
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Because people are people. There will always be bad eggs. We just have to ignore them. There isn't much any of us can do about them, other than trying to drown them out with our good will and positive attitudes lol
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I got sent "using Franklin's is basically cheating."
That one was cool.
Oh! I also played a game with super slow-down Plague and one of the Survivors said, "You gave me de-de-de depression."
Image he is referring to
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@DaGreenBolt said:
After the match with the doctor, I had a survivor threatening me to DDos me. Now I didn't take it seriously as I assumed he was bluffing (I really wished I took a screenshot of that, but my dumbass-self thought he wasn't serious).
I lost internet for 45 minutes before it came back on.
I don't remember the name of the person (which means I can't report him, or send info to the police about this), but seriously, are entitled survivors going to go that far just because the killer plays in a way that you don't like?
I'm not entirely sure how to help. I would suggest filing a report, but you don't have his name, correct?
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@Mat_Sella said:
I'm perfectly okay with this as a person that loves playing survivor
This is the most logical way of buffing the perk
Thank you! I was just thinking, man this isn't a super powerful effect, but maybe if it had a bit more value, it could be good.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/126481/another-ruin-idea
I'll put your perk in format.
Hex: Ruin
A Hex that affects all survivors' generator repair progress. All generators are affected by Hex: Ruin. While a generator is not being repaired by a survivor, it will immediately and automatically regress repair progress at 150%/175%/200% of the normal regression speed.
Once the related Hex totem is destroyed, Hex: Ruin will no longer regress generators automatically. You must damage generators to apply this effect towards generators.
Love the idea because Hex: Ruin is a late game perk and it rarely stays active for long. Giving it a weaker effect after it is destroyed can make it more appeasing for killers. 😁
Thank you!
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Spirit Fury, Enduring, BBQ and PGTW.
Add-Ons: Rusty Attachments or Slow Release Toxin and Extra Trap.
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BBQ is a Killer perk, therefore, it needs to be stronger than it's Survivor counterpart.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1056533#Comment_1056533
Killers will always break pallets...DS is gonna be nerfed before BT
I don't know if BT killed your kids or something but you really hate it man.
Because the only time I ever see it used is when Survivors make dumb plays and they cannot be punished for it.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1056485#Comment_1056485
Yes for BT the requirements are there as well: unhook another survivor
Which is something you will always do.
BT is overtuned. It will be nerfed.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1056477#Comment_1056477
Do you mean spirit fury?
Not a instant down, plus, you have to break two other pallets first. Also, you need to run Enduring for it to be good, which nobody does because those slots are used for gen regression perks.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1056432#Comment_1056432
The other survivor limitation is very punishing for solos as I mentioned. Also if no survivor is near the killer when they are camping they are technically punishing the killer already. BT imo should punish all forms of camping, even when it's "strategic".
Why? That's called punishing a Killer because Survivor's are playing poorly.
Let's flip it, Killer makes a mistake and gets hit by a pallet, so he instant downs you because of a perk. That wouldn't be fair. He made a mistake, he should be punished for it.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1054653#Comment_1054653
Thats the biggest nerf ever and would literally kill the perk. IMO it should just apply to whos using it. Meaning if I have BT and someone farms me, I'll get the BT effect. But if I unhook someone who doesn't have BT they wouldn't get it that way it doesn't encourage farming
How is it a nerf and will kill the perk? It still punishes campers but it doesn't let you abuse it to make bad plays.
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Hex perks are still getting destroyed just as fast for me. I mean, good news for Haunted Grounds I suppose
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I play Survivor
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@Whiskers93 said:
As the title says, either a decent buff or a rework is needed. All Legion is good for really is getting pips.
Let me see Scratchmarks, blood and aura in FF. Reduce the stun. Make Deep Wounds useful.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1054653#Comment_1054653
Thanks for making BT useless in solo
How is it useless in Solo?
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1053315#Comment_1053315
That doesn't counter camping in the slightest what?
Yes, it does. It gives the person on hook a fighting chance.
Current BT is way overtuned. It has received buff after buff. It is pretty much only used to unhook in the Killer's face and not receive any punishment.
You want a new suggestion? Here:
If a Killer remains in the vicinity (24m) of a hooked Survivor for more than 15 seconds, without other Survivors being present, BT can be used. This prevents the abuse from people abusing it and it keeps it as an anti-camp tool.
