RaSavage42
RaSavage42
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- RaSavage42
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So just Eruption?
I'm actually curious... I'm sorry if this come off wrong (I don't mean it)
If that's true that's cool... good for you!!!
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@BlueHorkew said:
https://forum.deadbydaylight.com/en/discussion/comment/3289167#Comment_3289167
Actually it would, improve all of those, except the BNP.
All there the others would be affected by the repair speed nerf at the beginning of the match, yes the toolbox would have the same charges, but it would take longer, BNP it wouldn't because its a 25% flat.
Also i had this idea in like 2 min of thinking, of course it wouldn't solve all the problems. Thats the devs job to find, it was just a suggestion from a very mediocre survivor/killer player
Then so would my suggestion...
By removing the Great skillchecks at the start it will force the Survivors to be on Gens instead of around the Killer
It will also divide the Gen jockeys from the Loopers
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@BlueHorkew said:
https://forum.deadbydaylight.com/en/discussion/comment/3289155#Comment_3289155
That wouldn't do much, except make doing gens more boring.
Hitting a great skill check buys you 0,9 senconds.
Compare that with toolboxes, BNP, provethyself
Besides there are way to many perks that would need to be changed, that is just not a good idea
Then your suggestion wouldn't work for the same reasons...
But let's discuss this
You said that Toolboxes, BNP, and Prove Thyself will not make my suggestion not work... so what if it was not activated by Toolboxes
Prove Thyself doesn't remove the penalty for having multiple Survivors on a Gen
Toolboxes have a specific number of charges
BNP's are used as soon as a Survivor uses their Toolboxes on a Gen
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3289155#Comment_3289155
Punishing good players, I see
No but limiting them... Like half a Gen needs to be done for Great skillchecks to appear
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For me... it's the fact that Survivors that are good can hit the great skillchecks
So removing them at the start will make the start of the match easier (for Killers)
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So taking the information part of Call Of Brine and putting it on Surveillance
I agree
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I could be the Survivors seeing the same situation happening for X amount of times
The mental part of playing this game reaches the breaking point faster for some reason
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Well... I tend to play the Observer Wraith
Fire Up, Discordance, TOTH and Whispers
Any addons
Stay invisible for the either match
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Making a competitive mode would be good
Plus fun is subjective... People have fun stomping noobs, people have fun memeing around... ETC
So separating the two would be a good move
But the major issue is the player themselves...
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1) Don't Camp at hooks
2) Don't Tunnel
3) Don't bring 4 "slowdown" perks
4) Don't play as Nurse or Blight
5) Let the Survivors win
6) Give Hatch to the last Survivor
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1) Don't worry about what the end
2) Think of how you want to do in the match
3) Focus on you... How to improve on every Killer you play
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The whole point of Hexes (IMO) are to have a powerful effect as long as the Totem stays
But now that they have put Boons in the game along with a couple perks to speed up cleansing... it leads to Hexes not being used
Like I remember a match where I was going against a streamer...
I was playing Observer Wraith:
Fire Up, Whispers, Discordance and TOTH
They cleansed TOTH about a minute into the match... but that was the only Totem they did
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3287121#Comment_3287121
Oh, I am really sorry to hear that, my friend.
Hope you're doing okay <3
It was a small one... yea I am fully recovered from it
But remembering things and struggling to say what I want (the point I try to get across) is a bit hard
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3287101#Comment_3287101
"I wish I recorded my matches (before I stopped playing) and watched them back"
You and me both.
My memory isn't as sharp as it once was... either I only remember the bad moments or misremember something
I suffered from a stroke a year and a half ago so that's most likely it
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@BillsHere101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3287044#Comment_3287044
high tier killers would still slay regardless
All depends on who is using them...
If there were a perkless mode we would see
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They overnerfed Ruin... simple enough
But the fact that they haven't figured out how to change the spawn points yet... isn't surprising
Then again the only Hex that was cleansed at the start of a match was Ruin
I wish I recorded my matches (before I stopped playing) and watched them back with this in mind
Like if Ruin wasn't in play the Hex stands a little longer... cause and effect
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So fallowing strict rules... No Camping, no Tunneling, no use of perks
Yea sounds right to me
Now just imagine if every Killer did this... I wonder what the stats would be
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Maps... The spawns for: Killer, Survivors, Gens, Totems and Loops
Fixing all of the bugs... The Knight, Twins, Hag... ETC
The fact that Survivors want chases to happen but then cry when they are Tunneled
T-Bagging at the exit gates until a second before the EGC happens
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On one hand it makes sense...
But on the other hand it's most likely BHVR being slow and not realizing that Solo queue is bad
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@DashMonsta008XV said:
https://forum.deadbydaylight.com/en/discussion/comment/3285972#Comment_3285972
So tell me what's broken? Because DBD I play work's?
Do you want me to list them all... or are you being sarcsatic?
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It's for Survivors need for counterplay...
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Also if they were using that money to improve the game it would be a different matter (to me personally)
But it doesn't look like they are
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Maybe... who really knows
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It sucks... if you want one of those cosmetics
Not much else I can say... as I don't really care for cosmetics that much
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Wait about 6 months or so
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3285856#Comment_3285856
1st time as normal regression that you can't stop (that are those 6.25s). 2nd time as a missed opportunity to work on a gen (25s)
Ok
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Why are you adding Incapacitation twice?
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So nerfing a tracking perk cause someone knows how to use it...
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@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3285815#Comment_3285815
eruption is 9s explosion regression, 6s regression why you can't touch it and 25s of not working on a generator. 40s total generator slowdown by just hitting single survivor. That's why people consider the perk unfair for soloQ
Wait... really... I thought that it was 10s explosion regression and 25 seconds of incapacitated
This is what I get for not playing the game... LOL
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NOED effects those Survivors whom only want to go the Gens... So stop focusing on Gens and cleanse Totems
Eruption makes the Killer kick Gens to get anything out of it... 10% plus .25 charges per second for 25 seconds equals about 10 or so seconds of repair
And if it were changed to block Gens it wouldn't be as powerful as it is right now...
Blocking the gens- no more regression after the 10% is knocked off
But I figured that if the Gens were unrepairable for 25 Seconds... the Survivors can still heal, cleanse and unhook
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You don't have to "rely" on slowdown perks... just run one and see if that makes a difference in your matches:
Call Of Brine- You have to kick Gens to get any value out of it
Pop- you have to Hook a Survivor then find a Gen to kick
Avoid Eruption at this point
Or run End game perks:
Fire Up- Faster action speeds for every Gen completed
Remember Me- Slower gate opening for every hit on the Obsession
No Way Out- Getting a Hook on all four Survivors will make opening the Exit gates not happen for X seconds
No One Escapes Death- being able to insta-down Survivors and move faster while doing it
Or start of match perks:
Corrupt- The 3 farthest Gens are blocked for 120 seconds (or until you down a Survivor)
Lethal Pursuer- see all Survivors for 9 seconds at the start of the match
Or a different form of slowdown:
Thanatophobia- Every injury, down, and Hooked adds more time onto Gens... I know it's not "strong" but we can't have our cake and eat it to
Dying Light- Gain stacks when Hooking non-Obsession Survivors... I know that it's seen as more of a win more kind of perk (and I do have some ideas on changes)
SH: Gift of Pain- Hooking a Survivor on the SH's and healed will slow down that Survivor until injured... This perk is underrated right now
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It all comes down to the Feng going for the unhook... if she didn't then there would be no reason for this post (sorry for being blunt)
Also getting the Hit on Ada does something... she can't ignore the Deep Wound status effect and it prevents the bodyblocking from happening (not saying that was her plan but anyway)
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3283347#Comment_3283347
That would be a flat out nerv cause the effect right now affects more then just gens
But it helps out Solo queue Survivors... and it's those Survivors whom are complaining about the perk
Also who cares if it's a nerf or not... it's a change for the better
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I feel as if 50/50 would be best
Cause if there are Killers whom aren't getting at least 50/50 then they would be looked at
Yes this is a horror game but it's still a game... and doing it that way will serve both sides
But they also need to take perks out of the equation... or we'll see more undo changes to perks that either side "needs"
Like go more toward a perkless gamemode but use of Items and addons are ok...
It's just a thought
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It may be boring but the cost of getting caught is being Camped and/ or Tunneled
So right now it's the best the Survivors can do
Also it's due to so many Killers being "Anti-loop"
So not getting into a Looping battle against those Killers is the best strategy
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Either add a skillcheck like Oppression
Or just make the Gen unrepairable for the 25 seconds
Or... or both
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My typical build is
STBFL- faster hit recovery
Discordance- notifies me when two or more Survivors are on a Gen
Corrupt- early game slowdown
Whispers- notifies me when I am close to a Survivor
But yours is good as well
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At this point is more of why people are using the perks that they do... instead of saying "oh X perks are being used to often"
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Changing her addons would be good enough... In my opinion
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3282129#Comment_3282129
if you want to counter an effective strategy then why would you use ineffective perks?
Because they could be effective (if BHVR actually did something to them)
Plus using different perks could actually confuse the Survivors... for the first couple of matches
Why use the same perks if the Survivors are "Gen Rushing"
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@LordSturm said:
https://forum.deadbydaylight.com/en/discussion/comment/3281432#Comment_3281432
you rarely see people using most of those perks tho, lol
thana is only good on a few killers, I can't think of a time I've ever even seen someone use Dying Light in years, Corrupt is mostly only good on a few killers (which don't really see play, and therefore corrupt doesn't see play), and tremors/deadlock/DMS aren't even regression (neither is Corrupt, but yeah)
To be clear... I used those perks cause they aren't regression... but slowdown none the less
@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3281432#Comment_3281432
if those perks are effective why does nobody used them?
i mean i use thrilling tremors pretty effectively and i can barely get any slowdown out of it, corrupt was nerfed.
nobody uses Dying Light, Thana was reworked into being useless
IDK why people don't use those perks... I didn't say anything about effectiveness of those perks... If OP was about Gen Rush then some of those perks can be used
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So... nerfing Gen regression perks is buffing Gen rush???
And what about Corrupt, DMS, Thrilling Tremors and Deadlock???
Dying Light and Thanatophobia???
It's more like Survivors realizing that they are more efficient on Gens rather then completing a Gen then taking a lap around the map... so on and so forth
So no matter what happens with regression perks... it's more like 4V1 being the game
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Which perks are "healthy"?
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@tippy2k2 said:
I do not think that they are survivor or killer sided
That being said, I do think they are Noob-sided
The majority of their decisions (especially with balance) seems to be towards the noobs. It's why they might seem survivor sided because generally, a noob survivor is at a big disadvantage against a noob killer. It takes time and effort to truly figure out how to maximize playing survivor so BHVR balances to help them out.
Which in a way does make sense. A game doesn't survive for six years because they have a small but dedicated fanbase, a game like this survives by constantly trying to bring fresh blood into the mix. But fresh blood isn't going to stick around (and more importantly, buy DLC and Cosmetics) if they feel like the game is absolutely hopeless for them...
I agree with this... and we'll see what happens with updates and new stuff
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BHVR hasn't said anything to make it clear of what the game is... which makes things like this pop up every now and again
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Cause they capped it... it's in the description
But Surveillance works well with Jolt
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Dying Light- Why only buff the Survivors side... What I would do is... Cap the stacks at 6 and buff the slowdown to 6% per stack... and Give the healing speed increase by the hooks
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It promotes player choice... and people don't like that cause:
Camping and Tunneling take a player out so they can't play... and there's no counter to them
OP perks aren't fair cause a group of players can't counter it
Killer are OP cause there's no counter to them
Looping is bad cause there's no counter to it
Mindgames are OP cause there's no counter to them
Hiding is annoying cause there's no counter to it
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MMR has something to do with the game right now
MMR goes up for every Kill the Killer gets and for every Survivor that Escapes and the opposite makes the MMR go down
They would need to incorporate Hooks and Gens into MMR to get somewhere (IMO)
They also can't completely remove Tunneling cause it's a players choice
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3276001#Comment_3276001
Corrupt is probably only necessary for setup killers but if it were basekit it could create an early 3-Gen on quite a few maps. Additionally, killers would always know where to find survivors because they spawn near/on the side of the blocked gens which are highlighted for killers. It could snowball things too quickly.
No... not really... with map spawns it's a little different to say the least