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RaSavage42

RaSavage42

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RaSavage42
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  • That's just an excuse for the Devs to keep doing what they are doing

    Survivors do get more cosmetics cause that's what they are... There's nothing gameplay wise that makes Survivors unique

    Killers have to deal with up to 16 perks plus Items and addons and the Survivors only have to deal with 4 plus addons... Plus being in a SWF group means comms

  • I honestly hate MMR... It goes against BP gains

    The Emblem system wasn't all that great either but I digress... It was better then what we have now

  • Clown's Bottles are more forgiving then Deathslinger

    But Deathslinger has 2 perks that are either really good (DMS) to decent (Hex: Retribution)

    Both Killers aren't that good but if you spend time with them you can be better with them

  • 4K'ing on a Survivor picked map

    Did that this morning playing the Pig

  • At times I let the last Survivor go

    But then again I don't care about the 4K... but if the Survivors don't do Gens why would I let the last Survivor go?

    Also sometimes Survivors don't learn that this game by being let go... so at times I feel good about a 4K

    Plus if a map is played then I will try to 4K... I did that early this morning playing Pig on the Artist's map... the Survivors did 3 Gens then I started to get pressure (multiple Survivors on death hook)

  • Oni.... It's been awhile since I played him

  • She got the Map RNG (her TV's) because they are survivor interactions (it sucks but whatever... Same with Freddie's clocks and Pig Boxes)

    Condemned doesn't work all that much in game (it does on paper... and that's what the Devs see)

    Players that played the PTB have prior knowledge (those of us on console have to watch other people play her... to which they gain that persons opinions)

    She should get a small speed boost for manifesting (That's just me though)

    She has a lullaby... but she's a stealthy Killer so that don't make sense

    She's a not so stealthy stealth Killer that can teleport

    Also her addons don't have Manifesting- Demanifesting speed increases (Just saying)

  • @WeenieDog said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857526#Comment_2857526

    I thought the last 2 were ruin + pop. Like back when those two could stack.

    Yea I don't remember.... I never played Freddie like that so I can't say for certain

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853269#Comment_2853269

    The vigil boon is probably the next on the list, there arent a lot of boon ideas to come up anymore, the only thing doable Right now, are grunts of pain, gen speed, or status effects. The way this game is going i fear a boon that will let people recover exaustion while sprinting

    I agree that Vigil Boon will be a thing

    And I do fear anything else at this point

  • What I would do is to implement a "Market" of sorts

    Where you can buy perks... Items and addons (with BP or Shards)

    Exchange what you don't want... Items, addons and offerings (for "better versions" of certain offerings) BP and Sharda

    And yea that does mean getting rid of the Shrine... But the "Market" will put certain perks "for sale" (the same as the Shrine)

    On top of that increasing BP gains and Shard gains would also be a thing

    But I don't know if that'll make it any easier by any means

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857207#Comment_2857207

    Forever Freddy was never a thing. His best slowdown add-on did like 5%, which is like 1 stack of Thana. He couldn't use Ruin if people broke it. He couldn't use Pop if people weren't giving him downs every 30 seconds. He couldn't get value out of his teleport if people were pushing separate gens.

    That's not Forever Freddie

    Yes it is those addons

    But it's also Thanatophobia- Dying Light- I don't remember the other two perks

    It's laughable now but back when it existed... It was rough

  • All's that needed changing was Forever Freddie... and pulling Survivors into the dream world faster

    Same for Hillbilly with insta-saw

    And Bubba with camping with a revved saw (now that doesn't make much difference)

    Also Pig with Tampered Timer.... but now it's AFK Pig

    Also Spirit with guessing too much (this one threw me for a loop as to why... but since then I've come around... but her addons need more attention paid to them)

  • I can play them all

    But the ones I don't play are: Freddie and Bubba

    I'm pretty good (still learning) at Killer

  • But there is Inner Healing (or whatever it's called now)

    Cleansing a Totem allows you (if injured) to heal once you get into a locker for X seconds

    There are many perks that make Totems the secondary objective

  • @Kira15233 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853292#Comment_2853292

    I would use that add-on because it gives me an extra few seconds about finding survivors, not because of a scum tactics

    Fair enough... but in any case the bad outweighs the good

    Sorry to say it

  • I play Pig (a non AFK Pig at that)

    It doesn't matter if you heal or not... I'm going to stop the gens and you already have a Trap on your head

  • Killers that I don't play all that much.... Trapper, Bubba (for different reasons), Freddie (Survivors DC and stop playing the game when I play as Freddie), Oni (I'm not good at Oni)

    I perform better with certain Killer just not them all

  • It seems to be a player attitude observation... then a Nurse issue

  • Most of them fall into this category...

    I see a Hillbilly one that i won't be able to get done (Maybe even 2)... Chainsaw 7 Survivors in a trail... and Chainsaw a Survivor after traveling 20 (+) meters

  • If it's used then good for the Survivor who used it (if they get healed)

    But I don't see it used that much... Usually it's tied with Styptic Agent (which makes me question it)

  • Yes.... as a matter of fact we do need some sort of big balance and bugfix patch

    But with the way the game is handled we won't get it anytime soon

    Fixing Maps... I.E Spawns for Killers, Survivors, Gens, Totems and Loops

    Lowering the Grind... I.E making a "market" to exchange things, getting rid of perk tiers, Giving out more BP (per match), Making things cheaper (might be a way to go)

    Balancing Perks, Items, Addons and Killer Powers... I.E COH, NOED, making certain perks Basekit and making new perks for those basekited perks, Adjusting Medkits (or healing in general), Making Sabo take (a little bit) longer, Changing perks that aren't used much/ Too much, Making all Addons work (having "meme" addons doesn't make much sense, Plus really strong Addons can be changed... Video Tape)

    I mean recoding the game maybe a thing that goes through the minds at BHVR... but that's not possible at this point

    Having all of that in one patch would do so much for this game

  • That addon doesn't fit what the game is... But it does fit what the movies show

    So Killswitching that addon should be done until the Devs can come up with a solution to it

    I do like the idea of sabotaging a Pig box... but Sabotage got it's change due to Trapper Traps being able to get sabo'd

    I don't even use that addon... cause it goes against how I play

  • I was going to say those things that you have already mentioned

    And as a side.... Player attitudes have a lot to do with it as well

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853183#Comment_2853183

    The question isn't whether the coding can be done. To me the issue is whether it's worth the trouble. If the perk's effects can be salvage somehow, then it's better to keep it working like the other Boons. That or lower the range of all Boons.

    That's true... It might be worth it (to keep players playing the game)

    But I can't say for certain

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853154#Comment_2853154

    I disagree. Every single Boon so far operates over the same rules. Boon the Totem and any and all Boons you have equipped are active within the Boon's area of effect. Making an exception where Boon X has less range than Boons W, Y, and Z needlessly complicates things, in my opinion.

    But if COH is used by itself then there would be no issue... Cause that's what happens (more often then not)

    And yea maybe coding the change would be hard but it isn't impossible... Just look at the icons in the lower right... if you are in range then you get the benefit

    Fine then reduce them all... But seriously nerfing the heal speed is all they can do at this point

  • @Zeidoktor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853115#Comment_2853115

    That's part of why I use a 3-stack Autodidact as the example, rather than a 4 or 5. It's not as powerful as Autodidact the same way Dark Theory isn't as powerful as Hope, or Exponential more situational than Unbreakable.

    Existing Boons are already existing perks in Totem form to the point I expect the next one to be a Vigil Boon.

    Side note: but I think the issue with reducing the range or reapplicability of Circle of Healing in particular is that it conflicts with the normal operation of other Boons, and the impression I've generally gotten is the issue isn't Boons in general so much as Circle of Healing in particular.

    I honestly think the Boon issue wouldn't be nearly as big a problem if they hadn't made Circle of Healing one of the first released. It's overshadowed the others and tainted opinion on them by association.

    Yea I also have a feeling that Vigil Boon is going to come soon

    Plus I also think that Autodidact's mechanic can work on Gens... Think about it If I start working on a Gen I would have no idea how it works so the Skillchecks should be harder at first but once I get a feel for how everything works then Skillchecks can grant a Great section (but maybe do less bonus)

    The idea of Boons was a good one but they didn't think (clearly) as to the Range of them should be

    Also COH has it's own reason to be a perk... But thinking of all Boons being the same is wrong (in a way)

  • @Zeidoktor said:

    One idea I'd had for Circle of Healing was rather than speed up healing directly, it could increase the power of successful skill checks.

    As a rough example, a Tier 3 Circle of Healing would heal at normal speed, but a successful skill check would be equal to something like a 3-stack Autodidact.

    I'm not sure if that would help or not but on paper, at least, it sounds less oppressive than straight up speed-healing while still seeming worth the effort to set up.

    I do like that idea... But why take Perks that already exists and make them Boons (I think that's lazy)

    Again I like your idea

  • @PatchNoir said:

    https://forum.deadbydaylight.com/en/discussion/comment/2851417#Comment_2851417

    they are hard to find a good spot, because of map design, self healing is the strongest thing a surv can have because it can buy time on gens, prevent snowballing, etc

    I do agree that Maps do need to looked at even more now

    But then again... Decreasing Heal speed and Range of COH would be the best bet as of right now... Oh and before I forget Make Boons only work on the floor that they are put on (not extend it to other floors as well)

    And maybe putting a cooldown on Boons once they are snuffed should be a thing that can happen

    I know that those aren't new ideas but those are the only ones that I can of until Maps are looked at (also Map changes take a long time... so in the meantime making those changes seem easy compared to waiting for Maps to be updated

  • IT's a vicious cycle....

    When the game first came out (Even though I didn't play it at that time) is was hiding... then came Anti-hiding Killers... then Looping was a thing, So Anti-looping Killers were put into the game so here we are now where it depends on who the Killer is and how they play that Killer that leads to what we see today

    The same thing can be said for Gens and Healing

    Or just balancing in general

  • But it still needs Gens to be kicked so there's that... Killers have vary little time to do much Gen kicking

    But it's regression rate is spot on

  • Does COH need a heal speed decrease... a range nerf

    As far as Boons go... the replaceability does need to be looked at

    But I don't know about Sadako... I haven't played her yet

  • As stated before... Maps have become an issue

    And it's not just the layout of Maps... it's spawn points for Killer and Survivor, Totems, Gens, Loops... even Hooks

    Boons just made it clear

    Also If they did lower the heal speed of COH would that be better... or even the range

    I think it's a Boon issue

  • So is it based on what they are on paper... or in use

    Don't get me wrong... I agree with most of the list but just have that question

  • It think it would be nice if the SAW chapter to get more (survivors, Killers and perks)

    But I also think that in doing that the game won't work (because of Amanda already being there)

  • Oh so we are talking about the Scourge Hook perk....

    I haven't gotten that perk yet so I have no idea

  • I run: BT-Leader- Knidred- Stakeout

    For now

  • But what about the other perk... wouldn't make sense to Killswitch both perks seems that are both messed up

    Or is it true that they couldn't do it?

  • Tomb Raider (uses guns which doesn't make any sense for this game)... IT (sorry but I feel that the game won't be able to handle him)... Mask (too comedic for this game)

  • I like the Pig... She's versatile to an extent... But she has one of the highest Kill rates

    Her Stealth is weak... but she has it

    Her Dash Attack is weak... but she has it

    Her game slowdown is weak... but she has it

    She can use multiple addons... but she has some that are "necessary"

  • Well.... They do need to recode the game

    Bad optimization... Poor performance

    Bugs.... Bad balance decisions

    Yes the foundation of the game is terrible... the base game mechanics is a bit messed up

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846398#Comment_2846398

    But then make the bottle actual downs the survivor that's the big difference between him and huntres in my mind because if she hits you you go down if he hits you you still have a chance to reach a loop smack a pallet and run

    Nah... If the Clown players is using Pinky Finger they won't waste Bottles

    Also that's the counterplay that Huntress doesn't have (persay)

  • That argument makes sense in comparison to Huntress

    I think that two Bottles and a longer reload make sense for that addon (maybe get rid of the gas cloud or make it smaller as well... and make it to where you can't switch between the two)

    Something like that makes sense for a Iri addon (IMO)

  • Those two are the strongest Killers in the game that have the speed to disrupt the Survivors

    I know that it can be boring to face the same Killer over and over again but.... There is a reason for it

    Survivor gameplay being the most obvious... moving from Gen to Gen while someone is being chased says a lot (but that's normal)

    Plus Killers feel a type of way when they see 4E and "GGEZ" "Baby Killer" (I have felt the same way)

  • I have fun playing Him

    He's another Killer that brings something different to the game... His trails, cage and Final Judgment

  • I play Wraith who doesn't come out of cloak... Just observing Survivors

    And I do run a build...

    TOTH, Discordance, Fire Up and Whispers

  • I think in the way SBMMR is... does lead to boring games (one way or the other)

    Kills Vs Escapes

    But yes there are many ways to show skill in the game

    I think Kills V Escapes should trump them... Like ( in your metaphors) getting 10 Hooks with one Kill would mean that you credit for those 10 Hooks but you get more credit for that 1 Kill... And the same for getting 4 Hooks and 4 Kills would mean that you get credit for those 4 Hooks but more for the 4 Kills

    And on the flip side... If I were to do 3 Gens and die that would mean I do get credit for completing 3 Gen but not as much seeing how I died. Or I could be that Survivor saving everyone but end up dead I would get some credit for all of those saves but it doesn't mean that much seeing how I died

    Plus it would be hard to implement something like that into the game (especially with how the game is coded)

  • I won't be playing her until I get a decent build for her

    And I have only played against her once so I don't have an opinion on her as of yet

  • @cordonrouge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844701#Comment_2844701

    all you got was whatever you wanted to get, and in the process you managed to miss my point entirely. by the way it's funny how whenever i make a post about killers im assumed to be a killer main, and whenever i post about survivors im a survivor main. the us vs them mentality. i literally play both.

    Welcome to the forums... BTW

    I do understand that you don't have a lot time to invest into this game... and the games that go on "forever" are bad

    But the "meta" isn't to farm... it's to get Gens done as soon as possible or to get Kills as soon as possible and whatever happens happens

    So if you are getting into matches where you see the Survivors try to farm just do the Gens and open the door... that'll put an end to the match

  • So you want Campers and Tunnelers?

    And here I thought that those things were being talked about cause Survivors hate those things so much

  • I see the point though.... I have been on both sides of that whole thing

    Was even accused of Camping and Tunneling even though I didn't

    It is frustrating to see Survivors be like that

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