RaginRendon
RaginRendon
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- RaginRendon
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@Lametart said:
https://forum.deadbydaylight.com/en/discussion/comment/587236#Comment_587236
Hunty... im in rank 6 & when i get downed I see the survivors running around, crouching (while being on the complete opposite side of the map) or they leave gens to come unhook me the SECOND I get hooked... mind you they're also in purple ranks/red/green ranks. WITHOUT Ruin being active/existent.
Like.....
Agreed
You can even be a rank 1 but still have potato teammates.
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@thesuicidefox said:
What's even funnier is that you can score Protection Hits even if you didn't actually protect anyone. They are so buggy and inconsistent, it really surprises me they would change MOM without addressing this first.
I know it's so inconsistent
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/583950#Comment_583950
What you're essentially saying is because the effect is so powerful, this perk SHOULD be buggy. Lol
Lol
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You possess great prowess in tactical positioning.
This would help a lot against slugging, would be especially beneficial for when a teammate gets tunneled off the hook and your other teammates by you time to get the downed survivor to safety so you could heal him/her.
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@t3hp0larbear said:
Personally, at most I'd like to see this implemented as a training wheel for anyone between ranks 20-15, when everyone is still learning how the game works or getting back into it after not playing for a while, similarly to how the loading screen tends to give away who the killer is with a tip when you're at lower ranks. At rank 15 and higher, the status HUD shows as it does now.
Even though SWF groups have the benefit of communication via voice chat, I really feel like knowing what your team is doing at any given moment from anywhere on the map takes away from the suspense that this game is supposed to carry with it. I think the solution should be something along the lines of letting killers opt-out of SWF matches.
It won't take the suspense away at all because the killer will be able to see what the survivors are doing as well, making the survivors feel less safe whenever their doing a certain action.
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@Raptorrotas said:
Wait? OP intended for killers to see this too?
Thats certainly outside my expectations and honestly cant foresee how'd it affect the game.
Buffs solo survivors (giving them information on what their teammates are doing, allowing them to make better choices for what they should be doing) and allows the killer to apply better map pressure.
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Yes, I would like to know as well :)
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@Rydog said:
Yes, this idea would be a good, quick way to make the game a little bit more friendly and accessible.
Thanks for the positive feedback!
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@Lametart said:
https://us.v-cdn.net/6030815/uploads/296/DSEH77GWC8TG.gif
Literally if they add something like this when someone's in chase I'll be happy.
@RaginRendon I guess.... uugh they should just make it so it shows you the aura of the hatch when you're 36 meters away (Tier 3).
I would be happy as well.
Left behind would be a lot more viable if they were to change it like that.
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@Lametart said:
You know what???? I was thinking... maybe if they add this. They can totally give Left Behind the buff it needs!
If you're the last survivor, and you have LB your HUD doesnt show what youre doing!.
That sounds great but endgame collapse makes it useless unfortunately.
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@Raptorrotas said:
Awesome scribble.
While this obviously would less the gap between survivors and cwf, I even admit it might be necessary to do so, it would also change the survivor-killer-balance.
It might come across as hostile against survivors, but there would need to be compensation (GLOBAL killer buffs or survivor nerfs) in the SAME patch.
Having to play months with "solo boosted to swf"-powerlevel survivor will definitely not be good for this game's health.
The idea is good, and might be needed, but it has to be carefully implemented.
Killermain btw.
Not only will it benefit solo players, but it'll also allow the killer to apply better map pressure for they can also see what survivors are doing.
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@fcc2014 said:
If protection hits registered properly and more consistently it wouldn't be bad.
It would be so much more viable
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@Mc_Harty said:
Mettle of Man was like Legion. Completely awful to play against before it got adjusted. The only thing that needs to be fixed is the protection requirements.
@Decarcassor said:
The fundamental problem with MoM is that ignoring a hit is incredibly powerfull. If one survivor has it its annoying and frustrating for the killer, but if all survivors have it, it becomes crippling and complelty skew the game's balance.
The only way to balance such a perk is to make it only work under really difficult conditions. Because it is OP by nature, it can't be easy to use.
Yeah
You can counter it by injuring any nearby survivors who are waiting for you to pick up a dying survivor that way they won't bother with it because their injured.
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@AshleyWB said:
What if Mettle of Man blocked off the ability to Mori you when downed for a set time.
10/20/30 seconds. Do you can mastermind your escape rather than immediately being tunneled from hook and downed. Mettle meaning the ability to endure hardship which about to be morid is.
That doesn't sound too bad but it's very situational.
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@Lametart said:
https://forum.deadbydaylight.com/en/discussion/comment/584831#Comment_584831
It was just a suggestion. I also like the idea of specific actions better. All I want is to know when someone's getting chased. Why does only the obssession get to have an animation on their icon :c
It sucks I know, but let's hope that this will make it into the game.
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@TKTK said:
They should just change Mettle of Man effect entirely, giving survivors and extra hit is too game changing basically a free insta heal, just cause the killer is doing what they are supposed to which is hitting survivors.
True, but how would they change it?
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@TKTK said:
https://forum.deadbydaylight.com/en/discussion/comment/585214#Comment_585214
I bought Ash cause i like Evil Dead and the character, couldn't care less about the perks
Groovy
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/584472#Comment_584472
I do.
https://forum.deadbydaylight.com/en/discussion/comment/584753#Comment_584753
Am I the only one who bought Ash only for Buckle Up?
For real? Well your one of a kind
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/584665#Comment_584665
@Peanits What would you suggest the alternative be then? Because as it is this perk is worthless. Even when you do the most obvious action that would be deemed as "protecting" and block a killer from a survivor being chased it doesn't count. So now you took a hit, you are wounded, killer switched targets and you never got a stack.
Exactly why this perk is unusable as hell at it's current stage.
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@Cardgrey said:
I wish people would block me more. I want a reason to run mad grit
Survivors don't block as often because most of the time it's not worth it (unless their running MoM, WGLF, or their a swf group) But even if they do body block you'll still have time to hook the survivor before he/she can even wiggle out so I advise you use another perk that'll be more useful.
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@Kebek said:
I think fixing completely broken protection hit detection is better idea and make the area for counting protection hits bigger.
And even IF safe unhooks would became a thing, it would have to be only them and some very high number like 4 or even 5. Getting one bonus hit can have really big impact on the match so I would rather have protection hits fixed.
Agreed
There have been so many times where I didn't get any progression on the perk even though I was clearly right beside my injured allie when I took damage.
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Well let's just hope that these bloody devs will buff these killers sometime in the future.
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@MemberBerry said:
As much as I agree with you from the bottom of my heart and mind, we need to stop living in this illusion where every killer is pushed to the point of viability. It's never going to happen, the devs themselves don't want it to happen, the survivor mains don't want it to happen (and the devs have already proven they listen to survivors first, killers second). The best we'll get is killers going from low tier to mid tier, and even that is too much to expect from these donkey devs.
Is that so?... Well best of luck to dead by daylight in the future, it's gonna need it.
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@ForsakenM said:
There are many different ways that you could fix this, but regardless of how it's done, every Killer needs to feel viable. It's healthy for the game to have more variety.
Right now, the game is not balance in a way that gives every Killer or Perk a use, but since with enough time Survivors are just skins and don't have their perks attached to them, you can play any Survivors and run the best perks. You can run the best perks on any Killer and still suffer because most Killer Perks are balanced around the idea that the Killer has a Power as well. The problem here is that most of the Killers have a Power that is currently not viable.
Some ways to address this are..
~Go through each Killer and buff their Powers on an individual basis, keeping in mind what makes Nurse and Spirit the best Killers and pushing them up to their level.
~Nerf Suvivors indirectly by adjusting how fast gens can be done or by adding a secondary mandatory objective. F13 did this best by having certain Survivors excel at different things, but since DBD doesn't work like that another route must be taken.
~Going through the perks and adjusting them on an individual basis and raising the power of Killer perks with the idea that Survivors are currently the Power Role.
~Doing some major map layout changes that make it so Suvivors don't have nearly as many "Get Out Of Jail Free" cards when a Killer punishes them for making mistakes.
I currently can't think of anything else that would be a way to solve this issue of there only being two truly good Killers.
All of this needs to happen, it's just a matter of seeing whether the devs will do it or not. All we can do for now is just hope.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/584798#Comment_584798
@RaginRendon Killers only exist as mechanics in game given a coat of paint. You're just saying that Killers are weak.
How? All killers actually have pretty good powers but things like infinite loops, safe loops, and the speed that gens get done is the reason why most killers abilities are not always too useful unlike nurse's, hillbilly's and spirit's.
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@Lametart said:
Hmm.. maybe instead of displaying a specific icon for a specific action. They could just make it so the icons shown are the main 4 Point houses (Bold, Obj, Altr, Survl).
If someone is doing a gen, or searching a box, they get the Objective icon shown next to their player icon. If they're cleansing a totem, they'll get the Boldness icon, healing themself-survival, healing other-Altruism
Although I respect your idea, it's better off being specific because it'll allow teammates to make the best decisions and the killer will be able to apply the proper pressure that they should.
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@NextKillerSpongebob said:
You only name a buff for the survivor...you realize that exhaustion perks are insanely strong right? If you were to buff these perks like this then the killers should also have a buff. But in the end, since there are more surv players than killer players the killers wouldn't get a strong buff since the surv community would start crying over that again.
So no thanks to this whole idea.
Killers themselves are not weak, the in-game mechanics is what makes most killers struggle.
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@[Deleted User] said:
I agree that Killers need more options. Maybe even more ways to chase and hunt.
Yeah, it's annoying to have to ring around the rosie a pile of wood for the majority of the trial.
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@TheBean said:
I don't think the issue is with the Killers. IMO I the issue is the game doesn't scale properly to high rank play.
Even if you balance killers to play at rank 10, you still have extremes, of high and low rank play that can frustrate people.
So you have a mixture of killers who seem geared for different levels of play, but killer players would like the option to play ANY killer at ANY level of play and not get frustrated over nonsense.
IMO the game itself needs to scale properly for higher level players. It isn't the killer characters themselves, but the mechanics of the game.
Agreed
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@ElusivePukka said:
I'll just copy over my comment from when you made the other post on the same topic:
I mean, if you're good enough at looping, you can get your exhaustion back a few times in a chase. I got my sprint burst back four times in a three-gen chase [yesterday] by knowing when to rest. The guy DCed after he'd had enough pallet stuns while desperately trying to mori, but there you go.
Overall, I like the idea. Maybe a perk, though, giving 15/20/25% exhaustion reduction on a pallet stun.
This mechanic being in the form of a perk isn't a bad idea. Considering that survivors would have to use a perk slot for it.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/583973#Comment_583973
I never bought Ash for that perk so not everyone did.
If people bought it thinking it would stay in its current state then more full them tbh. It was obvious a nerf would have to happen even when it was simply announced.
They did over nerf it and make it useless so at this stage is prefer them to just rework the perk and make it do something else or it will end up another DS scenario where we get a few changes over 2 years until it gets to a stage where it's semi ok.
I bought Ash because he's Ashley Joanna Williams!
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/583872#Comment_583872
To play devil's advocate, that would make the perk more effective against the killers who leave the hook and less effective against the killer who camp and tunnel people off the hook. It wouldn't be the type of thing you would want to encourage.
True
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@Raidoku said:
I AGREE times 10 im sick of low rank killers all running the same perks and using same killers.
I know, facing the same killers over and over again can get quite boring.
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@Gardenia said:
Tbh, it is trash right now, the only thing that changes now from each tier is the distance of which your aura could be read.
Mettle of Man was the whole reason why everyone bought Ash, but after the nerf i'm pretty sure that the majority of players got triggered. Like yeah it needed a nerf but not like this!
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@Crazewtboy said:
I wish they would have kept the concept of safe hook saves as well. That way you could still prevent more than one person from getting it and you have to work for it. I agree that it needed a nerf, but in it's current state it is practically useless.
Yup
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Yes! I would love to see these changes for I sometimes use no mither for the hell of it.
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@TheGameZpro3 said:
At 8:09 PM you made this thread:
With the exact same premise as the one in here. OP ( @RaginRendon ), why did you make the same thread twice, basically?
Well because in the "general discussion" section you can have a better chance of having people expand your post.
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Ok how about this... after being put into the dying state you fully recover from exhaustion. So if you have decisive strike you can use that and have your exhaustion perk available to use again. This will be especially useful against tunneling killers and help deal with slugging
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As simple as it may sound, it's simply true.
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@KillermainBTWm8 said:
Getting stunned 4 times in one chase already means the killer must be struggling so god no.
Remember, killers have their abilities that can help them deal with chases.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/583691#Comment_583691
Do you understand, though?
Yes, I play killer as well and the big problem that killers deal with is gens.
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Although I respect your opinion, try not to think about it as "game breaking" or "overpowered". Remember the killer can easily do things that can easily counter this.
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I completely understand, trust me, i've been around long enough to know. But in certain situations it can come in handy.
What kind of situations? I don't know, but whatever situation a player might possibly be in this can help save them.
Try to give me an example of how this could possibly save someone in a specific random situation. Think.
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So pretty much every game I play as killer I get a lovely detailed message of how im bad for the game & community I just want a way to stop this as its quite annoying especially when playing on console as it takes up the screen.
It's simply because their sore losers. Whenever something doesn't go their way they get all mad and start complaining like they usually do. I'll admit that I get salty myself as well when I play survivor but that's only because when I get screwed over by lag or the killer is focusing me the whole time (tunneling). But otherwise I wouldn't take the time to write a hate message to the killer because it's unnecessary.
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@gantes said:
Balanced Landing: opens potential infinites. Also strong by itself at creating safe zones.
Dead Hard: bad players faceplant into walls. Good players reach another safe pallet with the dash distance and extend the chase by a lot. There's a reason why it's the most used exhaustion perk at high ranks.
Sprint Burst and Lithe aren't as good, but can still gain you time. And Adrenaline is VERY good.
Head On is a meme but a very good one.
There's absolutely no reason whatsoever for survivors to be able to use any of these perks twice in a chase, especially DH. You could, instead, talk about buffing other, significantly worse survivor perks to give survivors a reason not to run exhaustion+Adrenaline+DS/Iron Will/BT/the occasional Unbreakable.
Dead hard can be useful but most killers are starting to learn how to counter it which doesn't make it too viable; you can probably get away with using it at high ranks though. Also it's not a guarantee that you'll be able to use your exhaustion perk a second time which is why I find this mechanic fair; it's 50/50
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100% agree. Any time I make a post about anything survivor related, people immediately start commenting on why that would be too op and that survivors are already strong enough. They don't even think they just immediately start talking.
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@MrsPiggyIsSoSneaky said:
Why make exhaustion perks way stronger than they already are? Do you want survivors to have a indefinite survival? Do you know how worse balanced Landing would be? Balanced Landing should have been the same when the nurse came out for the game, which only decreased the staggered fall, but for some reason they added a burst to it, which should have never been added in at all, and makes no sense. Sprint burst with give huge distance more often, dead Hard would fix survivors mistakes more often etc. You think it sounds good on paper, but when you actually start thinking of how that would execute in game and implemented, it's really not that great. And so, Killers who wants to eat pallets, so that they can get rid of pallets, or to gain their Spirit Fury, should benefit the survivors and then punish the killer afterwards? Sounds like to me you want a hard counter against Spirit Fury and enduring.
Spirit fury at level 3 only requires you to destroy two pallets, making it still useful especially with enduring. Also dead hard is easy to counter. As for Sprint burst, survivors spend most of their time running anyways; even if a survivor waits till the killer comes to use it, they'll still have to stun the killer a total of 4 times to regain it; also killers try to avoid being stun most of the time. Even if the survivor manages to stun the killer 4 times, they've used 4 pallets. An experienced survivor would try to use the pallets as efficiently as possible.
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The new Freddy will be able to trick survivors with dream pallets as well, making survivors guess whether the pallet is real or not. Freddy will be able to capitalise on the survivors greed to stun him with dream pallets.
@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/583372#Comment_583372
I think you are underestimating the better Survivors here.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/583324#Comment_583324
So what happens if there is no Spirit Fury in play? What stops the Survivor from keeping the chase going long enough to regain their Exhaustion perks other than misplays?
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Ignore this, I can't remove it for some reason lol.
I've played a lot more survivor than killer (since early 2017) and with everything that has changed since then I wouldn't want to risk taking a hit just to get a stun off. If I do stun the killer than great, but I normally try to avoid it as the killer can simply still get a hit off even though you already began dropping down the pallet.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/583324#Comment_583324
So what happens if there is no Spirit Fury in play? What stops the Survivor from keeping the chase going long enough to regain their Exhaustion perks other than misplays?
Even a survivor who is simply injured would not always take the chance to stun the killer.