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Raptorrotas

Raptorrotas

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Raptorrotas
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  • They implemented that the last survivor is instantly sacrificed, as the game is defacto over by that moment, adding striggle is a timewaste and in case of enabled kobe, killers wouldnt leave the hook. Aby killer leaving the last hook is due to the impossibility of that survivor getting off. The newly added/soon to be added extension of the first mechanic checks if all remaining survivors are struggling. Also a situation in which the game is over.

    It could be worse tho, the game could check for all incapacitated (hooked/downed) survivors, if they can get up or not, and then instantly sacrifice all survivors (with the egc-kill or hook instantkill).

    On topic of the suicide-bleedout, i think it would certainly be used as a " legal dc-hatch-'tech' ". Yeah yeah killer opinion, but it is lame. Edit: could work for the last survivor or when everyone is incapacitated tho.

  • Why'd he suddenly become "OP, plz nerf" , just because the bigger maps in the game get slightly changed? How much do they get reduced in size anyways?

  • DbD mobile does show each survivor loadout to every survivor in a lobby. It could be added to our DbD too.

    Highlighting team-oriented perks might actially be worth trying out.

  • Aura reading is the strongest information type in this game, as its visually in your face so to speak.

    Swf is no seperate gamemode, it just puts 4 people into the same lobby. There arent any conditions checking wether people are swf or not. You buff survivor, you also buff swf.


    Also, the misconception is that swf/comms advantage is RECEIVING info. But in reality it is that you can GIVE others the info YOU YOURSELF first gather.

    The game simply spoonfeeding all info will only flat buff ALL survivors, not close the gap

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1226841#Comment_1226841

    You're missing the point.. a solo queue survivor shouldn't be forced to run a detection perk just because a killer may or may not have brought an overpowered 2nd chance perk

    Go check the totem spawns if you're unsure.

    Dont engage in a chase if you're unsure.

    Heck dont run if you think the killer might see the scratches.

  • Well, the cooldown is a straight nerf as her blinks/min determine both her map pressure and chase potential. Afterall, she gotta "spam" blinks for basic movement.

    (For nurse, adding/increased cooldown is comparable to forcing survivors to crouch for 2 second for every 20m they run. Lol)


    For nurse to turn visible before she can attack already increased her counterplay.

  • Isnt that going the same direction as the respawn(/recycle) system in deathgarden. Which i remember was one of the reasons of the game's demise.

    Also, it removes any kind of reason for survivors to NOT genrush.

  • You do realise "hook vacuum" is still in the game because devs (or more likely survivors) didint want to give killers the advantageous swivel hooks too? (Well, devs because it might look weird with automatically turning hooks and survs because they wouldnt be able to bodyblock 270° hooking angles)

    I might remindnyou survivors were teleporting instantly around corners and through the pallets from the very corner of the "activation area", sometimes even through the killer.

    Whereas hooking still is a lenghty animation that still needs to visibly walk the killer towards a specific point before actually hooking?

    You didnt wiggle off, the killer activated the hooking prompt before you got off.

  • The current hit capsules are better suited for melee attacks than body sized hitboxes.

    Injured survivors would become borderline unhittable from behind due to their posture, unless you're touching their ass.

    Every killer, and doubly so those with "short" weapons (especially freddy) would need to receive ridiculous buffs to keep up with such a change.

  • @ChiTenshi said:

    With fixing the infinites, Bloodlust should be toned down.

    It already has been toned down:, takes longer to accumulate and current t3 is old t2.

  • Solo should get the option to send messages instead of geting everything spoonfed by the UI.

    While it often looks like comms enable info "for free" , it's still in the survivors hands IF to send such info. While comms also enable realtime strategy, it's not instaneous as UI-Icons or Aura like free bond.

    (Free aura reading for survivors would imo be the most broken addition)

  • Mori are only hated because it removes the survivor's third chance.

    Waaay back survivors were actually thankful for getting rescued, today its an expected outcome.

  • Well, if it isnt a shared blacklist like that MLG thing back then, it might work, unless you can blacklist too many people.

  • While camping does exist, both TLDR are absolutely correct tho.

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1200912#Comment_1200912

    It IS a killer's fault. It's a choice 100% of the time. Killers love to blame their camping and tunneling on survivors stating, "well you shouldn't have off hooked right in front of me"... But if you NEVER LEAVE THE HOOK, a safe unhook is not remotely possible. Or "I saw you going for the off hook".. OF COURSE, BECAUSE YOU NEVER GOT MORE THAN 8M AWAY AND WALKED BACKWARDS STARING AT THE HOOK THE WHOLE TIME. 😂 Get out of here. Survivors aren't purposely rewarding the killer by trying to save someone you won't stop butt ######### at the hook. They are trying to salvage someone's game you are ruining and complete their own objectives so they can, maybe, get some pts too. I know, how ######### dare they. 😂

    So encouraging stupid survivors to go for stupid saves is absolutely the way to go despite said stupid survivors seeing, hearing or maybe even touching a killer in closest proximity?

    You do know you're not obliged to save others if that means putting yourself at risk? By game design you couldn't even care less if that other survivor has fun or not, maybe he shouldn't have been caught in the first place.

    Despite other claims , being on the hook means you're out of the game. Despite common occurance, you're NEVER entitled to getting unhooked. Especially when apparantly all killers are thirst campers hungry for those EZ 4k by camping. GEEZ, how can camping lead to EZ 4k unless survivors do stupid stuff.

    TLDR: K

  • Fenrush might become meta? I'm pretty sure it always has been.

  • It's not the killer's fault camping works.

    If that claudette got instantly downed, after unhook, she was farmed by another survivor, who, despite a killer apparantly being very near, went for an unsafe unhook.

    Dont just always soley nlame the killer for camping, SURVIVORS keep rewarding it.

  • It wouldnt break the game's balance if all killer abilities were to be buffed onto HB's niveau. The forum always talks about the solo-swf gap, but not the killer tier gaps.

  • Accurate hitboxes ("pixel perfect sirvivor models or slightly bigger") will extremely skew the balance towards survivors, especially when injured, as any melee attack would need to be inititated at a far shorter distance to hit.

    Not saying projectiles couldnt use accurate hitboxes, but survivors dont wanna see the consequences of accurate melee hitboxes.

    There'd be massive compensations in basic killer mechanics needed if melee hitboxes were to change.

    Really spooky example:

    • All killers faster by default, short weapon killers even faster.
    • Or worse, all survivors slower.
  • Buffing all killer to be at the same power level would be more desireable than alter the basic game premises to each different killer.

  • Oh wow, survivors having 15 different definitions for camping, tunnel or anti-tunnel-perk but getting angry someone mentions an infinite.

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189029#Comment_1189029

    Like I said, it is effective, its just very cheap towards the person who just got unhooked to do so, to be at their throat moments they unhooked for an ez down and re-hook.

    I know as a survivor I dont appreciate that sort of gameplay, makes me wonder why the killer plays the game at all if they are going to play that way, same as a basement bubba really.

    Well obviously survivors shouldnt appreciate hookfarmers.

    Sorry but it isnt just the killer to blame for this "cheap play". IF they're even partially to blame for this.

  • Why wouldnt you be ready to simply turn around once an unhook happens?

    Unless you're already in a chase, it'd be logicql to go where you KNOW there are 2 sirvivors.

  • It's better to give neewbies a steady progression than everytjing at once.

    They'll have time to actually look at the stuff theyre unlocking.

  • I hope its bait. You're normmally survivor sided, but better than this.

    Ironically, your thread here is exactly what you're complaining about.

  • Checking out his stats on the movement speed page of the wiki reveals that he's slowing himself down quite a lot.

    Additionally to being slow, he takes a long time just to hit a single survivor, compared to others. (Especially Huntress). You might check out Tru3's comparison video.

  • Survivors dont really need items to compete in the current meta, killers need their addons.

    Additionally survivors might plunder chest to gain a free item of random rarity each trial. If theyre running a perk, it also has up to two addons attached, of different rarities. You may find something worth 12k bloodpoints or higher in a chest.

  • @M4ST3RM1ND said:

    Doesn't take skill either hiding all game with urban evasion to then press M1 in the hatch with a key to have a free win.

    But Survivors dont even need a key for that!!! Hatch spawns for them anyways, how dare you imply those poor poor crouch potatoes gotta waste their hard earned bp on keys! Just kidding. Survivors dont gotta finish all gens, they only have to be the last one standing for a free chance at escaping, and even a closed hatch is still a fair chance for the doors.

  • @BigTimeGamer said:

    He's actually kinda oppressive if you are patient

    Just ADS and survivors start losing distance trying to dodge a shot that isnt coming whereas huntress has Wind-up and a lower movement speed

    just food for thought

    He's 82.5% while aiming down sights by default. (According to the wiki)

    Unless you meant quickscoping, while DS aims down the sights, survivors will gain distance even when moving erratically.

  • Sorry, if a killer gets a 4k by "facecamp and tunnel", then it's 100% the survivors' fault for falling for it.

  • Stream sniping is not the dev's problem nor will they start banning snipers.

  • @myersismydaddy said:

    No matter whether you are a survivor or a killer main, everyone should be on board with this. Bringing solo to SWF level (information wise, we don't need comms in solo) would be the best thing to happen to this game. When the survivor side SWF vs solo is pretty balanced you can then buff killers by a lot. Solos won't get steamrolled by powerful killers, and SWF will also have a harder time against them. Buffing solo is the best path to take to balance. It's unfortunate that not many people in the community see that.

    While I agree that zhe solo-swf gap needs to be tweaked, most bonus features or biffs to solo that arent outright voicecomms will most likely also be useable by swf, or will be use with greater effiency by swf.

    Another point that strangely doesnt get discussed much is what buffs in general killers should get to compensate those solo-swf gapclosers. Just buffing their abilities will not be enough, i reckon.

  • He simply is beinh slowed down a lot.

    You walk slowly, reload slowly, walk slowly while reloading, reel in slowly.

    In the it rakes huntress to chug ~3 hatchets at a survivor and down them he cant even injure his first survivor.

    Tru3 made a good comparison vid.

    An opinion ive bern seeing a lot is that "his abilizy is not strong enough for him to be 110%ms".

  • The reason survivors cant have nice things is other survivors. Thats always been a thing and I'm apways surprised when survivors dont know.

  • I think reduced prices for the bloodweb might become the better alternative to increasing bloodpoint gains.

  • You need longer than 16-20 seconds to find a survivor to heal you? (Who might not even be interested in healing you). Well, you could be healthy by that time if you found a rather safe spot to selfcare.

    (Btw, 1 healing, 1 on gen is the same for gen progress as 2 healing, 0 on a gen.)

  • @elvangulley said:

    Since when are survivors entitled to free unhooks what do you want the killer to just wall to farthest coner of the map and count to 60 to let you unhook heal and work on gens give me a break

    Well thats exactly what survivors have been wanting for years.

  • The League comparison is flawed.

    In Lol NEITHER team has acess to the banned champions.

    Here survivors would be dictating killer which killer to play.

    And in thus game "annoying" means "too op. Nerf now or uninstall"

  • Lol the marth hate.

    Someone wanting to disprove his experiment by recreating it will not be able to do so by playing SWF.

    "Hey look, i lost a lot, totally not Intentionally, I swear. Btw nerf killers, too op"

    Oh no, he was SWF'ing with people he knows and some general guidelines? MOST SURVIVORS PLAY SWF and those guidelines are common sense lol.

  • @NursesBootie said:

    Because in that case Myers with tombstone piece and journal would be op as f.

    The devs could try adjusting his addons according to his basekit changes. Would be the first time they do ut for him tho.

    Didya know his addons werent adjusted when they chanfed his stalk gains etc?

  • So what does the quarantine have to do with your inability to deal with the conswquences of your ragequits?

    I fail to see any connection between being forced to stay home and a penalty for disconnecting in a video game.

  • @kreeper124 said:

    Half of the breakable walls should've just been doors. They make these op loops and force you to break walls to make them not as op loops

    This.

    Breakable walls just enable devs to not pay attention to god loops when creating maps.

    "Just break the wall" if you dislike that loop.

  • It can be disabled before and after it activates, and the killer still needs to find and hit a survivor.

    It is fair.

  • If you get downed in the first two minutes, maybe you shouldve been better at hiding,, stealth, looping or juking.

    You're not entitled to getting off the hook. While a lot has changed by then, even the devs stated youre out once hooked.

    Survivors simply got too used to greedy vultures or overaltruistic swf rushing in to get each other off.


    Killers camp because survivors make it worthwhile to do so.

  • Gentime to mapsize to killer viability ratio.

    As it would take years to change two of these, its easier to just adjust the first.

    Map size has been increasing for every new map.

    Killers are still the variable with the biggest variance as survivors and devs are too afraid of lessening the killer tier gap the correct way, pull it up.

  • This idea surfaces a lot, and could theoretically work in DBD too, IF tge devs can implement good rules for that mode that DONT differ too much from standard play.

    I played Identity V for some time ("asian dbd ripoff", even tho dbd mobile rips their skillcheck UI), and they got a 2v8 mode that works, probably due to their special rules:

    • 2v8 (duh)
    • 7 gens to complete, 11 on the map
    • Only maps above a certain size in this mode
    • Anti camping mechanic: On their first hook, a hooked survivor will not be sacrificed for 30 seconds, but also cannot be rescued
    • 3 hits to down a survivor, exposed or instant downs count as 2 hits. (IDV has double damage hits instead of grabs for interrupted actions, dont know if this would work in dbd)
    • Im not sure exactly because their rulebook wasnt clearly worded, but either a 30% or 70% penalty to repair speed
    • Survivors can carry 2 items.
    • Some Special shops to purchase items or killer upgrades with bloodpoints (or points you earn while earning bloodpoints) somewhere on the map.

    Cant remember if there were any other crucial rules.

  • @Mister_xD said:

    ugh this is gonna be one of those "who can post the longer list of nerfs for side X" threats -.-

    sigh

    I remember the two lists on the steam forum, the rather small survivor one and the incredibly long killer list that followed the same rules as the first one.

    All those survivors who couldnt read that disclaimer on the killer list tho.

  • Well, to win you just have to stay alive longer than the other potatoes, then theres the hatch or 2 powered doors if the hatch disnt work. Feel free to do so as it is subjectrively cheap but still in the original spirit of this game.

  • It'd be better to push all killers to all be around a certain power level than to adjust the rules to each different killer.

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