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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Survivors cant handle true invisibility. Even with all those restrictions placed on her they simply dont want to accept theyve been outplayed by someone who cant see them either.

  • Just remove the cooldown, keep the addon changes.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/1057939#Comment_1057939

    Underrated post.

    Killers are up around 70% kills, if you feel you're getting 'bullied' every game OP, its because you have the wrong mindset or need to l2p.

    Except that only 1 or 2 of them reached over 65%... And btw anything under 75% is still an average of 2.

    Also survivors been getting easier and easier just by virtue of certain new perks exisiting.

  • Remember when WGLF had 200% bp boost and survivors were killing each other to get stacks?

    Thats why its weaker now. Survivors overdid it (yet again)

  • Those sirvs are mad because they got hit by it.

    "If he didnt have that i'd won" etc

  • @DaGreenBolt said:

    Honestly the Devs could have done this in a different way, the main complaints about the Nurse were literally Omega 3-Blink nurse, and Omega blink nurse, and 3-5 blink Nurse.

    If I were a Dev, instead of doing what the current Devs did, I would have first changed the add ons and leave the basekit alone, and test that for 2-4 months (And actually hire some veteran players to do additional testing). If she was still OP after that, then I would have added a cooldown or let nurse appear for survivors first, before the nurse actually did by 0.5 sec, and keep testing from there.

    This is what the Devs should have done, but instead they decided to stack too many nerfs at once, and once the results came out that Nurse was worse off than before, they stop doing any more testing, and left her as it is.

    Didnt the nerfs already include "appears ~0.3 seconds earlier" ?

  • Stop thinking about randomly chasing the same person twice, especially if just unhooked, as tunneling. It is not your fault that THEY get found.

    The survivor got caught first, becomes a weaker link and should consider being more careful of the consequenced instead of demanding you ignore them and go for another target not currently visible.

  • Love that pallet etc argumentation. For discussions sake, let's ignore her lack of actual stun immunity.

    Btw a killer that ignores pallets etc can actually be useless if too weak in other points. For example being slower than survivors. Or cooldowns to said ability. Or both.

    " Nurse is borderline unable to catch up with survivors running in a straight line"

    Such meme/rumor/opinion/fact/complaint (choose one lol) can only exist if many people experience it.

  • The nurse nerf was comparable to forcing survivors to crouch in place every 3 seconds of running or walking.

    Nurse barely had any meaningful movement NOT spent blinking. It wasnt just a nifty ability to use a few times in a chase. IT IS HER MAIN METHOD OF MOVEMENT.

  • Except giving a 100% intentional tell would remove the mindgame.

    (Spirits hair resetting animation is more likely caused by the husk spawning with the start of the standing-animation while the spirit is at a random position of that animation. Might be wrong tho)

  • This is the first step of kill rebalancing that led to the recycle mechanics and the death of DEATHGARDEN, if i remember correctly.

  • @oxygen said:

    Nah, that's taking one step too far into conspiracy theory territory if you ask me. It's far more likely they simply wanted to prolong the match and didn't really care about escaping if you ask me.

    They could've also gone for challenges that require people to get hit/hooked, like ones revolving around healing or unhooking but still wanted to get some gens done too.

    That survivors dont want to end the round, escape and additionally might be messing around because they can, isnt that pretty concerning in itself?

  • Shadownborn needs a rework.

    In general the killer FOV is bad. Both the angle and the eye position. Sadly its been like this for way too long .

    Remove the perk bonus, fix the default fov.

  • If your fellow survivors, or more specific your would-be healer are on gens instead of dawdling around, selfcare is exactly as effective as getting healed by one person.

    It actualky gets better the more competent your mates are.

  • @Fibijean said:

    My interpretation of it wasn't that they were refusing to acknowledge game length being an issue - on the contrary, they brought it up a couple of times - they just feel that there are more interesting and fun ways to slow down the game speed than just forcing players to hold M1 for twice as long.

    The devs have obviously multiple approaches to rebalance generators.

    • Generator completetion duration
    • Skillcheck probability, difficulty and rewards/penalties
    • New [Insert alternative to current skillcheck]

    The problem is that Survivors wont like having to hold M1 longer, but they dont want it to be more challenging or "requiring actual attention", too.

  • Survivor goal: YOU escape

    Killer goal: kill all survivors


    Whats there not to understand.

    Not even SWF is a special case, the game doesbt judge you differently, YOU dont escape you lost, no matter your biddies status. Unless they change the emblem/bp scores for swf, this wont change.

    • Cant increase gen time
    • Cant have harder skillchecks

    What are the devs supposed to do with gens?

    Just increasing times makes gens boring, but making skillchecks/gens harder to do is "too much " for potatoes.

    I think it'd be better for the game to make generators require actual attention of the survivors instead of being braindead essy/boring.

  • I love the irony of all those "this is a teamgame, united we stand or fall"-guys waiting for each other to die to get the hatch once its down to 2 survivors.

  • @Fibijean @Endstille

    So killers get/should get measured by their true raw potential while it's just been brazenly announced the game is being changed for potatoes not hitting greats skillchecks?

    You know the true raw potential of survivivors? Even without items, they can outdo most killers with addons. EZ-ly even.


    Additionally: its downright stupid how many people dismiss the added cooldown as nothing big. Imagine survivors forced to crouch for a second every 5 seconds lol

    • Make her crouch movement speed as fast as GF's. Devs love consistency, so having 2 different crouch speeds is weird.
    • Addon rework. They need to have multiple effects, similiar to doctor addons: 1 general effect plus 1 "beartrap"-effect. Get rid of the crouch addons, make their effects baseline or whatever.
    • Now that oni is a thing, make her ambush work like demon strike ( click M1 for normal attack, hold it for the ambush lunge)
    • Make her stance swapping/ crouch animation as fast as GF's. I dont own both killers, but as far as i remember pig has a lengthy animation with an action bar, similiar to the old doctor stance swap, ehike GF just clicks a button and near instantly is crouched. (Seriously devs should maybe cross check older killers if they implement any new mechanics for newer ones)
  • The "i win if others made it out" idea falls apart on the score mechanics and the default game mode.

    "A survivor wins if he escapes."

    Swf doesnt change rulesets or anything, it just puts up to 4 people against the same killer. Ingame theyre still treated as 4 individuals with different interests.

    Unless the devs change score/emblem conditions for groups, there will still be only one wincon for survs.

    "Escape" or "kill the survivors"

  • @willoftheboss said:

    https://forum.deadbydaylight.com/en/discussion/comment/1019769#Comment_1019769

    >literally she lost the game like 10 minutes ago and we were all having fun, not caring about escaping or even if we die, it would have been better than the rest of the match I've escaped by holding M1.

    honestly escape/4k needs to be greatly de-emphasized and made more like the equivalent of someone playing League getting a Pentakill or something - it happens occasionally but it's not the GOAL of the game. because as it stands, the game basically revolves around two sides being as toxic as hell as possible to each other and doing everything in their power to make the game as unenjoyable as possible because that's how you win.

    imagine if Counter Strike was won by flashing the enemy team as much as possible. because that's essentially what DBD is at this point.

    The game would be better off if survivors cared for escaping and maybe gens werent braindead essy/rewarding to do.

    Survivors can "win"/pip by doing everything exvept reaching their goal. Which is to escape btw.

    But with the removal of ruin the devs have shown that skillchecks cant be punishing if failed or made harder than they currently are.

    Imagine sirvivors had to pay attentiob to gen theyre interacting with.

  • Ill be the guy, but any intentional nerf to BT became negligible by the amount of unintentional buffs that happened by the DW-tweaks.

  • Billy gets targeted because he's next on the tier nerf-list


    • Nurse
    • Spirit
    • Billy
    • Etc.

    Wow its like killers have been seeing this coming since the announcement of the nurse nerf.

  • Opening the door as killer is a surrender mechanic.

    "Gtfo, heres the open door with red carpet"

  • Identity V has way more agressive afk crows than dbd. They trigger if they dont interact with stuff (repair, heal, plunder, sabotage etc) within acertain timeframe.

    The mechanic is already here, the afk crows, they only need some different conditions.

    But it cant be too strict. "Too frustrating" lol.

  • From what ive seen, it is shaping up to a healthy competition to dbd.

  • Cant bring back the sounds now, killers who got used to playing without it would become too "frustating" to go against. /s

    Snark aside, the state of the sound engine has always been poor.

    It startled me how loud claudette was when i did my first survivor round ever, compared to the killer playtime before.

    Sadly its become tradition to mess up killer sounds on every game/sound engine update. I think killers simply got tired of mentioning it again and again etc.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000418#Comment_1000418

    Good post. Survivors have definitely been nerfed more, and killers have definitely been buffed more. This visual representation of it is fantastic IMO.

    @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/1000327#Comment_1000327

    https://us.v-cdn.net/6030815/uploads/196/BVINK9EA25NK.jpg

    1 = a buff

    -1 equals a nerf

    https://us.v-cdn.net/6030815/uploads/662/SDCUCZAEMDR1.jpg

    A graph showing the amount of points each side have got. The lower the bar the lesser amount of points. Survivors are blue and killers are orange. This graph takes buffs and nerfs into account.

    Clearly you can see which one has been nerfed more

    If this graph was up to date, it'd count nurse rework as 1...

    Just comparing the quantity of tiny changes doesnt really work.

    Yes yes. Killer bias etc.

  • @NMCKE said:

    Gen-rushing is simple to define:

    If both sides have an equal skill level.

    When the rate of change on which the survivor completes their objective completely negates the rate of change on which the killer completes their objective.

    Scenario: Gen-rushing

    Killer downs a survivor in 60 seconds and goes for another survivor after the killer hooks that survivor. While hunting the next target, 2 generators are completed compared to the killer, who only got a hook.

    2 generators is roughly 40% of the survivors objective.

    1 hook is roughly 33% of a survivor's total hook state. Each survivor is worth 25% of the killer's objective, so the killer completed 33% of their 25% — which is 8.33%.

    The imbalance is so drastic that if the survivor team keeps it up, it won't even matter what the killer does — the survivor is completing their objective so fast that the killer won't be able to keep up at all.

    That's Gen-rushing in a nutshell! 😁🤗

    Through, I wonder if there's a vocabulary term when the killer completes their objective too fast compared to survivors?

    @underlord99 said:

    imagine if a killer had the ability to increase the speed at which a survivor died on the hook by 30%, wouldnt all of us consider that cheap and unfun to go against?

    Now add

    • the time difference between "finding a generator" and "finding a survivor"
    • Chase time

    Its quite the difirrence when only comparing hard numbers adding thetimewaster of movement makes it even worse for killers because gens are most often at the same locations unlike our poor potatoes lol.

  • Might ou have played deathgarden? They added a similiar death mechanic.

    At first you had to bloodpost people

    Then they made it instant kills after the redesign...

    Then they added an optional recycle choice for the hunter.(respawn that survivor). Which was then patched into an obligatory 2 recycles befor you could kill them.

    Survivors wont be content with an extra life, they want those infinize respawns.

  • Of course both sides have toxic jerks.

    But there are way more endgame chats with camping complaints than looping for example.


    • Base time
    • Skillcheck chance/probability
    • Skillcheck sucess bonus / fail penalty
    • Skillcheck size/difficulty


    There are quite some factors that could be tweaked to slow down gen progress.

    But the survivors already show disdain at sitting on a gen for more than 80 seconds, while the devs intend to remove the only perk hampering with the sucess bonus/fail penalty

    So skillchecks aint gonna get harder nor does the base time get tweaked anytime soon.

  • Survivors demeaning killers for actually having to play to win to actually win.

    Survivors dont need to escape to pip

    High rank killers dont even pip with 3k sometimes.

  • Well it is an obvious idea. But remember that "those" survivors also suddenly started crying about being affected by a single stack of thanatophobia? You know, the perk that "only turns the action bar red" ?

    Now imagine the outrage they find out they start the game with an actually high repairspeed penalty.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/986447#Comment_986447

    IIRC Didn't all killers, with the exception of one, have a kill rate that was over 50%? Some of which were pretty heavily over the 50% at that.

    Note: Games with a DC do not count towards these statistics.

    Duh.

    Bit of a stretch to say there werent any dc if survivors keep skipping those punishments by hook suicide.

    Anything between 50% and 74% ist still less than an average of 3 kills. With high ranks needing 3-4 kills to JUST NOT DROP RANK.

    An average high killrate per player is still preferable to an average high escape rate per player. Good thing survs dont need to escape to pip.

  • @ColgateAdvancedWhite said:

    75% kill rate.

    Should have been 100%. 4k under 3min.

    On 2 killers in high ranks where a high killrate is required to stay in those ranks.

    High rank killers will ever have high stats else those killers dropped to mid ranks.

    • Keep damage to item
    • Addon (offering) is useless when franklin'd.
    • Op's post doesnt contain " does not drop item.

    Sorry, but both Franklins and white ward are doing what theyre supposed to.

    And "survivor doesnt drop item when franklin'd" is a bad idea.

  • If all you did was failing to loop, juke or ditch the killer then you're not getting penalised for getting tunneled.

    You simply failed to do anything of worth in that trial. Thats why you're getting "penalized"

  • Back in old times survivors on the hook were meant to be "already out the game" unless saved by another.

    The last survivor gets hooked, the game is over. Actually they need to add a check to speed up the sacrifice speed when every remaining sirvivor is hooked or dead.

  • I especially laughed hard when someone namedropped Mario Party as casual game to compare Dbd to... You know, the game people injured their hands for to win the rotation minigames. Nintedo issues protection gloves for that reason.

    Dbd is a competetive game, there are people competeing against each other, duh. Jusbecause some people dont play to win (thus hindering others~) doesnt mean its casual.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/943432#Comment_943432

    They should NOT be powerful. No addon should be since it's power you can't balance around.

    So by process of elimination they must instead be transformative. The Nurses UR's qualify as transformative, as do the Hags. The Huntresses does not and is problematic as a result.

    Myers? Yup. Doctor? Sort of? Clown? No.

    Sorry but recent killer changes have shown that killers do indeed get slightly tweaked nerfed due to their strongest addons. And then some more.


    For the topics of tells... She raises her arms and lets out a rather audible breathing and yell when winding up or throwing a hatchet...


    You dont get hit by iris if you can just dodge hatchets.

  • @GoddamnBananas said:

    https://forum.deadbydaylight.com/en/discussion/comment/933378#Comment_933378

    Imagine actually believing Survivor is that much easier to play. Especially when they've released the stats, and the average survival rate is only about 40%. And that was months ago, it might be even lower now.

    Well according to survivors, most survivors and especially swfs play to "relax" or "have fun with their buds" instead of actually trying to win.

    It doesnt even matter that killers apparantly have a ~60-65% killrate if most of those are either bad rank 20's or not even trying to win.

    Not even trying to win and still staying at a perceived "only" 40% escape rate. Its AMAZING IT IS THAT HIGH despite apparantly most swf not playing to win.

    Now imagine what'd happen if they did.

  • I'd like that for when swf people unhook people who arent in their group.

  • I think we shouldnt make ruin basekit.

    Especially when we could just tweak basic skillcheck chance, sucess zones and sucess/failure progress bonus/penalty.

  • @Chewy102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/933698#Comment_933698

    Not buggy, just bad timing and user error.

    To keep using Souls games as an example, using DH is like attempting to parry someone.

    In Souls you gotta predict them and account for latency or you'll tank a hit to the face to have your opponent land his attack during your parry frames. In DbD you gotta predict the Killer and account for latency to have his attack land during your i-frames. Both are the exact same thing. Both are small time windows, both depend on latency, and both can end badly if done poorly.

    Git gud in other words. Like it or not, this entire thread boils down to user error in you not having proper timings to use DH or failing to build personal skill.

    I like the usage of "git gud" when dark souls is being used as an example 😊

  • Instead of removing it from the shock they should rather add the interaction-block to every other scream effect.

    "Scream animation= cant do #########" ... maybe except snapping out of it.

  • @NoShinyPony said:

    We need a solution for the scenario where only 2 survivors are left and stop attempting to get the gens done.

    This could be a mechanic to reveal or hint at the survivors' location after x amount of time. Alternatively, the game could just end with the survivors getting sacrificed when no gen gets finished within x amount of time after the previous one got finished.

    Identity V has idle crows spawn when survivors arent doing any gens / healing / interactions afzer a certain time.

    Unlike with dbd these crows seem like an actual nuisance than just a afk-indicator.

    And best part is this mechanic already exidting in dbd

  • @Atrushan88 said:

    The corn is fine, considering the last two maps that have been released are so killer sided it's almost a death sentence to even be sent there. I'd love to see the survival rate for the new Yamaoka Estate map. I bet it's something like 20% or less, and that being hatch escapes.

    I 3 or 4k every time I get that map as killer and as survivor I die every time. I actually wish both sides could ban one map. I would ban that map every time even as killer because it just feels cheap as hell and I don't feel I earned my victory.

    Besides, if you made the corn less dense, you'd basically be making the map killer sided(which there are already plenty killer sided maps, in fact even the most survivor sided maps have less than a 50% survival rate). There's literally nothing in the corn, meaning there are probably only like 4 or 5 pallets on those maps. It's basically just a big empty field.

    The sanctuary? Hahahaha.

    That made my day.

  • I recall the leaks stating that blast and shock might be on the same button. With shock tteatment being the "cooldown filler" during blast's downtime.

    Might be wrong tho.

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