Raptorrotas
Raptorrotas
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- Raptorrotas
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Both sides of the community always overreact to PTB's, remember the healing changes? Suddenly Selfcare wasnt "efficient anymore" andInstant heals became more popular because they dont scale with base time.
I'll probably try to stay out of this dumpsterfire, i somewhat agree that we already way overreacting.
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@arslaN said:
People in this forum really don't want any challange and want to get easy 4ks every single match.
Remember that there are not only Killers in this forum, that other bunch doesnt like challenge either and wants to get easy e's.
back on topic:
Im not saying Nurse was killed or overnerfed. but she got a ~3 second timeframe added to her basic movement rotation that's feeding survivors distance to her in a chase or simply makes her map traversal worse by a margin. this IS quite a nerf for something that got "just slightly adjusted".
While the removal of the quite unneeded accuracity makes sense, counterplay was also improved by her now becoming visible earlier after blinking.
Well, if nurse is still good might boil down to 2 points:
- How much does the new cooldown for double blinks impact map traversal?
- How reliable can nurse hit survivors with solo blinks? (the new "skill"/"counterplay" requirement)
But i agree in one point.... the whoe speed limiters are always stupid.
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@DBDbuildsYT said:
https://forum.deadbydaylight.com/en/discussion/comment/744114#Comment_744114
if you don't see how being 2 seconds slower AT BEST than base nurse each time you blink to be a problem, then I don't know what to tell you.
Multiply this by 10 sets of blinks and see how much of an old camel spit this new nurse is.
Is it just me or do many people only focus on the chase part? All those people seem to forget that blinking is her primary means of movement.
Doing solo blinks for map travel will still not be viable in comparison to double, so yeah.
3.5 seconds of being slower than survs added to her basic movement rotation. Is quite harsh.
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Offtopic: there can be 4 bnp installed on 4 or the same generator...
On topic:
I think those syringes will stop consuming the complete medikit, but add a delay to the instant heal. I guess itll be one of those variants:
- "Get healed by 1 healthstate after X seconds."
- Get 100% of healing progress over X seconds.
Then comes the question if the hot-buff gets canceled upon getting hit or not. (A surv getting up between wiping the weapon and picking them up sounds quite aggravating)
If the devs are feeling brave, the syringe might scale with the medikit used.
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I will not vote on the poll, because i only played her maybe 5 times.
But adding a ~3.5 seconds timeframe onto her movement rotation is a serious nerf.
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From all your ideas, the last is the best
Most people who hate the "include dead"-concept forget that dead survivors might give different values for penalties.
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There's been a cooldown added to her basic movement...
Remember that she's reliant on her blink as basic movement, unlike other Killers who have it as "special ability".
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Playing with communications in a game thats definitely not designed for it is quite aggravating for the opposite players.
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Stomping some random rank 20 kill with their rank1 buddy wouldve been soo much better as showing how the game really is, right eh?
The new matchmaking atleast protects the noob killers WHO CANNOT MANIPULATE THE MATCHMAKING like survivors do.
Sucks for your friends that you decided to bring them to your rank instead of letting them get used to th game first.
Damn if only there was a game mode in which friends could test the game at their own pace.
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Maybe if the state of being an obsession would be undesireable or actively dangerous for said survivor.
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There is no mechanical difference between swf and solo survivors.
To close the gap between solo and swf, you'd need to display the average emblem of their last 10 trials,optionally their total emblem score, of other survivors in the lobby for you to see. Joining as swf only removes the uncertainity of the other players "skill" and intentions. ("Friends are more likely to help you"). By giving the emblem score of survivors to other survivors, theyget the difference between swf and solo bridged.
Now if you were thinking of giving survivors certain permanent aura readings, ping tools, "current-action-icons" or straight up voice chat, thats not solo-swf, but solo-cwf.
I might want to remember everyone that the game is NOT balanced around any advantages of both swf or cwf, the perceived state of "being punished with bad randoms" is the default state of the game.
Thus hyperbuffing all survivors with plentiful nice tools to bring them up to par with real time communication would most likely kill the game, as some of our dear community like to scream out, if they dont raise the base kit of killers accordingly. This means the base kit of all killers, not their individual abilities. (Gen times, regression, hooks, tracking tools, addition of sub-skills like in IDV etc)
Might also point out that, unlike with survivor, there are real mechanical differences between killer characters, thus "reducing the difference between killer tiers by improving the worse killers" is something that should be happening ...
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As far i know, swf survivors, or "those survivors" are vehemently against being revealed in any kind of situation as swf.
While your idea is only for after the trial, after the damage is dealt so to say, there were similiar discussions going on about revealing swfs in lobbies too. Most survivors in those discussions dismiss both options (before and after the trial).
Do I really need to spell out that survivors just want to keep the various advantages of swf and cwf without the game being balanced around it or the killers inability to prepare for it?
Might be worth mentioning that solo survivors could need a warning about 2man or 3man swf's too.
Edit: since i dont go online with my ps often, i totally forgot survivors there can just go teamspeak with randoms to circumvent any such warnings.
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Something mlike that would really be useful.
(But for obvious reasons will never be implemented lol)
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Funny how all survivors are in denial about "solo" with "randoms" not being the normal state of the game and thst its something like a punishment for "not playing with friends"....
Oh I wonder how strong such hexes would be if all those conveniences of swf (or most likely cwf) were considered in the actual game balance.
If you suspect Noed, "do the bones."
Afterall you got time to spare for everyone running DS, afterall " just wait a minute".
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/738029#Comment_738029
No, it is camping ( or maybe tunneling ,whatever) when they do it like this: Billy hooks you, uses his chainsaw the move around while they are waiting for you the get saved and they immediately go back and hit you, borrowed also doesn't work with this.
They also do this with spirit, they just go away a little, then phases back to you immediately when you get saved and downs you again.
This is even more stupid than regular camping because survivors can just do gens when they do that but this way they still try to save you.
Again, why do I HAVE to run ds to stop this from happening?
So the killer had to correctly predict those survivors would go for a rather early unhook and got them in the act?
I seriously dont see what the killer is doing wrong there.
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A cynical or "killer biased" view as survivors might dismiss it would be because they got the devs to nerf (or "slightly adjust") the nurse and now changed target to the next in line.
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Survivors shouldnt expect courtesies theyre not willing to give themselves.
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This isnt IDV, killers are first person...
Chucky would be worse than permacrouch pig...
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@Watery said:
An add-on rework doesn’t make it a nerf.
You don’t need add-on’s on nurse for her to be good.
It's still a nerf to her maximum potential if they for example add "more charge time" to her range addons.
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Tall-poppy-syndrome and survivor whining.
Cant have the other killers raised , NAY
"We MUST nerf the best killers. By the way, buff solo to swf level" - survivors
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Shh you cant talk ######### about swf right after the swf-matchmaking "nerf" *snickers* haha
"No we dont wanna play against better killers" CHERRY PICKING. Damn survivors finest hipocrisy yet again.
Creating 2 coloured borders for swf groups around their ranks or names would be easy to implement.
Would also help the other teams/ solos in a lobby to prepare for the shitshow that is playing solo with swf.
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Devs feared survivor backlash and ineptitude so they nerfed her RBT.
If the traps werent mreant to kill , why can they?
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If a nurse can down 4 survivors in 60 seconds thats more of a survivor related problem.
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They got the devs to consider nerfing the top killer, time to aim for the next candidate.
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While it's certainly possible to add it, I'm rather puzzled as to what it's kit would be.
The Demogorgon couldve been the Alien and we would not have seen a difference.
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So how would an ability stay untouched by adding a "counter" or a weakness?
Enlighten me.
Any additional counter or weakness will be a rather blatant nerf to said ability, no matter how you spin it.
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the more stacks you gain on DL, the less people are affected by it, if you get up to full stacks, theres only the obsession, who is immune, and can heal faster all the time.
by the time you normally get 1-2 stacks (whopping 6%) 2-3 generators might be done already. (according to forum logic)
DL is too weak to justify having 2 buffs for the Obsession.
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Wouldnt survivors suck at being strong independant solo survivors if they kept playing regularily in a game mode that'd remove all those inconveniences the survivors are supposed to have by default?
Solo survivor is "hard" because SWF makes it easier, survivors get used to it, and the "normal" game balance becomes "hard" once all those advatanges of SWF or CWF are missing?
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Creating new content and "balancing" the game are done by different teams.
there is barely reason to stop creating new content while simultaneously balancing the game.
While it'd be nice if the devs could shift focus a bit more and maybe work on multiple changes at a time, atleast theyre going in the right direction.
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Peanits had a rather nice summary in another such thread
@Leonardo1ita said:
Watch from 5:45 to 6:15
Yeah, as he said those hits are pretty questionable.
The first hit is the perfect example of why
HATCHETS SHOULD NOT HAVE SPHERICAL HITBOXES.
The second hit should not happen in dedicated servers, so noob killers won't rank up easily during matches, maybe changing the ping, that maybe before the match, in the lobby, was 80ms , and after 150/160
I suggest reading that thread as there was some good discussion.
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Peanits nice summary:
Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:
The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.
The hatchets, on the right, have a spherical hitbox.
Why?
When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.
Now if you were to make it more closely match the size of the hatchet, you'd end up with this:
In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.
To go back to the first hit, this is the scenario that played out:
This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:
This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)
The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.
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(Sick drawing skills of peanits )
Its not so much that people didnt like "realistic hatched hitboxes", but that that change did break the huntress, making it rather impossible to hit injured survivors from the sides. I think some parts of the arms arent part of the hitbox too.
To accomodate hatchet changes, the devs would need to seperate the hitbox and collision box of survivors. But if they would not only change it for projectiles, then killers would need to get REALLY close to hit a survivor in the back (see slouched over images of peanits) thus needing new changes in the killer attack mechanic or other adjustments to movement speed.
Its a rather complex matter.
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@joan said:
https://forum.deadbydaylight.com/en/discussion/comment/715941#Comment_715941
What do you think if a NBA player wants to play basket with 2 friends and he can only do it against a NBA team? And the other nba team says is fair and they have to improve :D
This is what devs do in this game
The NBA player shouldnt bring his noob friends into an official match of his league. If he wanna teach his friends, he can do so in private.
Btw the old system was akin to bringing michael jordan in his prime to let him stomp middle school kids to some school match.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/716273#Comment_716273
You could make the same use out of corrupt intervention though, which forces survivors to either travel toward you to do gens or waste 2 minutes waiting on the perk. Either way, you get some buffer from genrush at the point in the game where survivors hit gens the hardest. It's also ALWAYS consistent unlike ruin, which could last all game or 15 seconds.
I keep forgetting plague and her perks, to be honest. CI is a different kind of hindrance with other drawbacks. It doesnt affect the act of repairing, but places a restriction on the choice of gens.
Survivors who dont run into a blocked gen at the start will not even notice it's been in play.
In the same vein, survivors who can hit great skillchecks or dont get skillchecks at all will not be bothered by ruin.
Like mentioned in my original post, most "gen slowdown" perks dont affect survivors at full power unconditionally. Ruin isnt necessary or even reliable, totally agree. But it works until a survivor bothers to cleanse it, which apparently isnt happening much.
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Well, without taking instant heals or "delayed instant heals" into account, selfcare is more effective than searching 16 seconds for a healer...
Ruin isnt neccessary, but at worst it makes generators take atleast the normal time to finish, as it negates the skill check bonus.
I think ruin is used because all survivors are instantly affected for its full power. Compare to thana or DL for which 3 gens might be done before getting any noticeable slowdowns.
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Maybe buff the other killers to his level instead of dragging him down?
Funny that buffing the weaker links seems to be only acceptible on survivors.
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Couldnt play regularily recently, so im not too sure about it.
This is mostly theory,
but the devs maybe gave survivors more potential than might be balanced. The game puts a single person vs 4, thus in the greater picture, a chase shouldnt be a fair 1on1 as the killer is actially fighting the other 3 a the same time.
While somewhat true for newer/bad survivors, the potential is there for 4 good survivors to "nearly" go 1on1 with the killer EACH.
Just because most people are potatoes doesnt meant its impossible.
I think thats actually that kinda logic the nurse is getting "adjusted" for.
So the game kinda is survivor sided when survivors get adjusted for potatoes while killers get nerfed because of nurse-pros.
Remember, mostly theory.
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Im rather worried that survivors want bloodpoints for getting hooked and not ragequitting.
"I didnt RAGEQUIT, give me bloodpoints"
Sorry for being a jerkass, but this is nonsensical.
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@NoShinyPony said:
"I look forward to all changes being made next patch." Quite confident.
Also Shadowborn is amazing how it currently is, no changes needed.
Some of the changes might be too much, depending on the survivors.
But shadowborn is one of those perk which would become redundant if the devs finally adressed some issues, in this case the horrible killer default FoV.
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@NoShinyPony said:
Why do some people think it's fine matching a low rank killer against high rank survs but matching a low rank surv against a high rank killer is unfair?
Because they might be those kinda survivors benefitting from the former system? Just a guess.
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2 of 4 escape sounds nice on paper, but balancing about half the survivors failing or the killer only reaching half of his goal sounds weird.
Especially if it keeps getting misinterpreted into a "50%" escape chance.
And on the "killers want to 4k " topic:
- Survivors want to escape
- Swf with X members wants X escapes
- Killers want to kill all survivors
Its their goddamned goal laid out by the game: kill 4 survivors, get 2500bp for it.
@BBQnDemogorgon Back then even the trial score screen mocked killers with "graceless defeat" or "petty killer" for low killcounts. Survivors never were judged but had their status stated objectively (sacrificed/escaped)
Survivors' "bad winner" attitude doesnt help either, youre right on that point.
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@Steve0333 said:
People who don't want to make Spirit fair are people who can't get wins with any other killer and are scared of losing the only killer they can rank up with.
The lack of feedback players get from Spirit make her broken. All you have to do to make Spirit fair is have her leave scratch marks. That's it. If she can see player scratch marks while she's in her phase, then survivors should be able to see scratch marks from her. Equal feedback. Balance.
You make it sound as if she could see survivors by default.
She cant see survivors. Every usage of her ability is a mindgame to herself.
People who want to add yet ANOTHER weakness to her kit dont want to learn how to mindgame or how to adapt to different killers.
So if no other killer can rank up, doesnt that make those too weak instead spirit too strong. Didnt take long after the nurse "adjustment"-announcement for certain people to lobby against on the next best killer.
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Sadly dbd would only implement the "no presence" state of those hunters because our survivors would whine too much.
I'd say Hell Ember, because theres an interest in doll-killers. Although im sure our devs wouldnt implement the autonomous dolls. Plushy shark for trapper and machetes for HE, pls
Although i rather like gamekeeper, he would definitely NOT get his full power. Pulling someone into melee (plus dmg)and then being able to instantly attack? Thats like iridecent heads without the need to walk 20m to pick them up.
If we hated our survs, definitely geisha. For obvious reasons.
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Theres a difference between "equip x perk to punish y" and "equip x perk to increase y's punishment".
Also thana is really a baaad example, since most people treat it as if it'd only collors the progress bar red. (Survivors have all the time in the world to just heal to prevent any real threat from thana)
Ds was buffed because some people ran enduring, why shouldnt injured be punished just because some run thana. You also forgot its a survivor issue, it'd result in massive nerfs to thana or other actionspeed reductions if injured-penalties would be implemented.
Off topic but the same currently applies to obsession. Being the obsession should not be desireable. But most obsession perks depend on the obsession being alive to work, thus increasing safety for them.
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William Afton aka "purple man" aka Springtrap would MAYBE be the only candidate from that franchise for dbd.
Although im not sure what his kit could be.
Im pretty sure the fnaf guy or our devs could actually design a dbd-suitable skin for springtrap. Might actually be a cheap deal for bhvr, werent the later fnaf titels all free?
About the jumpscare thing... Hag, Shape.
Snark aside,sadly jumpscares are nowadays the "horror" in games and even movies. Its cheap. The good ol stuff simply became "boring".
I skimmed through the original Halloween movie. All that really rather really creepy but realistic stuff ( i liked that scene with the random kid bumping into myers followed by that rather silent car stalking scene) would maybe put people to sleep nowadays.
Horror sadly became oversaturated eith cheap jumpscarrs abd excessive gore.
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Its kinda weird that oblivious blocks those " in terror radius effects".
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Blindness maybe should just reduce the vision of survivors shrinking their field of vision or blocking the edges of the screen
As for herrmophage... I wonder if that extra bleeding should just be put onto other debuffs or made into something different. "By default, the more often youve been injured, the more you will bleed in the future" or something like that.
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Back to OP's question
I doubt they'd allow for more perks. "Because op combinations would exist". Id like killer ability base stats to be buffed or getting some perks for free too (8m deerstalker or some small stuff)
One thing most people ignore in the solo-swf rebalance discussion is that there are no gameplay differences between solo and swf. The advantages of solo come from external knowledge and real time information exchange.
Any buff to solo survivors will affect swf too
Any aura reading or HUD info (current action icons etc) you get is information received instantly without first asking, receiving and processing their info. It doesnt sound like much, but it'll free up a lot of time for actual planning, strategizing or "just chatting with friends".
If implemented, we cant just disable such features for swf. Survivors have shown in the past that theyre willing to lobbydodge a lot to get into the same lobby as " 4 randoms". Also "we cant just nerf people for wanting to play with friends"
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BPS only has 100% for every player because it affects both teams.
Survivors can stack their offerings, thats why there isnt a 100%for all.
If there was a 100% offering for all survivors, there would need to be a 400% offering for killers.
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Im an advocate of survivor-killer equality.
As much as survivors focus on generators with progress, I'll chase down injured prey if they happen to come across me before their healthy, but stupid unhookers.
Camping and tunneling are decided on the whims of survivors, so theres rather no sense in caring about those terms.
If a survivor gets downed by such a strategy, isnt its viability against such caliber of survivor proven?
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IRI heads are a thing because UR addons ate sipposed to be rither really strong or game changers.
The whole less ammo / more damage risk/reward thing happens in quite a few fps games, no?
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@joan said:
https://forum.deadbydaylight.com/en/discussion/comment/698338#Comment_698338
And survivors are supposed to be the "stealth" vs the "weapons" and sure you can't remember last time you couldn't find a survivor.
Survivors and stealth? Wow you're quite the oldtimer.
Since looping got that big survivors generally do not care for stealth.




