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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Tie his TR-reduction to crouching, not to the very feeble nightshroud-buff.

    This would boost his "stealth" by a large margin.

  • Identity V has a gun. One of their survivors even starts every trial with it. Its as obnoxious as single use stuns on a distance (albeit a rather slow projectile) can be.

  • The emblem system is there to make both sides "fun" for the other team, because playing efficient will hurt your rank.

    (The same was just implemented with execution exp in deathgarden as a side note)

    Kill all 4 but because they all died on first hook after an instant down you dont get good score.

  • @White_Owl said:

    Honestly I don't think Billy is that balanced, he has everything a killer might want: high mobility/map presence, instadowns and antipallet mechanics all in one easy-to-use ability with basically no cooldown and very huge hitboxes , plus 115% base speed. He only lacks teleportation.

    What I'm saying is not that he is OP, but that thinking of using him as a balance reference point for other killers is unrealistic.

    If the other killers were at Nurse's and HB's level, survivors wouldnt have the problem that theyre stronger than the other underpowered killers.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/520845#Comment_520845

    I'm sick of players wanting killers to be "viable without add-ons". You're playing against the best survivors, with all tier 3 perks + items and you wanting it to be breeze without add-ons is ridiculous.

    Good survivors needing items? How cute

  • Why do people DC if they hear a nurse's shriek?

  • @megdonalds said:

    https://forum.deadbydaylight.com/en/discussion/comment/518810#Comment_518810

    Yes, technically gen rush DOES NOT exist because it's yet the only survivor objective. A killer needs fast kills to win which is his objective (remember the victory cube). Long story short, tunneling (actually camping included) is a term created by survivors to have an everytime excuse for anything towards the killers. Gen rush is a term for killers to have an everytime excuse for anything towards the survivors. Ergo, that's literally the DBD infinite lifecycle and those terms only exist because of biased players who only play one role/side.

    Genrush is also commonly used to describe the difference of how long it takes to sacrifice a survivor compared to how many generators could be finished in the same time.

  • Nurse is not overpowered.

    Her ability is balancing out her catastrophal base movement speed. Nurses RELY ON bring good with blinks. You cant play her otherwise.

    When theres only 1-4 out of 16 (thats only a quarter...) that are able to compete with good survivors, with her at the top, then of course she's better when compared to LF, Plague or GF....

    Biased as I am, I could just accuse survivors of using the OP-card to get her nerfed because they dont want to compete against strong killers. She's a product of another time period in dbd, with different design philosopy.


    Although I admit that 4-5 blinks might be a bit much.

  • Selfcare hasnt been nerfed, basic healing time got adjusted and since selfcare scales with that. ...

    Adrenaline became more popular because instant is instant even if the basic healing time got adjusted.

    Selfcare still is strong

  • I havent played regularily and my actual gametime is rather low. But even a killerbiased noob like me can tell that a released killer is weak when there arent any "omg OP Killer" threads spreading across the forum once their ptb starts.

    When survivors arent complaining about a killer its a good sign hes underpowered.

    • Better charging mechanism ("hold M2 until it automatically starts" instead of "lol you canceled it because you let go at 99.9%)
    • Last swing of the chainsaw currently doesnt count as attack, could be changed
    • Faster charging (revving)
    • Less movement speed penalty while charging (revving)
    • Better acceleration and max speed for the sweep. Currently averages at 115% MS. (according to wiki)

    Leatherface has trouble catching up with prey because he's slowed too much or too long while revving. He also too often has to revv longer than necessary to make sure he is at 100% .

  • The devs have been putting more and more focus ob the chase aspect of the game. Why should that only apply to the survivors? Pure ambush abilities dont work against moving targets.

  • So bad killers use a perk that can be disabled before usage and still requires them to SEARCH , FIND and actually HIT a survivor before it might be disabled.

    Sorry but if you complain about bad killers using a perk that only activates if YOU do not deactivate it, that just makes you worse than that bad killer.

  • Swfs dont play like the totally nonreal sweaty tryhard depid squad because they dont have to. Nor do they want to because they dont have to.

    If all sirvivors would play to escape instead of "totes chat with friends, have fun and talk about cute boys"... then ohboy stats would be different. Go do maths on chance for killer wins with a 43 % winrate PER survivor. sounds rather high lol.

  • They should add the condition that the survivor (not the player controlling them) needs line of sight of the killer.

    3rd person view allows to see around corners and through walls.

  • Yeah but the killer doesnt need the red flash, they already grunt or moan and get their vision tilted. The red flash is just uneccessary.

  • Only if they have a "here we go again" or "not this crap again" attitude

  • Ever been in the situation the survivor jumps in the second the hatch opens?

    "Only the killer can find the hatch and camp it" - such crap.

  • 100% ms alone is a reason to dismiss this. The idea is okay, but those numbers.

    Also having to spend time puking just to chase m1 afterwards is rather weak.

  • While debuffing injured survivors is up to debate, the main disadvantage of being injured is "getting oneshot" (duh) and being louder than unijured survivots.

    With the latter disadvantage being disabled whenever the devs touch the engine or just the sounds, being injured could maybe use some tweaking.

  • Aside from invisible scavengers its quite nice.

  • @Eninya said:

    https://forum.deadbydaylight.com/en/discussion/comment/503887#Comment_503887

    I don't think extra blinks are OP, especially since Nurse has a real penalty to her missing with blink. Hillbilly doesn't get penalized for missing his saw. He just fires it right back up (unlike Leatherface).

    Except HB gets stunned when he runs into things or cannot atack or rev his saw on misses for about the same time nurse is stuck in fatigue.

  • Camping works because survivors make it so.

    I think this should be mentioned n every camping thread.

  • Salty person edited it? Definitely a survivor because camping is mentioned.

  • What stops survivors from 4x downvoting every killer they come across just because they can?

  • @Dr_Smith_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/502345#Comment_502345

    So you think that the killer should have the 4-th kill/sacrifice for free and the last survivor deserves death just because his teammates screwed up?

    Why do you assume the survivors messed up and the killer wasnt just better than them?

    For all we know its couldve been the last survivor getting all his teammates killed.

    "Waiting for 3 kills" vs "actively killing 3 people". I wonder who actually has to do nothing to get their " I-Win-Button" to spawn.

    Oh right, the killer doesnt even get that, survivor must have precious third chance.

  • They could also just go the "bad videogame movie adaptation" route and twist the lore until it fits a movie's narrative.

    But yeah, using only original killers might be better for the movie, afterall its THEIR movie and Trapper is the poster boy of the game.

    They could add a scene similiar to that ending in "Cabin in the woods" possibly showing licensed stuff, as a little cameo. But the focus ashould be on the OC.

    Trapper, HB and legion are similiar to jason, Bubba and ghostfaces anyways. Legion would possibly also be seen as a "the purge"-series parody.


    I also agree to the movie structures presented here. But depending on the genre/mood the movie is trying to set, the first scene could also be a running trial dominated by the killer. A short stinger to show whats to come so to say... But it might take some plot twists away (showing hints of killer, a person who visibly dies is shown later in the movie alive again etc). Good thing its not us writing the script.

  • Add a visual distortion and black fog at the edges of the survivor screen to lessen their field of vision. Boom blindness that actually (somewhat) blinds survivors.

  • Hunter braindead easy? just buy Ghost and troll the hunter to oblivion. THose invisibility skills are insane.

  • @Laakeri said:

    Today on devs stream they are gonna talk about map balance and I wouldnt be surprised if fixing the exit gate spawn would be one of the topics.

    No one deserves free escape or free kill.

    Except there are no free kills (as long as survivors arent griefing or afk.)

  • Stealthplay isnt just putting on the camo skin and ducking in a dark spot. Its actively evading the killer by staying out of their FOV. Not many players actually want to invest in learning how to do this.

    Just looping is easier and more "fun".

    The notion that stealth and looping are mutually exclusive is ridiculous. Blendettes are near invisible until found, but then they can still loop, who wouldve guessed?

  • Leatherface's ability MECHANIC should be streamlined to work like Billies. Both the revv movement speed penalty and rev time could be reduced. He has a worse chainsaw but has to charge longer, gets slowed more, and its hillariously easy to misfire it at 99%.

    Arguably the charge time even gets artificially extended because the killer has to make sure he's really at 100%. While losing ground on his target.

    The attack itself averages at about 115% according to the wiki, meaning every meter lost by revving too long cannot be recovered. Especially jarring because he starts slower than the survivor, giving them even more distance to run away. There's a reason LF mostly only hits with the last valid chainsaw swing even after hugging their backs.

  • Its not a mindgame if the survivor knows which gate the killer'll probably go to first.

  • @BBQnDemogorgon said:

    @Ihatelife Would be neat if he has a prayer beads type add-on to remove that.

    Because addon dependancies are what killers need or the killer community not loathes.

  • @anarchy753 said:

    The point of the new DS is to punish killers for tunnelling straight off the hook, and that's basically the only time it triggers.

    It SHOULD be punishing and it SHOULD be a reasonable chance to actually get away from the killer because of it.

    5 seconds is completely fair for an effect that you can avoid going off entirely.

    Except that DS will still be useable if the killer runs off, jumps through 2 burning hoops and hooks everyone except the DS-slug on the ground. "Take that, filthy tunneler".


    If the devs dont nerf DS in the same patch thy tweak Enduring, they're probably in for a shitstorm because killers dont want to wait multiple months for rightly needed compensation. DS was nerfed because the anti-stun perk negating their stuns was too much for survivors.

  • Increasing the grab window frame after letting go of an action could be a bandaid solution... Which would make survivors go ballistic, probably.

  • Because the cosmetics are seperated by head and body slot. A hoodie would occupy both.

    The way i see it dbd only uses a "simple" cosmetics system.

  • The quality of headphones is irrelevant when killer have trouble hearing anything at all whenever the devs touch anything related to sounds, be it music/sfx volumes or just the game engine.

    Something working normally at 100% gets bugged to 50%, "fixed" to 80%... Which becomes the new "100%". As far as i know this already happened twice.

    Not to mention the issues causing sounds to not even work at all.

    While arguably the chase music is there to signal the chase or mask survivor sounds a bit for " fairness", it IS bullshit you go deaf when initating a chase because you had to up the volume to even hear survivors outside a chase.

  • With the upcoming tweak to enduring its more likely ds' duration gets lowered.

  • Fail to press the I-Win-Button after failing to do generators, get another chance with the EGC, complain about EGC.

    That situation should in no way be an easy win for the last survivor.

  • Survivors whined that they could get hit during the unhook animation. Normally they should be attackable agfain "once their feet touch the ground".

    Somehow that means they somehow are immune up to 5 seconds after the unhook.

  • @Crythor

    Wasnt there also the issue that she still fatigued after the stun animation? Might remember wrong.

  • It was nerfed because theoretically healing took too long using selfcare when affected by BOTH Sloppy Butcher AND Thanatophobia AT FOUR STACKS.

    That these killer perks combined together (again, 4 stacks) had less impact on healing speed than Selfcare alone was conveniently ignored in discussions.

    2 perks as soft counter to selfcare apparently is too strong even if survivors get warnings and must not really be interested in healing anyways if they let thana stack that high.

  • Killers are cynical about the Enduring "tweak" because of their experience with how the devs operate.

    PlayerStun durations were increased all over because the anti stun perk existed. (AntiStun perk counters stuns, whowouldve guessed?)

    The perk will now not affect those playerstuns, but there have been no indications that the stuns will be tqeaked the same patch as enduring.

    We killers dont want to wait MONTHS for something that shouldve happened the same day as the Enduring nerf.

  • Survivors yet again not realizing that the EGC is fair in THEIR kind of fairness.

    You actually get another chance IF the killer gets the hatch. The killer doesnt get that kind of luxury when survivors jump in.

    Killers also dont get some "I-Win-Button" like the hatch when 2-5 0 generators have been done.

    Be glad you even get the collapse instead of getting impaled directly when the hatch gets closed.

  • It shouldnt be a fair situation when you already failed to do generators or jump into the hatch.

  • aecp39fswgfw.png

    (No offense)

    I think the whole ineffeciency caused by lack of information was intended way back then, and some survivors got too used to having those swf advantages, or see those swf advantages and sets them as the 'norm'.

    "Teamplay is / was optional". Over the vcourse of this game's lifespan the survivors got too altruistic and stuck in a team mentality when there always was the possibility of making sure YOU stay alive. Survivors are 4 people sharing the same goal, not a team. I dont see penalties for every guy not getting out or when you sandbag others.

  • Normal attacks score per downing: 2x chase duration score and 2x chase hit score. If killer is optimally downing (tunneling) of course.

    Current instantdowns: 1x chase duration score and chase hit score.

    Arguably they could double the chase hit score for instantdown attacks or exposed survivors. This would result in 1x chase duration score and 2x chase hitscore. This solution would not give as much score as m1 chasing them, but since you're not actually chasing them, this might be "fair".


    The Malicious emblem also doesnt account for instant downs.

  • Survivors can swap generators every 25% too, yet theyre tunneling those generators so hard.

    Camping works until survivors stop rewarding it. And by the amount of camping complains this will not happen soon.

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