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Raven014

Raven014

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Raven014
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  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/597380#Comment_597380

    They're already catering. The elite survivors wants an ez gg against all killers. Instead of picking nurse when you see a SWF in the lobby, it is advisable to dodge the unwinnable match. When SWF can't get any games maybe they'll ask the devs for help.

    Now that's a solution. Make it so that SWFs have to complain that no one wants to go against them, and then when asked why, they'll say that it's because they asked for killers to be nerfed so much.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/597393#Comment_597393

    Deviousness isn’t too bad a problem on Plague if you puke on EVERYTHING. The highest deviousness scoring events are Sickness Damage (when survivors become broken), ingesting Corrupt Purge (if available), and Corrupt Purge damage.

    Even without bothering with Corrupt Purge I’ve still managed to max out deviousness on Plague by sickness damage and repeatedly infecting gens and pallets.

    Well, that's just one killer. The others still suffer. Besides, it's a big waste of time to puke on EVERYTHING.

  • Yeah, I think it makes survivors have to be cautious when they vault too close or too slowly.

  • They are. It takes me between 5-12 minutes. That's just to get into a lobby.

  • The killers I find the worst to play against are:

    Hag (Bad teammates and... weird trap placements... but hey, that's what you do.)

    and

    probably

    Hillbillies (Hillbilly players tend to focus on survivors who are already injured in my experience. It's the only reason. Juking the chainsaw at loops is easy.)

  • Skilled Huntress is probably the hardest. that 24 meters is deceptive. There are times I swear I hit longer than 24 m but it's not. : P

    Where did they go? can be received through SWFs, so yeah. I almost got it in a random game, but the last survivor got out via the exit gate. XP

    Some of the Adept killer achievements are hard because some killers struggle with certain things: Pig and Plague with Deviousness, Chainsaw killers with brutality, and Clown with Hunter.

  • @fly_172 said:

    I totally agree that the killer adepts are harder than survivor ones. I believe they should stick with the 4K requirement, but leave out the 2 pip part as that largely is not influenced by how well you play (I.e. gatekeeper). That being said, are there any particular adepts you are struggling with?

    I agree. The other thing is that some killers struggle in certain areas. For instance Chainsaw killers struggle with brutality of all things, Pig and Plague struggle with Deviousness, and Clown can struggle with Hunter or Deviousness points, whichever comes first (since chases can be short and you can run out of bottles easily).

    I'm honestly amazed that I got pre-reworked Adept Freddy.

    The point is, these need to changed.

  • @CoffengMin said:

    https://forum.deadbydaylight.com/en/discussion/comment/597350#Comment_597350

    well knowing how many counters it has they should know better than to camp dont you think? cause there really is no point in it if a gen is 40m close

    They'd be punished by point reduction and Survivors getting gens done. They should know that. But if they don't then that's a learning experience. They will learn it eventually, and figure it out.

    Sometimes killer's just don't know what to do (New players), and sometimes they just want one particular person to die (when you're looped for 4 gens, I can understand wanting to secure a kill, even at my own detriment).

  • I hope they don't change her too much. Toxic survivors mains will become even more unbearably entitled if they always cater to them.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/596015#Comment_596015

    Can't argue over that. Too true to be denied. Feels like some stuff isn't even properly tested. There are totems spawning in places where survivors cannot interact with them on new Badham variants, for instance. And we still don't have dedicated servers yet. I mean, one more month and summer 2019 will be gone, and they said those servers would have been released during this summer, right? And even if it isn't a balance thing, feels like they are going on the cheap side too, when it comes to licensed stuff. We are only getting paragraphs now, either killer OR survivor and no licensed map.

    Yeah, Bill's Background on console is one paragraph, when you compare that to the Legion's background, or even Jeff's Background, it's sad...

  • @ShyN3ko said:

    Daily or too see the awesome Memento Mori Animations.

    This is my opinion, but I think we need more kill animations ingame.

    I don't think you're the only one that thinks that. I think every killer should have a different kill animation for every survivor in the game. One that kind of shows the personality of the survivors too, like Jake wouldn't scream (since his perks are about staying quiet after all), Meg would always try to run, David and Bill might try to fight them off, etc...

  • @Boss said:

    Kill Dailies are still a thing?

    Man, i haven't had one of those in months!

    I'll be able to sleep if Ebony gets nerfed.

    Would really like to see Cypress become standard though.

    Devs are like: "We make you die on the Hook immediately to speed up the match that's pretty much already over."

    Cypress would go along well with that idea, though i can already hear DS users coming to say no to this. 😋

    You know that just makes sense. Then they can make the cypress into something else or just get rid of it entirely.

    Honestly I'm not sure why it has to be cypress. Ebony and Ivory I get, Black and White, but wood for the weakest one?

    Hmmm....

  • I like using mori's but then again, I play Legion, so I get to see the whole thing.

    I like using them instead of the third hook, usually when I'm not using BBQ, because then it would be a waste.

    Getting 4 moris in a trial is one of the more rewarding things in the game because when you execute a mori, you give survivors even more time than with just hooking, and they get to see a death animation they may or may not have seen before. (I get seeing only one for each killer gets a little boring every once in a while. I would love to see more mori animations, but then people might use them a little too much.) So if you manage to get all four of them mori'd, it's showing your skill is definitely present.

    On top of that, they're very situational. You have to know when you need to and when you don't. Sometimes you just can't mori, since you don't have the time... etc. It changes the game into a more thought provoking one than a normal game.

    At least, that's my take on it. I hate being mori'd after being hooked right away. If I were to change them just a little bit, I'd change the ebony to have the condition that they have either been hooked twice or reached second stage first. That way people can't just eliminate someone just because they were unlucky enough to be the first hook.

  • @xmenfanatic said:

    I’d say that they are designed to be old articles of clothing that come from strong memories or pivotal moments in their lives, built from the entities’ auric cells.

    i imagine they are given to inspire or to cause fear from the excitement and trauma of the memories that the clothing is tied to.

    So the trapper looked like Davy Jones and the Wraith looked like a lovecraft scarecrow at one point before coming to the realm? That's hilarious. XD

    (At least Legion's make sense when you view it that way.)

  • @CoffengMin said:

    i still see a ton of ppl who camp with bbq with no one near, that

    anti-camping excuse is invalid in my book

    Well, if they were hiding their auras, then the killer would think that they were all close to them.

    If the killer was camping though then he's already got BBQ, then he's losing points for staying near the hook, as well as letting survivors complete objectives... so... yeah...

  • Killers would just not leave the hook as often as they do now, since it's only the first four times. BBQ would incentivise killers to go off and actually hunt survivors down. It also tells them if they are planning for a "Save rush" or whatever they call all four survivors coming for the save.

  • @Crazewtboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/596067#Comment_596067

    I never have problems against SWF when I play killer at high ranks. Maybe it's just a me thing. I agree that the frame rate can be terrible though.

    I should mention that I'm on console too, so that might affect that as well...

  • Didn't say it would, I said the possibilities are there.

    in Laten Comment by Raven014
  • @Crazewtboy said:

    I like playing with friends. Always fun when we can use strategy to outsmart a killer and being on comms usually creates more funny moments then you get while solo queuing. There is also something satisfying about seeing someone chase you for as long as they do only to hear the gens go off one by one.

    It may be fun for you, but even at purple-red ranks, it's not fun to go against. Especially when my framerate dips when lunging. : P

  • @ItsYourBoyGuzma said:

    The creeper wouldnt happen due to the accusations/information about the director.

    Plus no one wants creepypasta garbage in this game

    I disagree, some things might be interesting. Some might not be. I know there's a gamemode for playing as Slender, but I think this game, with it's aesthetics, might be able to make it work. It's just a matter of coming up with the concept.

    I mean, they could even make cosmetics reminiscent, like an Eyeless Jack or Jeff cosmetics for legion (halloween costume kind of thing). The possibilities are out there.

    I mean, it's not that different from adding movie villians, isn't it?

    in Laten Comment by Raven014
  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/595749#Comment_595749

    @Raven014 that is a cool take once other issues are resolved. I think EGC should start once all generators are completed. It simply makes more sense this way as you can just 99% a door as a survivor and opening the gate as killer = you lost all possible pressure.

    That also might be a good change for BHVR to consider.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/595539#Comment_595539

    @Chaddad2169 hmm I think I know what to bring up at the next Buff/Nerf noed thread. That would get people looking for the freaking totems LOL.

    Maybe instead of killing everyone instantly, it makes the countdown timer much shorter, like 80/60/40 seconds? That would make them panic a little, wouldn't it? XD

  • @Chaddad2169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/593897#Comment_593897

    He does work though, he survived until the end of the game so he got rewarded with Adrenaline.

    Hey guys, Adrenaline shouldn't wake you up but we're still gonna keep bloodlust on the new unsafe pallet loops on Badham and NOED. Perfect balance idea guys, gotta love them killer mains 😁

    Oh yeah, survivors have it so hard. It's not like many of their perks can be deactivated by the killer... or that one of your emblems can be in the other team's control, or even that infinite loops exist (not on all maps, but a few popular ones do). Or, it's not like Survivors don't have a win/loss condition and killers do.

    Bloodlust acts differently depending on how you chase and just how chase works. Many times the survivor is considered "Lost" even though I see them right in front of me, making me lose BL quickly.


    Survivor mains tend to feel more entitled in my experiance. After all, they complain about killers being to OP when they are actually decent. Remember, you're not always supposed to escape as a Survivor anyways. It says that in the lore. Survivors if they do everything right, but still die, can make as many points if not more than a killer that gets bullied by survivors so they can't do anything.

    The only time it's hard for them to get to endgame is if the survivors 3 gen themselves. Which is unlikely if they know what they're doing.

  • Most of the time though, more than one survivor will make it to endgame, so... I don't see what the problem is.

    I have also seen enough times where the last survivor has a hatch key, allowing them to escape...

  • @[Deleted User] said:

    @Raven014 @Ember_Hunter yes stealth BUT only if you’re confident that Freddy doesn’t know you’re in the area. Ducking by a rock or tree won’t work because of the dream world brightness and the highlight if you happen to also be asleep.

    Lockers are actually much more viable against new Freddy. Against original Freddy lockers were pretty much suicide.

    That's why I mentioned the outline. You have to be extremely careful if you're going to try stealth, but being in a chase is also the last thing you want.

  • @Lumi83 said:

    I don't have an issue with the rework.. bar 1 thing. who the hell thought it was a good idea to let him teleport to ANY gen. this is super strong with 2 gens and less to go. its crazy. perma 3 gen strat? I have seen a lot of things rated too OP since I started playing dbd that weren't. Watched people bicker about OP survivors OP Killers. Campers, Loopers, Tunnelers.. and I did not care.. as everyone has the right to play the way they want with what the game gives them. but gen teleporting is a step too far imo. its too strong.. or at least needs to be disabled with 2 gens to go or limited like the hag, needing to be in a certain distance. I play DBD a little over 2 years now with over 2000 hours.

    The teleport takes so long that you end up using it very rarely. The more survivors that die, the even more rarely you'll use the teleport. I think you're over exaggerating its' usefulness. Most just use the ability to scare people from the gens. Besides, it's a dream, shouldn't he be able to as the dream demon?

  • I'm glad you didn't have a problem with Legion, but I did have a problem with how weak Freddy was. Sure, he had some strengths (Red paintbrush on The Game), but overall was weakened due to survivor complaints.

  • Honestly, high level survivors tend to be very entitled to escape, but I have to remind them that there is no win/loss condition on survivor.

    Just keep being the killer you are. : )

  • @Orion

    I like how you assume that a lovecraftian nightmare that literally drains hope from people is a female. It's just funny. XD


    I also find funny how this thread devolved into arguing the Entity's gender...

  • I've only done this ONCE, and I can say, it depends on the killer, and the rock geometry.

    I mean, you survivors have infinite loops, so... I don't see this as a huge problem, because:

    1. you have to know the glitch
    2. you have to know the conditions to use the glitch
    3. you have to properly execute the glitch
    4. the survivor has to be near you while you try this

    Chances are, if a good survivor sees a killer attempting this, they'll just run, because they realize that they have to move.

  • @Casm said:

    I'd love to see Erma! Who can say no to that face!?

    https://us.v-cdn.net/6030815/uploads/818/WVZVD26R36NR.jpg

    All joking aside, I've been advocating for Samara for a long time. I think she would be a good fit in the game (though I have no clue how she'd actually kill people since in The Ring she simply 'scares' people to death).

    I also think we could go with some public domain killers. Medusa for example I think could be a good fit.

    Let's see, add TVs all over the map an allow her to teleport to them... other than that I can't really think of anything...

  • @Ember_Hunter said:

    https://forum.deadbydaylight.com/en/discussion/comment/595387#Comment_595387

    Stealth play recommended against Freddy, Spine chill is a life saver.

    Hard to be stealthy when asleep though, due to you having a grey outline.


    But yes, stealth is recommended.

  • Old DS made me have to dribble, which didn't always work (I'm on console).

    Old DS made killers afraid because it was so easy. Now they have to be smart and it has counterplay to it.

  • @JnnsMu said:

    I like the idea of making hex perks more consistant. However, if these aftereffects were added, the perks would most likely have to see number nerfs in the active state which would go against the high-risk-high-reward thing that they're supposed to do. There are also games in which Ruin stays active for a long time and basically leads to an auto-win. And with harder-to-find totem spawns coming in every other patch, it seems like the devs want to keep that coinflip in the game while decreasing the coin's weight offset, figuratively speaking.

    I understand. However, there are still many maps and matches where their spawns are in the most obvious spots.

    In most games I've been in though, survivors will cleanse all the totems as soon as the game starts, so I think that for situations like that.

    I admit, maybe haunted grounds doesn't need this, since it already has the definition of a Lingering Curse, but it's frustrated when NOED doesn't activate. Or when they destroy all your totems for Thrill of the Hunt. It's more for those situations than anything else.

    Like with ruin, it's easier to get skill checks, however great skill checks don't complete gens faster anymore. It's worth it to still break the totem, but the perk still has worth even if broken at the start of the match.

    At least, that's my thinking.

  • @vampire_toothy said:

    Personally I find Spirit to be one of my favorite killers to go against as I love the challenge she provides and I like the fact that it challenges how I would normally play - however, I also do understand that I have an unpopular opinion when it comes to that and that most people do not enjoy playing against her because it feels like a guessing game to them.

    With that being said, I find it very interesting that people are proposing to remove her collision while phasing when in reality it would only harm new spirits, buff experienced ones and do absolutely nothing to address the problem most players have with her.

    To go into more detail, removing collision does not fix the bad feeling players get when a Spirit stands still and then hits them. Going further with this point, experienced players would gain the ability to do the following ;

    • Cut through players to reach a pallet sooner, causing more unfair cases that would only build up more frustrations.
    • Eliminates the point of bodyblocking because now you can't bodyblock for someone you've unhooked which would in return guarantee that person goes down which would promote tunneling.
    • Cut through players to reach a window and then unvanish to bodyblock it, guaranteeing the survivor has absolutely no options where they previously could've used a window to cut time away from her power duration.

    Essentially, this would be a buff to good spirit players and would only harm new ones who might get mixed up which would still be relying on the Spirit making a mistake.

    Rather than remove collision, I believe there is a better solution. Below I will include a nerf to the power and an overhaul to the passive phasing to make up for it with the goal of encouraging more interactive gameplay for more users ;

    • When you fully charge Yamaoka's Haunting, you play a sound at the start and end of your phase which gives players a clear indication that they are now being mindgamed.

    Now obviously that's a pretty considerable hit to Spirit, so how do we make up for that? Overhauling her passive phasing, and here is how this would be accomplished ;

    • Passive phasing can occur anytime you have at least 25% of your power gauge rather than randomly.
    • Activating it is simple, you press control and gives the power icon a white tint to indicate it's in use and then return back to normal when it ends which can also be paired with sounds only the killer can hear. The duration should be something at or between 0.4 and 0.75 seconds long and take out 25% of your power charge.
    • To prevent spamming it, passive phasing could be given a brief 2-3 second cooldown between multiple uses.
    • Her two passive phasing addons "Juniper Bonsai" & "Dried Cherry Blossom" can be changed to either continue to increase the duration of the passive phase, or have it take less of your charge (so 20% or 15% instead of 25%, just as an example).

    Now, I don't believe the suggestion I will provide here is perfect by any means, but I believe it would solve the problem people are actually having with Spirit while still keeping the parts of her power that is super fun to use and provide more utility out of passive phasing.

    "I have an unpopular opinion" = "I'm not the entitled version of a survivor player". : D

    I'm glad to know good survivor mains exist. : P

    I think that your changes would overwhelm newer killer players. I'm sure many could adapt to it though.

  • Killers already get punished for camping. Gens get done super quickly, points are taken away, a lot of survivor perks are geared toward countering camping, and if survivors are all near and you try to fight them off, then you might be called a camper when there was no reason to leave the hook anyway. It's really not a problem.


    I mentioned this, but camping is already bad for killers because of point reduction. Points get taken away from the sacrifice category for staying near the hook.


    Then you have killers that can't really defend hooks anyway, like trapper, wraith, and others. Sure, you'd think they'd be good at this, but often times survivors won't have an issue in practice.

    There are perks that help survivors even more, such as Kindred, DS, Borrowed Time, Mettle of Man, and Deliverance. They punish the killer for doing anything, such as staying near them for trap placement or such, and punishing the killer for leaving the hook.

    Making more perks to counter something the game punishes just wouldn't make sense.


    Also, Tainted meat with Deliverance... not a combo I'd want to see, thank you.

    No Tracks Left behind would encourage tunneling because if there are no scratches, then killers will default to audio, and guess who's louder? The one who just got rescued.

  • @Spiilperi said:

    Please someone explain me, how in the hell he can hit you in dream world and... And.. And in awaken world? Whats the point about those alarm clocks? There is no point awake your self.. I lost my will to play..

    It's a dream. Why would it make sense? : D

  • @Micheal_Myers

    Left Behind perk Rework:

    When you are the last survivor, for every gen left unfinished until the death you get a token.

    When the Collapse happens, you can open the exit gates at an increased speed: 3/4/5% for each token you gained.


    Not a perk I'd like to face against, but at least it's a decent perk now.

  • Nurse doesn't need a nerf. She inhibits what the killer should have: the power role.

  • While this change won't help you gain stacks for STBFL, it will help you keep them, at least from what I've seen. : )

  • @Condorloco_26 said:

    Everyone? When, who, why, how, where?

    Old good Freddy mains, yes, I can understand that. But 'everyone'??

    Not everyone, but I have noticed a spike in complaints on Freddy today.

  • @darktrix said:

    What does it matter, why should you want to wake up anyway? He can hit you in either case - in one you don't see him coming half the time.

    Being asleep makes you affected by his traps. The last survivor should have to work to not be effected.

  • Hello community this is gonna be a quick post about how to solve the nurse.

    Good survivors can outrun the nurse for a long while. She doesn't need to be changed. Maybe her addons... but I can't really speak to those.

    I think make quilted cloth a common addon though. Being able to see where the blink goes should be a beginner's tool.

  • This is great! Although it still seems a little short, no cooldown is a great addition!

    I didn't even know you couldn't apply it with nurse.

  • @Atrushan88 said:

    @Raven014 This argument to me is always so ridiculous. While I have no opinion on whether Nurse needs to be nerfed or not, having someone do well simply because they put in the time REGARDLESS of the other players is a terrible design. Imagine if this were ACTUALLY true? Survivors might as well just go sit in the center of the map, stand there until they get crows and let the nurse hook them. There'd be no point trying to fight her because she would win regardless of their skill. I'm glad people with this thought process don't determine the balance of the game. Think about it. What if Survivors could always escape as long as they were skilled enough, regardless of how skilled the killer(whatever killer it is) was? It'd be ridiculous right? Now apply this to Nurse or any other killer. If a killer simply won because they played them enough, regardless of how skilled the survivors were? How would this even feel like an accomplishment?

    Not really. You can be as skilled as possible as Wraith or Trapper, yet can have all your traps disarmed or be brought out of invis by flashlight. You can run a perfect game, or as good as you can, but survivors will usually win. So yes, survivors essentially can escape all the time if they're skilled enough.

    It is ridiculous. Thanks for the right word.

  • I think this is a great idea for one time perks (Don't forget Deliverance).

  • @gantes said:

    I can only dream of the day people will stop defending the abomination that was old Freddy.

    Old Freddy was fun, if you got a group that didn't gen rush, or just be toxic in general. He was weak, don't get me wrong, but if the cards were stacked right, then it could be very fun.

  • @Boosted_Dwight said:

    New Freddy is better than old Freddy? :v

    Old Freddy was hard to master, hard to do well with. You had to make sure people stayed asleep while getting people downed.

    New freddy isn't as hard to master, and you can do well with, but then again, it relies on survivor mistakes... so not quite as good as nurse. ; )

  • @MegsAreEvil said:

    Do you play surv at rank 20? Then oc nurses wont be that capable. Play at red rank against nurse. Its ridiculous how op she is even with only her basekit.

    This is because she's the only killer that doesn't rely on mistakes on the survivor's part. When Legion was like that, people complained. They're discussing that about Spirit now.

    It's good to have a killer that can do well without survivor's input. It gives the killer the role they deserve: the power role.

  • Like i said i'm 100% serious i want some survivor mains to play 100 games as the nurse.

    This should be for all killers. They say Legion is bad, when he's not a great killer. Sure, they work against bad survivors, but good survivors will make the game hell. That goes for Wraith, Leatherface, Trapper, the list goes on.

    Nurse isn't op. As a survivor, I can often juke them. As a killer I can play well, but usually if they're predictable.

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