Reaver_Raziel
Reaver_Raziel
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@slim0b said:
https://forum.deadbydaylight.com/en/discussion/comment/1498716#Comment_1498716
It's a joke, someone runs iri head and infantry belt whoop 4 people dc.
ah ok, so you meant it as if 4 people dc it would basically guarantee adept on huntress.... I mean I would argue it would still make it difficult since you had 0 chases :P but fair play. I misunderstood
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Im with op 100%, let the dc penalty stay. So many and I mean soo goddamn many games where t he survivors just leave while it was gone, or before it even existed. Do they still dc? Yes, ofc would be silly to think you could remove it 100%. But you gotta come up with a lot more than 1 image of people dc'ing before I even start taking your complaint serious.
As for the other part, that when survivors dc, killers actually get punished. This is true as well, let a dc count as a full sacrifice, anything less is silly. Maybe a compensation reward for the survivors as well, but I wouldnt know exactly what to do for it to not be abusable, besides just giving the other survivors the leavers blood point. Or maybe taking them directly from his blood point stash. "Oh you just left a game, well I guess the other survivors and killer are gonna get 10k each from you. If you dont have 40k to pay, then you have to earn them in your coming matches." and then just stacking it up higher and higher with each additional disconnect. At least then you would feel that the leaver is getting punished and you are getting compensated for your wasted time.
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Depends on the game, mostly I enjoy it. Once in a while I get the dickhead swf that just toy with me, or the insane solo player that got a lucky tile set up where I just gotta give up on them if I want a chance to get anything done. But like 80-90% of the time I enjoy my games whatever the outcome. I think most people gotta change their expectations from their games, and accept that maybe they need to practice more because they made a ton of mistakes themselves.
With that said.....when all 4 survivors just magically spawn on 4 different gens. I mean those games are basically lost from the get go, especially on a larger map. And those games do still happen far too often. Thats personally my definition of gen rushing. If all 4 survivors just crush a single gen before I even find them, is something I have only seen in videos but never experienced myself.
Tl;Dr yeah in general I have a lot more fun matches than not. Its just that the bad matches are ######### awful when they do happen, but you get over it after a while and learn to ignore those/learn from those.
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I mean, thats just like your opinion man.
I know people that wouldnt pay any prices for cosmetics, because they are just that. Cosmetics.
Anything is worth what ever price you yourself value it to. Like I would argue that there are plenty of tripple A games that arent worth anything. Because I find those games boring or poor in quality. But on the other hand I remember having spend over a thousand euro on WoW because I enjoyed my time with that game.
There are plenty of things in this world thats worth more money than they cost, to some people. So I just dont get this argument about price, especially when people compare it to the chapters. "How dare they have cheap and affordable prices for the actual gameplay, but the cosmetics are too expensive."
I think the only reason DBD havent gone FTP is mostly because they know they would get a lot of critisism from people who have paid for the game, even if they gave them some sort of "reward" for having bought the game.
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what? 80%? no. Its not even 2%
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@HeyAssButt said:
Well how about you tell us why you think she is OP and then people can provide counter arguments? I don’t think any killer in the game is OP.
Personally I would argue that nurse is op....but only in the hands of like the few players that have those thousands of hours exclusively on nurse. So its a tough sell, where I would prefer if her potential was just nerfed a bit more, but the annoying aspects of her was reduced. So either something like, removing the blink stun but giving her ability a larger cool down. to compensate maybe make her movement speed 100% instead of 95 or something similar. But thats just me ranting.
But as for spirit, I dont think she is op either, but I would certainly consider her top three killer though and maybe a bit too strong. I dont play enough survivor against spirit to 100% say which parts of her might be too strong, since I usually play killer. But maybe if you she would phase in and out of her spirit powers once every 1-2 seconds or something like that, so the survivors could see where she was at that moment in her phasing. If thats too much counterplay given to the spirit, then maybe spirit should just be able to see outside the phasing realm as well during those moments.
But thats really all I would argue could be a problem, that or her standing still and "mindgaming" you at a pallet. Thats stupid at the very least.
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@Sunbreaker7 said:
Survivors:
- Constant flash-clicking towards killer when pallet stunned or flash saved etc.
- T-baging when pallet stunned or flash saved etc.
Killer:
- Slugging and refusing to pick up, letting people bleed to death.
- Keeping people in the game for as long as possible despite having already won the match. Same as above pretty much but there are ways to prolong the game even further. like closing hatch, downing survivor at the gate, not letting them open the gate, not letting them bleed out, not letting them run away, etc.
The killer's side needs to be addressed, because there are those who force people to dc, which is no fun, and again, the report system is trash that does not encourage people to report in order to punish these players efficiently and frequently.
The report system is fine honestly. Whats not fine, is the response time, not that I think they can do much about it. I send evidence of a killer and survivor working together to kill the survivors. In other words they were teaming up to ######### over the remaining 3 survivors. And they started doing this immediately. I had by coincidence my game recording program running so I took all the evidence and send all the required information (steam profile etc).
Got a message within reasonable time, that hey your report has been received and is being looked at. So I thought nothing more of it and forgot about it. Yesterday 33 days later, I got a message that "We are reviewing your evidence thanks for the report".
So I would say reporting works......but it does take a long time since they probably have to manually review a lot of the cases before they deal out harsher punishments. At least would be my guess.
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Its called latency. My guess is your best bet is either waiting for the server updates(which are coming.....god knows when) or going "Well ######### thats just never gonna work is it"
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I dont really understand this complaint. Why are people complaining about meme perks? I mean franklin has never been anything besides that. And if killers are slugging people and waiting for the entity to take the item, I got a little secret to tell ya. Its called crawling. Crawl away, it takes 90 seconds at least for the item to eaten and you can make it halfway across the map, get rescued, and all the while your team mates have been doing gens. I cant even imagine bitching about such a killer intentionally throwing the game to steal your item xD.
And if the killer still gets a 4k after doing that, well I think the survivors really need to up their game then, because thats embarassing.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1494354#Comment_1494354
Yeah but whats stopping all survivors from just running to that loop?
Ignore any survivors that run to that loop (there arent that many left in the game though), kill everyone else, if they all run to that loop, well that sounds like a gg ez because now none of them are doing gens. If you know a certain area, like that long wall you described is a hellscape to get looped around then try to let the far off gens get done and to let the gens around the long wall stay. So you can pressure multiple people at once while chasing someone around that wall. Its not easy, but gives results.
Besides there is in fact not a singe place in the game, where a killer wont win a chase. The only reason why you abandon chases is because winning the chase would take so long that too much time would be wasted doing it.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1496213#Comment_1496213
I do agree with this, the japanese sword on a minator is kinda silly
Indeed which is why its a good thing he doesnt have a Japanese sword. Sure he still has the Club thats Japanese in origin but the sword definitly isnt.
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People complaining about skin prices when comparatively they are fine. I legit read someone saying "These are double the prices of dlc"....ok so... wait.... are you complaining that gameplay is cheaper than cosmetics? Because Im gonna give up on understanding your thought process if thats the case.
If you are complaining about not being able to mix and match set skins with other cosmetics, then I kind of get that. I just dont care but I can sort of understand that. Losing a game function that was always there can be annoying. But instead of being angry you cant do it anymore, you really should just be happy that it exists at all and you still can do it with most cosmetics. Because a lot of games would never give you that opportunity.
And then the dumbest, the prices are a bit higher than the other skins. Yeah well they are also more detailed and give you a way different design. If you are bitching about prices of normal skins as well then I guess good on ya? Its fairly ######### cheap compared to most games I play as I said, and no one is forcing you to pay for it. I mean I guess they could make skins cheaper and increase cost of the gameplay but I feel like more people would be angry at that. Things cost money to make, maybe those things are overpriced maybe they are not, but complaining that cosmetics costs more than you are willing to pay is just kind of weird to me.
And finally if you are complaining about "legendary" not being legendary enough. Would I like a new "voice line" or some sort of different animation....sure. But I also know that when I play I would really like to have a chance in hell of knowing what the ######### is going on. Wether its as a survivor or killer. Sure its not a big deal when one killer suddenly sounds like a Bull charging. But down the line when every current killer has at least one legendary skin and 10 new killers have been released....do you have any idea how many ######### things you suddenly have to consider. Beyond the fact that at some point killer skins will confuse the hell out of a lot of people. Just remember each time a killer gets a new terror radius audio. "Oh its Pyramid Head.....BANG...whoops Death Slinger. Mixed up the audio files." "Hmm is that Doctor or Oni?". So many times this has happened with me and my friends. And thats just a minor thing like TR. Imagine a new Look/sound for each killer and their powers. "Huh whats that bright light? Ahh ######### Plague is spewing lazers at us"
Let the gameplay remain intact and unchanged and just change the visuals of the character. Game play mechanic changes and partikel effects and what not is gonna be a pain in the ass. Its not a big deal in a game like League of Legends where the visuals really dont mean crap. And even if it did you have a massive birds eye view so its fairly easy to get an overview of whats going on.
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@[Deleted User] said:
If I'm paying roughly £11 for a skin (double the price of two full chapters, i would expect a unique skin for the power or weapon, new audio and maybe new power animations (like a bull charge). I'm usually pretty loose with my wallet when it comes to nice skins, but this...it's too much honey. I'd rather buy the rift pass where I get a new collection of charms and a few decent skins, all for a lesser price than one skin. At least leave the weapon unlinked and just link the body and head. It make's sense to link full sets for survivors but the weapon (besides Hag and Demogorgon for example) for Killers is separate from everything else.
Wait so you are dissapointed that the dlc (gameplay) is cheap and the skins (you know cosmetics)are fair priced? At least compared to most games. I guess I cant really fathom what world you live in. Sounds backwards
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Pig: A rework.
Instead of Pig having to place traps on the survivors heads. Just have all survivors spawn in with RBT on their heads. But instead of activating all 4 when a gen gets done its a random one that gets activated, and its only ones a trap is activated that it can be removed. And then the survivor has to search a certain number of boxes to find the key to unlocking the trap. But that part is not entirely RNG. So if one trap takes a survivor 2 boxes to unlock, then no other RBT can take 2 boxes. The others can take 1, 3 or 4 turns.
Or similar power, but its random how many RBTs activate when a gen gets done. It could be 0, 1, 2, 3 or it could be all. The only thing thats guaranteed is all traps activate at least when the final gen gets done.
This would also fit the theme of Saw, as in all the victims they all wake up with traps/trials ahead of them. It wouldnt have to be exactly like I described thats just my take. But in general I would just like for the traps to start on the survivors heads, and to reduce the really annoying rng, which is how many boxes you have to search. For killer its annoying when all 4 traps get pulled off after 1 or 2 boxes. Where as survivor its a real pain when you have to search all 4. But its worse if multiple people have to search 3-4 boxes. So its to give them some consistency.
As for addons that this would affect, I imagine the addon that gives you one extra RBT could be changed to give the pig a trap in her hands to place on survivors that have already removed their RBT. And for the one additional Box. Maybe the addon that adds one extra box in the game, could just make it so survivors would have to search 2-5 boxes instead of 1-4, it would be annoying, but still consistent.
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@DBD78 said:
Billy, Bubba, Huntress, Demogorgon, Pig, Plague, Pyramid Head, Oni, Deathslinger are all the killers that downs survivors mostly or often with non basic attacks? = Nerf
Clown, Wraith, Myers, Ghostface, Nurse, Hag, Doctor, Freddy, Spirit, Legion always down with basic attack? = Buff
Yes?
I would very much like for you to down anyone on Deathslinger without basic attack. Unless they forget to mend its 100% impossible. He can only injure people with his ability. He can reel them in, but in the end he has to m1 them.
I would say there are 3 categories here.
Killers that almost exclusively down with ability(unless given an easy m1 down)
Billy, Bubba, Huntress, Oni, Plague (Oni and Plague a bit in the middle, but since they gets the most use out of knock out with their power I will put them here)
Killers that can use their power to down but doesnt always do it.(also known as the STBFL crew)
Demogorgon, Pig, Pyramid Head (Not much sense in using his power unless they are at a window or a pallet. But he could easily be up with the others)
And the rest its a straight up buff.
Still thats, at the very least 5 killers(in my oppinion) this is a nerf on, and 3 more where its a nuisance. But this is not a perk which is put into any build and it just works. This was always a perk used where you would go out of your way to play in a certain way. This would usually be killers that could down survivors really fast in a slugging build with infectious fright.
This is killers like Billy, Oni, Nurse, Myers, and recently Plague was also playing in this fashion. And out of these 5 its a nerf to 3 of them, but lets say 6 killers, since Bubba would probably have used it now. So this is a nerf that affects 4 killers directly, and can make it a bit annoying for 4 others. But potentially more usefull overall. I doubt it, since the buff isnt that amazing, its ok, but not spectacular.
I saw someone suggesting it makes the survivor unable to recover. That would be kind of cool, but if the biggest problem was SWF, why not just make the survivor that got downed blind. Not the debuff, I am talking flashlight Blind. Make the survivors blind for those 15 seconds or something like that, that would hurt swf and solo players equally. Or if that delightful blindness effect is a bit too much to stare at, how about just a dark screen.
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I agree that I like the new design of the auras, and in general I dont actually have a problem with it, if they fix the brightness as they have said they would. But beyond that is the change to survivors aura color. If it was intended as a nerf to BBQ and other Auras for killers, then fair enough. If not then fix the colors as well. Because atm the difference between a survivor and a gen is hilariously small. It was easy before, even if they were hiding behind the gen, if a hand or anything tiny poked out it was quite easy to see. Even as someone used to working with minor changes in color these differences are.....hilariously small.
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@TotemsCleanser said:
https://forum.deadbydaylight.com/en/discussion/comment/1492592#Comment_1492592
Sorry, from your original comment I understood that you were implying that this wasn't a killer AND survivor problem, thus bringing up how both sides sometimes act like everything about themselves. My bad.
I 100% agree that this affects both sides. I would however argue that by coincidence (not intentionally) it hurts killers more than survivors. Since killers constantly have auras in the form of gens, its something that hurts them a bit more. Considering that on some maps its a lot harder to see this new aura. Its mostly not a big deal to find gens, although insanely annoying, but when using perks like BBQ, the gens color mixed with the very similar if not identical coloring of survivors, holy crap do my eyes strain to see them, especially if they are far away.
I know survivors have hooked people, downed people, and perks as well. But if survivors stand still/crouch right now when someone gets hooked I dont think killers could easily tell which ones are gens and which ones are survivors.
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@apples33 said:
Why are you booing him? He's right.
Killers are strong enough. If you cant play well then thats on you.
None of them need a boost. What does need to happen is more punishment for camping, slugging killers.
Eboni Mori should be gone. Ends games far too quickly. Some killers have the one hit kills so they down you once and you're #########.
Tell me how thats fair?
Allow me to quote to you from the forum, under a little tab the devs called "Game Rules".
"DISCARDED REPORTS REASONS
THE FOLLOWING ARE NOT CONSIDERED BANNABLE OFFENSES - PLEASE DO NOT REPORT
- Camping
- Slugging
- Tunneling
- Streamsniping
- Teabagging
- Bodyblocking
- Looping
"
And if you mean ingame punishment well killers get punished. They get very few bloodpoints for slugging and in the case of camping lose emblem points. If you dont think thats enough, then here is some recommendations. Camping? Do gens = ez escape, the maths speaks for it self. Slugging? I hear Unbreakable is really popular. Besides Slugging is one of if not the only counter there is to many of survivors tool sets and to the game state in general. And very few killers from my experience actually slug when there is more than 2 survivors left.
I'd say if anything should happen it shouldnt be killers getting punished, just survivors getting rewarded for playing smart. 1 survivor gets camped for 2 entire hook stages, but the 3 remaining survivors escape. POINTS! All 4 survivors get a lot points, and the one on the hook gets a bunch of "survival points" for not suiciding on hook, or something like that. Incentivize good behaviour and punish bad. Pretty easy if you ask me. If I as a killer wanted to camp a survivor, and it has happened, then I would usually do it to punish some dickhead. Now if that dickhead got more bloodpoints than me despite being camped from the begining of the match til the end of the match, then its not much of a punishment.
Another case of camping is if I have 2 survivors on a hook next to each other, well its not up to me to leave them to make it easy for you to get the unhooks, its up to you to not be that bad at the game. This is not the killer that should be punished for playing the game "correctly" its the survivors that should be punished for playing poorly.
Ofc there is also the camping at the end of a match, camping the survivor you caught just before all gens were done. The killer gets punished for leaving the hooked person. What usually happens is, the killer looks for someone, either by checking the doors or just the area he saw an aura. And the remaining survivors free the hooked person, someone gets the killers attention while the others open the door, if it isnt already 99. So the killer is automatically punished there, because he has lost the match at that point. Doesnt matter if he camps or not, he lost the match. The only way he can still win is if survivors ######### up massively by being dumbasses.
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I mean I can only think of 3 times where I would consider it...not even a problem, just annoying.
- When I am just queing up and blowing through bloodpoints on a different killer. Thats not possible anymore. But its not a big deal either.
- If survivors have, keys and I wanna switch to spirit or something with a mori to be a total dick. Or as said, medkits and I wanna play plague. But I mean most of the time I would just take Sloppy butcher, or mangled add-ons. Or something else to ######### with the med kits. Franklins if you wanna meme a bit.
- Blendettes. I really want to be mean to Blendettes. Mostly for fun. But I believe it was Scott Jund that said "Using a Mori on a blendette, is like giving to charity". They know they are being cheeky, so I'll play their game with my own toys.
Its just not that big of a deal 90% of the time, and the rest its at best, annoying. If you really feel ######### by what you see. Just leave the lobby. If you complain about them switching into another item, or another survivor with another item, then just leave. If they do it faster than you can leave, then they probably did it faster than you could change killer/offering as well so. Not much difference there either.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1482108#Comment_1482108
So let me understand:
In a 1v1 the survivor can't touch a generator because he dies. The only play is to hide and look for hatch.
Your solution is the following: if the survivor doesn't do a gen he gets crows so the killer knows where he is.
In conclusion, if he does a gen he dies, if he doesn't do a gen he dies. Would you also like a button that allows you to insta kill all 4 survivors if we are at it?
I am not saying this to defend his suggestion. But if neither the killer or the survivor have found the hatch for 3 minutes then there is a bigger problem. I think only swamp maps is this possible.
But while I dont see it as a terrible suggestion, I would probably add that the hatch close automatically after 3 minutes, to avoid killers waiting on top of it instead of closing it. If neither survivor nor the killer does anything hatch related for 3 minutes the EGC just starts and the hatch dissapears. This guarantees that killers just waiting on the hatch, have to waste 3 mins, while a survivor can do gens for that amount of time, or wait at the exit gate, while the survivor cant pull out a key after the hatch automatically closes.
Ok granted that last bit is mostly because I hate keys.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1482008#Comment_1482008
3 seconds is the equivalent of a Head On stun. If that amount of stun time is too much, then the Killer can simply leave and return when you’re no longer Broken.
And being able to get up unlimited times is not that strong. Even more so that the Killer will know that you have No Mither when they see that Broken symbol next to your icon.
You’re also not completely safe from pallet hits. You’re not invincible with this perk. If you don’t have a pallet then you’re as good as dead. If the Killer respects the pallet or you miss the stun, then boo-hoo better luck next time.
And people still would pick Unbreakable over this because, unlike Unbreakable, it has a condition. Most meta perks are unconditional and usable regardless of the situation. Just look at Soul Guard. People thought it would be super good since most Killers run hexes. But I hardly ever see this perk in action most games.
- I dont understand your point about head on. Yes it might be as long as Head on....but there is pallet or an obstacle the killer has to run around to get to you still....so thats automatically more time than a head on stun.
- Fair enough the killer would know you have No mither because of the Broken....but if you get up with Unbrekable he also probably knows...and now he knows for sure he can slug you. No mither would force him to deal with you. Same as it would now, except you can never heal now so you are still easy to down atm. And being broken is dangerous for the killer to ignore, unlike now.
- Yes I get that, but I cant begin to tell you how many times as a I killer I hit a survivor through a pallet, or get hit through a pallet as survivor. IF this perk could lessen that even by a bit, then I wouldnt give 2 shits about pallet stuns. Most times after a pallet stun survivors stay to force the killer to remove the pallet anyway. So if I miss the stun I would jsut stay like now and I would be able to loop more times around a pallet loop and be safer than now.
- Either you dont understand what a condition is, or you just mistyped, because most if not all meta perks have conditions. This one would just have 1 more condition. Unbreakable, you have to be dying and slugged for it to do anything at all. DS, picked up within 60 seconds of being unhooked. Iron will, injured. Spine Chill killer stares at you. Those are all conditions. And yes soul guard isnt used that much, its still damn good though. But the problem isnt soul guard, its the rest of the meta perks being too strong, or just the meta in general not leaning that heavily on slugging at the moment. If hex perks were better, or at the very least more viable on more maps, and if over 50% of killers slugged a lot. Then this perk would see a lot more usage. But they dont.
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As a killer:
I would count any match with 3-4 kills as a win, just not guaranteed as enjoyable. Especially if a survivor kills themselves on hook or dcs. Less than 2k is a loss.
I would say the most enjoyable win, is a challenging (not 5 gens pop before I get 2 hooks challenging) game where I feel I got a either a descent amount of hooks and where I either got 4 kills because I played well, not because the survivors played poorly. Or I get 2 kills but I know its because the survivors played well, but I still had a chance to win, if I played slightly better/different. Fair matches you know.
As a survivor:
If 3-4 people escape I would count that as an overall win even if I die.
If I escape I would count that as a personal win, unless I hatch escape with a lot of gens left(depends on the match/killer). If the killer is a mori user....or the killer plays like a word that would get censored, I will count a hatch escapes as an overall win.
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@Shield_Papa said:
Learning that Billy was being looked during this mid-chapter made me quite happy, as I know that he did need a pass on his add-on's as some were way too strong (I'm looking at you Carburetor Tuning Guide), and they were happy with his play style and counter play, but after playing the PTB the Dev's, that were happy with his play, completely changed how he can and will use his power, including taking away his ability to curve, which in turn will change how survivors will play against this killer. I do understand that we all have yet to play the "new" reworked billy as the Dev's have dialed down the numbers for release but I can say don't have high hopes for Billy.
So, seeing as the way to balance "fine" killers is adding some sort of Cool Down to their power I have come up with some ideas to help balance some of the other killers that I'm sure will be looked at in the near future.
Trapper
- Placing traps in chases is to strong. Make it so if he places 2 traps within 20s while chasing he can no longer place another trap until a 15s cool down passes. Placing traps well not in a chase should not add much to his cool down so maybe 3 traps in 25s when not in a chase to balance him out better, as he will have to set up as well.
Wraith
- He is able to go in and out of stealth at will as many times as he wants. Make it so if he cloaks and uncloaks 2 times within 20s he suffers a cool down from cloaking for 10s. Let wraith make the decision if he wants to use windstorm to catch up to survivors or try and get Play with your food stacks but lose his power for a bit.
Shape
- Stalking should really tire this guy out. Make it so if as he stalks a fatigue bar fills up as well as Evil Within. At 10s of uninterrupted stalking he should suffer a cool down of 7s so survivors can have a chase with him. This will also really balance out his Tier 3 add-ons as stalking will take way longer to get any sort of benefit from them.
Hag
- Hag is a special killer as she really needs to set up as her speed is only 110% compared to the trapper so instead of having a cool down on placing traps give her a cool down on teleporting. If she teleports to 3 traps within 20s she will suffer a 15s cool down to teleport again. Now she really has to make her teleports count and can't just teleport all willy nilly.
Doctor
- Doctor does have a cool down on his static blast but... his shock therapy can be spammed with little consequences. Make it so he can use his shock therapy 4 times within 20s, on his fourth consecutive use he enters a cool down for 20s not able to use either his Static blast or Shock Therapy. Make the Doctor use his power wisely or else he can't use it when he needs it in a chase, no more making Survivors Tier 3 and chasing at the same time.
Huntress
- Huntress needs a bit of a change to make the cool down work with her. First she should be a 115% speed killer when she doesn't have any hatchets at all and 110% when she has hatchets. However when she has her hatchets make it so a fatigue bar fills up as she pulls up and holds her hatchet. She should be able to throw all 5 hatchets within 30s before she can't anymore but if she holds a hatchet for 10s her cool down bar should be at 50%, so the longer she holds the hatchet the less she can throw. She should suffer a cool down of 20s if she throws too many to fast to give her wrist a rest.
You do realise that you can still curve right? If it was possible with Base-kit before. It is still possible now. The only thing thats different is his add-ons and not being able to spam his ability without actually using it.
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@Trwth said:
https://forum.deadbydaylight.com/en/discussion/comment/1481472#Comment_1481472
The numbers are a little intimidating but it’s actually not as large as it looks. Killers are normally stunned for 2 seconds, and only 1 if they have Enduring. Increasing the duration by 50% only adds 1 extra second (3 second stun, 1.5 if they have Enduring). The speed bonus is to ensure that you don’t get hit through pallets, but it makes you have to be more precise to hit the stun.
Also, you can only get up if somebody else is slugged, so it’s not an Unbreakable ditto. It also comes with a prepackaged downside where you can’t heal to healthy, no matter if you got up yourself or somebody gave you a hand.
The primary purpose of the perk is to synergize with other perks that make you Broken, such as For The People or Deliverance, so you can further use the buff to your advantage.
Yes but if you manage to stun the killer for 3 seconds thats an insane amount of time and if I manage to stun a killer for 3 seconds I would just run every time, I did get the part about the speed being so you wouldn't get hit through pallets. But my point still stand that not a single person would take unbreakable over this. When I play survivor the only times I get to use unbreakable is if the killer thinks I have DS(I dont like it, so I dont run it) or if the killer slugs more than one survivor. And if he slugs more than one then the difference between this and unbreakable is 1. being broken for 60 seconds, usually not a big problem, 2. all the other stuff you can do as well, which is not nothing, being safe from pallet hits is almost good enough for a perk on its own. 3. being able to do it as much as the killer slugs, unlike unbreakable where you can only do it once. Yes you recover faster with unbreakable but thats really not that big of a deal most of the time.
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Personally I would be more than happy with just gen repair being slower for a while at the start of the game. Either a fixed amount of time or until a certain interaction between survivors and killers. Example maybe gens are 50% slower for the first minute or 25% for 2 minutes. Something like that. Or it could be gens are slower until the first chase, the first hit, the first down. Something like that. What the numbers would be I have no idea. But that could be a decent fix.
Another idea is simply that gens have the same speed as they do now if multiple people are on the same gens, but if someone is soloing a gen it takes longer. Like 20 seconds longer, likely less than that, but just throwing a number out there. The biggest problem the game has (for a killer at least) is when survivors spawn/run to 3-4 different gens and 3 of them fly while you are chasing the first survivor you found.
Maybe make all gens a lot slower at the start of the game, but for each gen done it gets faster and faster, this would also be a nerf to 3 gens and pop late game. Giving survivors a slightly easier late game (where most of them should be dead on hook or at least have been hooked once) and giving killers an easier early game, to maybe stop the 3 gens flying instantly.
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@IMhereRUN said:
https://forum.deadbydaylight.com/en/discussion/comment/1481646#Comment_1481646
Again all valid points that I agree with. But my question is, if it’s beatable, why is a nerf necessary?
Many things you’ve pointed out with the Clown, Freddy, and even Billy have little to do with the killers’ powers and much more on the player using that killer.
IMO, Doc is the only killer that needs nerfed. He just has too much going for him. An unskilled user playing as Nurse or Spirit doesn’t mean the killers need buffed.
On the other end, killers don’t need nerfed just because some survivors don’t know counterplays. Which killers are being nerfed? What’s the flavor of the week right now for suggested killer nerfs? Spirit.
Most (not all) of survivors want nerfs to killers they have to play smart against rather than mindless looping. You can’t counterplay a mindgame killer with the same basic loop tactics we’be done for 4 years. They don’t want to learn how to counterplay it...so nerf them.
Yes. Its mostly got to do with how strong a player is on a killer, than the killer it self. I am willing to bet, that half of what top Billy players are capable of doing on him, was never intended by the devs. And I have to say that your thoughts on how to balance is straight up wrong. You have to nerf the potential. You have to nerf whats possible to do, and not just make it harder to do. Its not always fun to play inside limitations. But if Billy had those limitations from the get go no one would even give a #########. The game has changed a lot over the years.
The stronger the power the more limitations. Just making the power harder to use is a waste of time. Because god tier players will still make the killer work just as well as before, they just have to work harder for it. Which in turn isnt always that fun. Its fun to work hard to make impressive plays....to a limit. I think the same is what they have slowly been doing with survivors. The map changes made a lot of maps, god loops dissapear. In turn meaning that survivors had to work a bit harder to loop killers, not a lot. But just a bit. Which is kind of where I think Billy will end up. They pulled back a lot of the issues people had with his power, overheating going up despite letting go of the button, overheating not cooling down that fast unless it was overheated fully. And stuff like that. He will be able to do the same things (except insta saw) as he was capable of before, but with a slight limitation on his power.
But only time will tell with these nerfs, personally I feel they missed their mark with Nurse. Her base kit and add-ons were too strong. But they made her too unfun to play without actually limiting how insane she was by much at all in the hands of god nurses. I personally feel like its ok that there is a set of "stronger" but more difficult killers to play, and weaker but more easy killers to play. But it shouldn't be the difference between basekit wraith and Basekit nurse/spirit. More like difference between Base-kit Legion and Base-kit huntress. One is clearly stronger and more difficult but the other if played optimally can still pull off plenty of wins.
As for what the next survivor balancing will be, as some have said I expect it will be the "Start up trial" or whatever it was that the devs called it. The one which is an attempt at balancing early game. And while no details have come out, I think its fair to say that, the first 30-60 seconds of a match is in a survivors favor. The killer can only guess where survivors are and most of the time, they spend half a gen (or half of 3 gens) looking for even 1 survivor, not to mention catch them. So whatever they intend to do there could be very interesting.
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As other people have said, stop sounding so goddamn entitled. I saw the title and thought it was about something like "Lol gg ez baby killer". But no you tried to let someone escape when other people were still alive, on the hook sure, but alive. Thats 100% on you. Calling you toxic for infinite myers is silly. But thats what you should have made a post about. Not you being dumb(gameplay wise) and feeling entitled to getting that one kill.
You make sure she is the last person in the game. And then you let her crawl out or give hatch. Anything less than that and you are basically saying, hey abandon your friend and live. Ofc they wanna play the hero and spit in the "devils" face, who gave them such a cruel deal.
As for infinite myers. I think its a very strong addon. But not op or even unfun. I remember a few times going against it, having trouble breaking line of sight and suddenly getting stuck vs infinite myers with 3 gens left to do. We managed but lost a couple during the match, but most of the time we were having a lot of fun fleeing for our lives. I remember playing it myself on "The game" and people were saying it was the most terrifying game they had in a while. So "fun" is subjective. OP? I would claim as a fact its not OP. But very very close.
Myers is a very mid tier character, so yeah I guess he could be qualified for being balanced. But a killer being balanced does not mean his addons are. Personally I would say Tombstone piece can make myers OP. Because it doesnt take nearly as long getting to tier 3 as his 2 iridescent addons. And you can instantly remove a player from the game and play normal myers after that, or remove at least 1 other player before just commiting to playing normally. So yes, myers have addons which are almost(if not actually) stronger than moris(his addons dont require hooks). And moris are definitely OP.
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@Dr_doom_j2 said:
Wait ... They didn't nerf knockout did they?
Depends on who you were using it one before. If you were using it on killers that mainly used their power to down survivors. Then yes. Otherwise its a straight up buff on killers that mainly/only used their m1 to down survivors. The change is something like,
"Survivors cant see their downed allies aura unless really close, no matter how they were downed"
"Survivors downed by basic hit are blind (they cant see their allies) and allies still cant see them unless really close."
So if you used it on Billy, Bubba, huntress, plague, Oni. Then I got bad news for you. Less so if its Pyramid head, demo or pig. And everyone else its a straight up buff.
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Personally I never use them beyond the occassional daily (even then I try to go for death hook mori), or just bring a cypress mori/devour hope so I have to work a bit for it still.
But the one exception to never using mori and playing "fair". Is when I see a key. If I see a key, I dont care if its broken. I bring a mori and kill everyone. Sometimes I see keys several games in a row, and I get more and more annoyed. Out comes the spirit, or iridescent hatchet huntress. If I somehow I run out of moris or just dont feel like it. Its face camping bubba with franklins. I try to have a bit of fun, anyway I might, sometimes thats moring the entire team in case they are premade with a key. Other times its just giving my full attention to that one survivor.
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@Trwth said:
For your changes, I find that those two perks are completely fine as is. Hexes overall need to be more hidden both as totems and on HUD. Stake Out tends to get countered by stealth Killers, but otherwise it’s pretty reliable.
I have a whole list of perk changes and reworks on hand, but the one I’m most confident about is definitely No Mither.
https://us.v-cdn.net/6030815/uploads/SU50DB77MFKV/b8190c29-2f81-4052-bc4c-70e1c0ccb72d.jpeg
A gimmicky alternative to Unbreakable that synergizes with other perks that make you Broken, such as Deliverance and For The People. In some cases you can turn the Killer’s power into a strength for yourself.
You might wanna remove that last bit about pallets otherwise this is just guaranteed to be picked over unbreakable. It might actually still be picked over unbreakable since this one could actually be considered stronger in most cases. Unbreakable usually only see play when the killer slugs more than one.
Legit the only change they should ever even have to do to No mither to make it perfectly fine is.
"You start the game full health. The first time you get injured you become broken, but this is only visible to survivors." Leaving it up to the killer to figure out they have to stop slugging you. It still has the same downsides it just doesnt make it blatantly obvious. In general too many perks give out too much info to the opposition, without any reason to. Might as well just have a timer on someone having just been unhooked how much time left for BT and DS. It makes little sense to give that much info away unless the power is insanely overpowered. And I dont think No mither is. It has a decent drawback and the benefit you get isnt that big unless the killer slugs you. Which basically 0% of killer will if they know you have No mithers. So leave it to the players to figure perks out, and stop giving a ton of information away.
When the game is over they can read the perks and go "Oh so thats why he could do that." Its part of learning the game.
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I dont think they need to increase the dc penalty. Just make sure it amps up faster. And it counts for the entire day. Dc once in 24 hours? 5 minutes. DC twice in 24 hours, 15 minutes. Etc....Or something like that.
People saying they are having technical issues with their internet, having power outages, getting thrown out of games. I really cant even imagine giving a ######### that you are having technical issues. They shouldnt be my problem. The amount of times I have lost my internet connection, power outages or somehow gotten thrown out of the game are probably fewer than your fingers. Its just not that big of a deal, and if it is, then its on you.
If I was getting kicked that much I would probably start to either play something else, (since I couldnt play the game anyway) or I would consider whats wrong on my end. Because its clearly not everyone having this issue. I just cant imagine wanting to ruin other peoples play time that much that I would want to continue to play despite losing my connection over and over.
So yes. Bring back the dc penalty, when the issues have been fixed. People suiciding was annoying but at least there was a chance to unhook them to force them to stay a bit longer.
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Corrupt intervention is good on all killers. There are killers where its great or nearly necessary, like trapper and hag (it isnt, but it makes the game a lot easier). If people are hiding at blocked gens for 2 minutes then that game should be a lot easier as well, especially if as you said 1 or more survivors arent hiding. Thats just giving you a lot more time to try and down your first survivor. If 2-3 survivors are hiding and you find 1 who isnt, thats 2-3 gens that arent "flying" before you get your first down. Slight exaggeration but you I hope you understand. And ofc if you have done your rounds on the remaining 4 gens and 0 progression have been made you give the 3 blocked gens a look to see if any survivors are standing there, a few games this perk wont feel like it did a lot. But I can almost guarantee you that this perk stopped 2-3 gens from flying at the start, more often than not.
As for why a lot of people use Corrupt on Deathslinger. Its the same reason a lot use it on Huntress. These killers are 110%, it takes a long, long time to get to the other side of a map and search every gen. The fewer places you need to search and the closer to you those places are, the better.
Some people are saying Corrupt intervention is overrated, and I cant really fathom why. Is it a must have? Ofc not, but its honestly probably still the best if not second best perk in the game. The only one I think might be better would be Pop goes the weasel. Personally I feel like pop is a lot easier to counter, all you have to do is commit to gens and they will dissapear before the killer can get anything out of pop. But I will admit thats a lot easier to say than it is to do since your team mates arent very often on the same page. And at the same time its technically easier to counter Corrupt since you just have to wait 2 minutes....but I would rather uninstall the game and never play again than wait for 2 minutes in each game doing nothing.
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@[Deleted User] said:
Umm no.
You don’t.
You may be shocked to learn that many more gay males play this game than you may realise.
And whether that’s relevant or not, I don’t think this game should go down the road of overtly sexualising any of its characters.
I mean gay males playing this game have 0 things to do with this. He didnt say he spoke for all, most or even a large part of the community. I agree with the last part though, no thanks to the sexualising of any of the characters. It would be way too ######### weird and not really fit the game at all.
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@mentalpopcorn said:
https://forum.deadbydaylight.com/en/discussion/comment/1469435#Comment_1469435
I love when people say there's no counterplay to certain killers. Every killer has counterplay, this is just a fact. If you don't see the counterplay it's your own lack of skill not others. The problem is survivors think they should be able to 1v1 all killers easily. The killer should obviously be able to win in a chase unless the player is just bad.
I never said a survivor should always be able to escape a chase if they can outplay the killer though. But if a killer has very little counterplay, beyond semi niche perks, then they are not fun to go against. I personally care little for how fun a killer is to play against since I usually only play killer. But its still a fairly valid argument from a survivors view point.
Yes a killer should always win the chase. But, a survivor should be able to extend the chase with outplays, and some killers do this much better than others. Thats the problem.
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@mentalpopcorn said:
And suddenly demo is an utterly useless killer because of these ridiculously op suggestions. Hell, I'm a killer main and I find these to be ridiculously op. I wouldn't want something this op as a killer, it would take the fun out of the game.
You realize if there's a teleporting system it basically gives killers the biggest advantage right? It means by the time survivors only need 1 or 2 more gens, since you can teleport across the map it'd be easier to3 or 4 gen survivors into Oblivion. What this would also do is completely change the meta around for what gens to save for last. Instead of doing the middle gens to save outer gens for last, you'd have to do it in a way that leaves a gen on each end of the map and one in the middle. This would still be super unsafe for survivors. A teleporting system would make a survivors late game infinitely harder.
If you're getting genrushed it's because you don't have enough pressure on gens, or you're camping and tunneling too much. If a killer is "boring" for you, that's just your personal preference.
Im not here to argue whether or not the idea is good. But you misundestand one point. The boring aspect of his post, was from the survivors view point. Its the survivors that are calling killers boring to go against. Killers like spirit, Deathslinger, and others like them that leaves survivors with little counterplay in a chase.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1448700#Comment_1448700
Yes, because unreal tournament was one of the first games to use in game voice chat. I know this game isn't balanced around voice chat, which is why it's so OP for more than half of the survivor base to have it. Punishing swf won't work, because unless it's a 4 man, you will be punishing a solo too. Better to level the playing field, then buff killer.
Please explain how you would be punishing the solo? I said that the premades are limited in their gen repair speed, or limited in perks/items/add-ons. I might be able to understand the first one being harmful to the solo. But how would the other changes harm the solos.
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@Dwinchester said:
https://forum.deadbydaylight.com/en/discussion/comment/1417536#Comment_1417536
2 out of 100 is sweaty 4 man's? Lol. Try 3 out of 10. Swf is a lot bigger problem than most realize, because most are survivor mains. The top 5 killers are just barely capable of destroying 4 solos and are lucky to get a 2k brutal vs swf.
https://forum.deadbydaylight.com/en/discussion/comment/1443759#Comment_1443759
Easy fix, add mics, buff killer. I know the tired arguments that not everyone speaks English, but who cares? That problem has been there since 2004, I remember playing unreal tournament with a guy from Russia, had no issues. I know there's always that one jerk that thinks you need to hear his dog ######### music, but that's why you add the mute functions.
You legit just mentioned Unreal tournament.....when I said "asymmetrical". Its not a 4v4. Its 1v4...... You cant balance the game around mics. It wont do #########. It will actually just make it worse. The game isnt balanced around communcation. On the contrary. Which is why I said give a direct nerf to those who are premades.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1444367#Comment_1444367
Alright in all seriousness whos better a killer who can teleport between gens put down snares that slow down people. Has a addon combo literally made to make gens forever when stacked with perks. Or a girl who if you mess up the blink she stuns herself for 4 seconds. Which the devs even admitted they didnt wanna make "that mistake again" when talking about old legions stun. Sure a good nurse could down you in seconds but you can juke her dead hard or other stuff to turn her power against her. Deadhard a fredddy? Alright you saved yourself like 4 seconds and now i down ya. (Not to mention passively ignoring bt is fun as well)
Is freddy too strong? Yes. IS he stronger than nurse? Not by a mile. The difference is he is soooooooooooooooooooooooooooooooooooo much easier to play since there is absolutely 0 reason to not just spam his pools. And he is a 115% killer, with a point and click tp across the map. He is the easiest of the strong killers to get into and its weird that he has add-ons that combined with perks can just stop a game in its tracks. Only the Doctor with his "special build" can do anything similar and thats only on very very few maps, the Game mostly.
@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/1444409#Comment_1444409
Is it really good to have a killer that only like 5% of the fanbase can play good enough? Even otz and tru3 cant play her that well and they pretty much can play any killer great i mean zubats a amazing huntress for example but ive seen his nurse gameplay and even for him its not that good. If some of the best cant play her whats that say about the killer? (Im only saying she needs a middleground)
And while I disagree with you on Freddies strength before and after. I personally agree that nurses skill floor should be a lot lot lower. While at the same time nerfing her max potential. She should at the very least be a bit easier to play and a bit weaker. What do I mean when I say weaker? Or nerfing max potential?. I think she just shouldnt be able to tp as far as she does. I cant think of anything else to maybe nerf her without totally changing her. She needs to be easier to play without being able to destroy a team, even a good team, in seconds.
Spirit is a lot easier than nurse, and a bit more difficult than freddy. She is a middle ground of the three strong. Unfortunately not being able to tell what she is doing is kind of insane. I heard someone argue that maybe she should phase in and out of her spirit ability every few seconds (maybe every other second) to give some counterplay without it just being easy to play against her. Which might be a good idea. I wouldnt know til I played with it and against it.
I just know that wins with these three, feels cheap. Less nurse since she is actually hard to play and takes time to learn, but once you learn her it still feels cheap
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1444123#Comment_1444123
He's talking about Otz I think, if that helps.
Yeah but even Otz said that if they just tone down the changes to his overheat mechanic he couldnt see any issues with it. And saying that he never says anything negativ about DBD just means that op never watches Otz. The "unfun aspect" was said before the new changes to the ptb, that severely tunes down the overheating.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1443701#Comment_1443701
Mate trust me when i say that it's not like this... killer has a way worse and harsh game then survivors has PLUS the emblem system is completely broken for survivors and completely wasted for killers :\ You have to sweat your az off SO much for a pip and you always end up black pipping and when you slug the third for the forth is ONLY because you know that otherwise you would end up black pippin. Killer is permanently trying to read 4 minds when survivors only have to read one and in the SWF scenario is an abomination so i would seriously nerf survivors first since they would really just change their pace from a ride on the park to at least trying and then i would think about fixing things on killers and if i may the only thing that i think that are actually abusable killer side are moris, but you still get punished for that from the emblem system so i don't really see what else, if you have anything in mind plis give me some i would really appreciate new incomes
Im not saying its not a stressful if not at times "abysmal" experience to play killer. But thats mostly because of the asymetrical aspect of the game. The biggest problem is 100% swf. But beyond just nerfing survivors gen progress or taking away the amount of perks and items the premades can carry based on how many premades there are. I dont see an easy solution to it, otherwise it would probably be fixed. The easiest one would be to just nerf gen speed the more premades there are or somehing like that. But its not a fun solution.
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@BaroneMaximus said:
https://forum.deadbydaylight.com/en/discussion/comment/1417536#Comment_1417536
it's the opposite. You have to nerf survivors first and then killers xD killers have to make 12 hooks, hit you twice and bring you to the hook (and i'm skipping the hide & seek part) Survivor only has to rush 5 gens and open a door with an entire map of favourable loops and millions of pallets to use and abuse since there is no real slow vault or entity block on it
Personally I wouldnt be against nerfing survivors first, since I almost always play the bottom tier killers, or mid tier killers.
The only reason I think nerfing killers first is the proper idea is, while its difficult, most of the time on the less strong killers you can get decent results vs good survivors (swf shouldnt be a baseline) and often enough 4k. But unless you are in a swf then playing vs a good spirit/nurse is just gg. At least 3 of you are gonna die. So if they bring those down, then for a while (unless they do all the changes at once( which with BHVRs track record with bugs would be a nightmare) its just gonna be as annoying as it is now. But then there wouldnt be any reason not to bring survivors power down a notch. And maybe finally we can all have some fun against and as most killers.
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As you say there is basically 0 problems with it on a solo guy. He can still get some use out of it and be a nuisance against some killers. But when its on SWF every single person thats premade with that guy knows where the killer is 100% of the time. And when its in a SWF its usually always the best loopers that run it.
And since people hate being watched constantly they will not only tunnel but camp the living daylight out of any person that runs it. Partly because of the killer not knowing if its a SWF they are facing and partly because knowing someone is watching you constantly feels like that person mocking you. Whether they mean to or not.
Its like "Hey I gave you the power to see me because I know you cant catch me". Thats the general feeling that perk conveys to the killer. Ofc thats my oppinion and other players might feel different.
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Ahh three things
OoO
OoO
and OoO
I can honestly say I have started despising this perk more than any other thing in this game. Keys/moris/Haddonfield/Spirit nothing comes close to how goddamn frustrating this perk is to try and play against. There are only 2 options for me when I notice I play against it. Instant dc, with an apology for leaving(Luckily I dont have to feel too bad since most people that run it have proven to be massiv ######### in the chat afterwards) or I just down the guy and camp him. I win most of those latter games because the users team mates come running to him to suicide save him.
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Think I saw somewhere else where a dev mentioned that it probably wouldnt return. But I might have misread. Havent seen it confirmed to be a bug at least, so until its confirmed to be one I dont think its gonna come back. Although currently there is hitbox issues when you try to hit someone unhooking. You miss or go through and hit the hook, quite annoying.
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@Splinterverse said:
https://forum.deadbydaylight.com/en/discussion/comment/1439296#Comment_1439296
Justify bad behavior however you like. I've got almost 2k hours in this game. For the first few years, when I played survivor, it was exclusively as a solo player. In the past few months, I've started playing SWF when I play survivor. But, I haven't been playing with a consistent team of the same folks each time. I've tried many different combinations of players.
After all of that, guess what's consistent? It's not the number of kills. I don't see consistent 4Ks, consistent 3Ks, 2K, 1K, 0K. It's a mixed bag. Every match is different.
Add to that, I've watched hundreds of hours of YouTube videos and streamers. What's consistent there? It's not the #K. Those are also varied.
So, when a killer player says they keep losing (aka 0K or close to it) because of "gen rush", the only consistent thing is that player playing as killer. That means, they either need to change their build, change their killer, or otherwise improve.
If people were experiencing a significant 0K due to fictional "gen rushing", it would be widespread, it would be the same for everybody. I can tell you with almost 2K hours, it's not consistently that way. It only seems that way because you are playing a killer where that consistently happens.
You can cite the forums that other people are experiencing it, but I can play an entire day (8 to 12 hours) with various players from multiple regions and I don't see that consistency. If it were a widespread problem, I would see it.
What you have is a vocal minority that can't accept that they need to improve something they are doing. Instead, they want to blame fictional gen rushing (the only actual objective in the match that has to be completed). And they want to blame BHVR instead of looking inward at their build or killer.
Flame me all you want. But maybe you should play a whole day as survivor first to see if you see a consistent #K and then complain.
But...I do play survivor lol, and it happens a lot there too xD. I only have 1k hours though so maybe it happens less the next 1k hours I dunno.
Justifying "bad behaviour"? If you think camping and tunneling is always bad then you really should stop sitting in the menu for 2k hours and start playing the game. There are loads of times where camping and tunneling is not only the right thing to do its sometimes the best thing if not the only thing you can do.
And I didnt say I was consistently losing or playing the same killer, I play most killers in the game during a day. Im not a particular fan of nurse, spirit or freddy, though it feels cheap to win when I do. But thats just me. I was just saying I would rather sit on a hook when the game is over anyways (all gens being done is what I meant) than waste my time trying to maybe get a hit on a survivor that then runs to the exit gate while my hooked survivor escapes. I still "win" more than I lose, Its just that sometimes the game is basically over 80 seconds into the game when 3 gens fly before I get a single down. Thats a problem on BHVR to fix so survivors dont all spawn on random gens, giving the killer time to find one or at least delay the initial gen repairs.
Thats what I define as gen rushing. 3 gens popping "instantly" without much of an interaction between survivors and killers. Yes gen pressure is real, but its not something thats gonna make a difference if 4 survivors are spread out across a wide area. You cant pressure 4 gens at once. And yes that happens quite often, I think at least once a day. Sometimes I still win those but ######### hell they arent fun to play after those 3 gens.
And yes I agree that a lot of forum people are whining idiots. DS op, Noed op. Looping should be punished, tunneling/camping should be punished. Nerf nerf nerf. Its just not that simple, a lot of perks are great until played annoyingly. And a lot of playstyles might be the only thing thats possible to do in some scenarios but can still be goddamn annoying (or abused in some cases).
Much in this game has a problem where the most fun aspect of the game isnt actually an objective to do, besides for emblem points. I think most survivors agree that repairing gens isnt actually all that fun. Hiding from the killer, looping the killer, interacting in general with the killer, is where most survivors find the fun.
As for killers well it varies, but in general the chases are usually great (although getting pallet stunned 15 times in arow on Ormond isn't). Outplaying people feels great, getting outplayed feels annoying but ofc it has to be otherwise it would be terribly one sided. Using the killers power if possible is fun. Somestimes its pretty fun, if not slightly stressful, to try and juggle chases with gen defense. But a lot of times its just annoying because survivors will, as they should, try and run to a zone with 0 gens to get the killer away. And if the killer refuses this leaves them in a standstill, which gets boring. But those dont happen that often either.
But thats what I mean, If people are just gonna do gens thats fine but dont come blame the killer for refusing to chase you when you have already done all your gens and can safely escape. Just leave the game. The game is over, you can try and suicide for the guy hooked but thats on you.
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@Splinterverse said:
Honestly, "gen rush" is BS. The only thing survivors have to do to escape is generators (followed by unhooks if needed). That's it. We don't have to do chests. We don't have to do totems. If you don't like it, blame BHVR instead of telling survivors they are "gen rushing."
Ok but you do realise the reason a lot of killers are complaining about it. Is because survivors instantly throw blame at the killer because he starts camping/tunneling. Just to get a single kill. Yes its on BHVR to fix it. But just remember the consequences of it. The more it happens the more spirit, nurse and freddy is gonna come out. Or just moris. I get flamed so hard if I dont do what survivors want and chase them with 0 gens left. And people get insanely mad that I wont chase them/leave hook when I have someone on the hook when there is like 1 gen left, because they dont get enough points or because they are bored. Thats not on me. Stop blaming me for something that you guys put yourselves in, I dont want to stress to get a few more points or to entertain you. I want to have fun too and there is no fun in a lost game. So I'll camp and tunnel and continue to lose until I get 1 proper match. Sometimes those survivors are potatoes, sometimes they are trolls. But usually they just arent 3-4man swf.
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1437043#Comment_1437043
Personally, I couldn't care less of what anybody says about me, good or bad.(although, i never mentioned I do care about what others say). it's having the ability of what you can say that is toxic(threats, racial slurs, etc that is).
Fair enough. And same btw. I am merely trying to understand how you can understand why words can feel toxic to some people. But controlling a character model to do something that is known to be, at the very least annoying/mocking is just something people should ignore? I think both things are things people should ignore and one thing (racial/sexual slurs and threats) being worse than the other options. But I cant see why they arent both considered something that is toxic?
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@Angel_di_Soufre said:
the pattern I see is that they are revisiting early/OG killers, updating them in some fashion
So, can we all agree that Hillbilly and Nurse just needed an add-on pass? Base kit being fairly fine and all that, they just needed to fix problematic add-ons but they also made “minimal changes”
guess who has the next problematic add-on combo? Yes, Huntress, I see them being tenacious enough to change something else about her (at least they can’t limit her with a cooldown... right??)
Im surprised Leatherface base-kit is decent but those add-ons are also worrisome
like look man, you see my profile picture, I like my Boi, Wraith just needs faster movement speed while cloaked and maybe faster action speed while cloaked so we can use his fun add-ons more freely but I’m paranoid they will mess that up somehow
like an add-on pass or reworking his power while I just want to Ding Ding and give everyone fun matches
No. Yes to Billy for the most part, though I think the overheating mechanic is fine if they tune it back a bit.
But a big no to nurse. She is still the strongest killer in the game, and her base kit was insanely strong. She is now just more difficult to play and requires add-ons. If they tuned back how strong her power was in distance instead of giving it a cool down or just tinkered with how her powers work or what kind of feedback you as a survivor get. But honestly when facing a god tier nurse (they are few and far between but by god do they exist) there is still very little if anything you can do. There is more you can do vs a spirit than vs a Nurse, its usually guesswork and she is way too strong as well. But there is kind of something you can do. Its just that she is a lot easier to use to her full potential than nurse is.
Honestly if they go ahead and make the basekits and addons on killers more like bubba. As in, fairly good basekit with some add-ons that are primarily gameplay specific rather than just buffs. Because its the most annoying thing in the world when killers basically are add-on dependent.
Trapper with no add-ons.... 1 trap is a big no thanks from me. And ######### rng on his traps.
Wraith with no add-ons.... low speed no thanks. Or just making too much noise when uncloaking. The yellow bone add-on or yellow windstorm, either or feels like a requirement.
Billy is basically fine, but if they tune back his overheat a bit then I dont mind the nerf, wish his addons were more interesting though.
Nurse is insane, but might need add-ons to be easier to use.
Myers is mostly fine....but some of his add-ons are either useless, (faster ms while stalkin) entirely insane when combined with others (infinite Tier 3 + faster stalking). But otherwise fine and some of my favorite add-ons, because they can drastically change his gameplay(Jumpscare myers, or tombstone-/tombstone piece...which might be too strong by itself)
Hag, maybe needs some basekit tuning, and has some weird add-ons. But again a lot of them change her playstyle which I still love.
Doctor seems fine, but has some goddamn annoying add-ons.
Huntress basekit is fine, her addons need a look over though. Beside iri hatchet which should be deleted or reworked, exhaustion addons are pretty insane.
Bubba, dope on ptb.
Freddy, its kind of amazing that they are making punishments to other killer for spamming their ability....and then there is freddy pools. And annoying add-ons.
Pig, for the love of christ help her. She is drowning. Basekit needs some work (######### rng, gimme some sort of consistency) and so does her add-ons. Most of them tinkers with her traps but not in a good way and very few does anything to her ambush/crouch.
Clown base kit is better, but he might need a full rework. Atm his addons are like huntress but more annoying.
Spirit.....nerf her add-ons and her basekit.
Legion, his basekit is technically fine. But goddamn is his addons boring, beyond his iridescent.
Plague pretty good after her buff, some of her addons could use some work though. Some make her out of control insane and others are wasting your time.
Ghost face, base kit needs work way too add-on dependant. Speaking of, only like 2 addons, power cool down reduction, that are worth your time rest needs changes.
Demo, base kit fine. Needs some desperate help on his addons.
Oni good base kit. But beyond his charge time reduction and some niche maps with gauntlet meh addons.
Deathslinger. Fine basekit, so boring addons. Reload speed addons are fine.
Pyramid head. Same as deathslinger, increase range is pretty good. The rest are meh quality or you dont really notice.
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@Justalittlepeeck said:
I would revert her to pre 2.7.0 and make EGC stop/slowdown when a trap is on survivor + I would probably remove any sound cues from her ambush attack.
If I were to go deeper, I would rework her and repurpose her power.
- Survivors start the trial with active RTB on their heads.
- Death timer - 3 minutes.
- Every time a generator is completed, 2 minutes are added to the death timer.
- Timer does not stop under any circumstances, unless gens are finished.
- When generators are finished, RBT timer stops and becomes inactive if the survivor is in chase.
- When Exit gates are powered, Jigsaw boxes are manifested in the trial.
- Interacting with any Jigsaw box would allow to remove RBT
- Survivors can perform 2 kinds of interaction: slow and fast one.
- Slow one is performed for 15 seconds, has 3 skill checks and is safe.
- Fast one is performed for 2 seconds and damages the survivor by 1 health state once he finishes the interaction.
- Once survivor has finished interacting with Jigsaw box, it disappears.
- Secondary power: Ambush&Crouch
- Crouching is instant and crouching speed is 95% by default.
- Terror radius slowly fades away in 2 seconds.
- Ambush attack becomes available after 2 seconds of crouching.
- Ambush attack is performed in 1 second and has no roar cue.
- Ambush dash range is 16 meters at 6 meters/second speed.
- Hitting a survivor with ambush attack when he is interacting with an object would allow you to grab him.
In general interesting. Not too sure how I feel about survivors being incouraged to genrushing from a killer power. But it is certainly interesting.
When you say Timer stops only when gens are finished. Do you mean all gens? And if not all gens, then how long does it stop?
I dont think they are gonna remove the roar cue, since it is a reference to the movies. But they could move it so its mid animation instead of before she even dashes. But yeah there is no way the grab thing + dash + no cue at all would be balanced. Easiest kills in my life that would be.
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@EmpireWinner said:
https://forum.deadbydaylight.com/en/discussion/comment/1435793#Comment_1435793
What does reality have to do with an online game? They are ######### models. Grow a pair if a model going up and down gives you high blood pressure.
I mean in this case if player input and intent has nothing to do with being "toxic". Then why do you care about words being written?
They say that offense isnt given, its taken. Fine I cant argue a lot with that. But then why do words written matter to you? In both cases they are aimed at you.