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Reaver_Raziel

Reaver_Raziel

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Reaver_Raziel
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  • @scenekiller said:

    Change keys to not be found in chests, and moris to only work after 2 hooks. Problem solved.

    They are never gonna change moris to work like that. It was the prefered choice for me personally as well. Because it would have made moris fun items more than game winning items. But now that pyramid head is out. There is not a single reason why they would ever make this change. Since pyramid head himself needs 2 hooks before more. Even if the pyramid head used them because he liked that mori animation more (dope so I cant fault) it would still just feel like a massiv waste on him.

    The one thing they could do about moris is limit how many it can be used on or limit it based on how far the game has progressed in terms of gens or time.

    Keys.....######### keys man. Dont make 1 of them just open the hatch instantly so any number between 1-4 can just escape. Or at least give it a charge time. But at the very very least. Make them unable to spawn inside chests. I have never been so annoyed at a game as I have when 3 survivors escape thanks to plunderes instinct and luck. Its so dumb.

  • To litterally answer the question. For something to be called a set its at least 2 pieces that cannot be seperated. In the case of Lisa Garland thats also a set. But its considered a Legendary skin additionaly.

  • @Orion said:

    Already tried and abused by survivors.

    The only time I could see they tested this was way back 2016. Personally I doubt survivors can kite killers around a hooked person long enough for it to matter anymore. Especially since this test was before bloodlust even existed, which would mean that even if they managed to kite for a long time the survivor would most likely go down before 1 minute passed if they tried to keep the killer ontop of the hook.

    Unless they send more than one person I cant see how they would keep the killer there. And if they send more than one, well congrats you are keeping 3 survivors busy.

    But if you really want a "different solution" how about this

    "When the killer is within X meters from the hook, the hook progression is slowed down. This slow down stops when the killer enters a chase"

    There you go, now the survivor can't kite. And yes that was the official explanation that the killer was kited by survivors around the hook.

    You could even fully stop hook progression but maybe it would require the killer to stay there for a certain amount of time, and again immediately stop it if the killer enters a chase.

    Not trying to start #########, just a killer main tired of hearing baseless accusations and whiny cry babies in endgame chat primarily. Come with some counter arguments to this suggestion.

  • @[Deleted User] said:

    The real answer is basement chest protector Insidious Bubba.

    Well I mean this goes without mention. Beside this noble purpose, its really good for defensive killers like Trapper or Hag. It can turn a game around if the killer plays a bit defensively and the survivors dont play around it wisely. Not gonna call it camping but yeah if you camp the basement Im sure statistics would show you have an increased chance of getting more kills.

  • @BastardKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1370075#Comment_1370075

    It is the same wording as Lucky Break. You have 60/120/180 seconds of undetectable which pauses when a survivor is hooked, during which your terror radius can be heard. After that time is up, the perk deactivates for the rest of the match.

    Sure but thats just not what you wrote in your first post.

    "Insidious (Lucky Break Mode) - Your hunger for the hunt to begin is held in check by your deliberate methods. While no survivors are hooked, Insidious activates, making you Undetectable. Insidious works for a total of 60/120/180 seconds before it deactivates"

    'Deactivates' is temporary. Permanently deactivates isn't. Thats why I said I wanted to be sure what you meant.

  • As someone that mainly plays killer I would just increase the time it takes from going from one hook phase to another, if the killer is too close and there are still gens left to do. In this way it would more or less guarantee that survivors have more than enough time to get all gens done and get out, or if they feel like it, do a save attempt.

    Will this stop people from face camping? Ofc not, some people do it 100% only because it pisses other people off. While some do it because they dont think they have any other options left, as in either having a ######### game/######### start and finally caught 1 person but 4-5 gens are done. Sucks for that one survivor but at least in this regard usually there have been some gameplay.

  • Your insidious change is either worded in a very weird way or its insanely overpowered.

    Do you mean "At the start of the game and for 60/120/180 seconds afterwards you become undetectable. When this time is over or when a survivor gets hooked this perk permanently deactivates"

    Then yeah I think thats fine, limited but could potentially give a good opening for killers.

    But if you mean it the way you have described, you are only detectable when no one is on a hook. A perk being deactivated doesnt mean much if its requirement for activation is still possible. Unless its permanently deactivated.

  • @lazerlight said:

    Survivors: Slugging is not fun because we have to stay on the ground for four minutes doing nothing.

    Killers: Lol. Just use Unbreakable.

    Survivors: *Use Unbreakable*

    Killers: ######### ?!?!?

    Trust me when I say I know how stressful it is to play killer. Survivor mains will try to say that's not true. But if it wasn't true. We wouldn't be having problems with matchmaking in the first place... I know all the second chance perks survivors have, that can make the game feel unfair for killers. I know keys are wack. I know genrushing is a problem. But you can't deny that being slugged is the most boring thing that can happen to survivors, and killers who slug ARE in fact holding the game hostage for the team because they KNOW that survivors can't do anything about it without perks and they don't even get points for recovering on the ground! Especially if you don't pick them up even though you are perfectly capable of doing it. (I'm looking at you Pig mains... lol jk)

    Personally, I don't want a free unbreakable, I just want points for recovering on the ground and I want a way for the timer to go down faster if the killer is abusing the slug. Maybe making the timer go down faster while crawling. The bleed out speed up will be an automatic incentive for the killer to not slug. But it won't be game changing either like having Unbreakable would. It would just mean the killer won't get the hook if they slug for too long. AND it'll make survivors think about when to crawl and when to stay put.

    This is not a bad idea. I disagree heavily with you calling it "taking the game hostage" because there is limit on it. The way I understood the whole "taking it hostage" is that you are keeping people there indefinitely and denying them the ability to play the game. As an example if there is only one survivor left but the EGC hasnt started, the killer finds them in a corner and blocks them there. He can potentially hold them there forever or until they dc. That would be holding the game hostage.

    If you only slug and never hook you are just being a dick and while there is no clear cut solution to this its not really a big deal.

    Slugging is sometimes the absolute best play, because sometimes you "have to" slug for the 4k otherwise they get the hatch. Its other mechanics that sometimes encourage the killer to slug over hooking people.

    But with all that being said, I dont think its a bad idea if the timer speeds up if you stay on the ground long enough and you earning points recovering on the ground, its sort of a baffling that you dont already earn survival points or something for doing that.

  • @Sneaky6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1368456#Comment_1368456

    I agree that both Moris and Keys are issues in the current game state. You are also correct in saying that the fact that a survivor can be seen holding a key changes where the power lies in the Pregame lobby.

    Beyond that, I’ve seen many survivors tunnel-mori’d even though there was no key in the match at all. My main issue with it is the ability to remove someone so fast. It’s incredibly unfun to play lobby simulator for 15 minutes for 2 minutes of being tunnelled and then dying. It is here that I believe something should be changed, I just don’t know exactly how.

    Keys can provide an upsetting experience for the killer and a conversation about how to shift these mechanics to a better state is warranted.

    I wish I had an answer, and I guess if the community is struggling to come to some conclusion I am guessing the devs arent having a fun time either. But maybe keys and moris could add some kind of additional game mechanic for both sides.

    Keys: Lets say survivors took keys with them, since they can technically bring 4 (but there is no point since 1 key opens the hatch for free usage.) Maybe the hatch should only allow 1 to escape early with a key (unless more are brought/found...although I dont think keys should be able to found at all at the very least not without a perk). And then after that only allow one more to escape at the end when all gens are done and you are the last survivor. In this scenario only 2 would be able to escape because they brought a key. There is also the potential of giving keys a charge time so they cant just randomly find the closed hatch and instantly escape. It aint easy but its a bit easier to balance the key than the mori.

    Moris: Either balance moris around how many gens are left, like maybe if 4 gens are done, moris are now usable or some such. Maybe 5 maybe only EGC (though I think this is too weak). They could also just be something to switch up the game pace. Lets say that for each time you mori someone the survivors action speed increase, they heal faster, they repair faster stuff like that. Like the fear of death is speeding them up. Not insanely much but kind of enough to make up for the loss of a comrade through direct murder not hook sacrifices.

    You could also just change how they work, like no one ever uses the yellow mori because its just not easy to use. But lets say that the moris only let you kill 1 guy no matter what but maybe he doesnt even have to be hooked, you can just down him and be done with it, but just at different stages of the game. Lets say Yellow only at the end game collapse, green only when at least 4 gens are done. Red only at 1-2 gens are done.

    These are just ideas and I would prefer if they werent taken as me thinking they are perfect game balancers. I legit just want to not see a key and think, I have to bring a mori because of how unbalanced and unfun keys are to the killer. In other words most killer players I personally know sees a key and thinks:

    "Ok this guy is an ######### and dont even consider that I too want to play the game, so I'll bring a mori and now none of us gets a fun game"

    I assume when survivors play they instantly tense up when they see the unturned offering and assume (correctly 90% of the time) that its a mori. Personally I kind of like it when a mori appears once in a while. Because that match just became a lot more interesting as a survivor. But thats my personal take. I know a lot (I mean look at this thread) of survivors hate moris because they feel it cheapens and shortens the match. I cant really argue against that because to me its all how you look at it, and depends on what you want from your game.

    Ofc its no fun even for me if moris appear all the time or if the killer abuses the mechanic and just camp/tunnels their first survivor. But if its like lets say 5% of matches and the killer plays the game "normally" then Its usually just increases my fun. Just my take

  • While I agree that Nurse has been weakened by her rework. I think that anyone that doesnt place nurse in the highest tier/as numero uno if played by someone capable of controlling her power should really clarify that their list is not about potential but more about how easy they are to play for the general player base.

    As an example I know billy is goddamn high tier, but I cant play him worth a damn so in my personal book when I play him he is a D tier killer at best. I have a higher chance of getting kills with bubba. On the other hand killers like Piggy or Clown has a much simpler and easier ability to use and I am therefor a lot more succesful with them. But at the same time I know that they arent actually that great because if I get screwed by rng or just get a bad start with them then game is over before it began. Where as if I could control Billys chain saw then the game is over when I say its over.

    Tier lists, should be based around their potential. Not neccesarily their highest potential but their potential in the hands of someone capable. So not someone with 10k hours on nurse but maybe someone with 100+ hours exclusively on playing new nurse in red ranks. At this point the player understands the general ins and outs of the killers power and have a decent grasp of how to play as the nurse. Is there more to learn? Ofc, but they would be able to close chases real fast.

  • Personally I have only face PH 1 time and he never tormented only used his ranged attack. So I cant speak to it in that regard.

    Having played him myself a lot I can say that while I dont go out of my way to tunnel people, as in I dont intentionally tunnel unless I am left with no other option. As an example, if I follow a guy to a hooked survivor, and before I get close the guy is unhooked. I look for survivors, find scratch marks and follow them if the person I find is the one I just hooked ofc I am not just gonna go "Ahh sry have a wonderful day" and leave. Im gonna down them and if torment is on them send them to a cage. It sucks for that guy but this is why team play is important in this game. You cant just unhook someone and leave them to themselves usually you have to, as some people call it, take aggro from the killer and get them to chase you. I think survivors have gotten too used to everyone having ds, bt and the like and they can just do really stupid plays and expect great results.

    Are their killer players that are gonna play PH with the intention of just tunneling and camping? Ofc but I dont think they are gonna be that succesfull after a week or maybe slightly more. Players need to learn the most optimal way of playing vs him, people that play him are gonna have more succes with him faster because they "only" play him, where as survivors are gonna take a bit longer since they might meet many different killers.

    If survivors learn that maybe instantly running to the cage and unhooking is the actual best game plan compared to finishing a gen and then running to the cage(this is not knowledge this is a guess made by me with how it feels playing him). A few things are gonna happen in that scenario, 1. Killer lost whatever pressure he had instantly, 2. He got nothing out of his hook beyond a single hook state, no perks, not a huge time waster for the survivors. 3. Survivors are gonna have a rough idea of where the killer is and where he might be heading, 4. Sure the killer also might know where the survivors are but usually its gonna give survivors a huge advantage in time difference to make a run for it.

    I could be wrong about this but I genuinly dont think that there is a problem right now.

  • I dont really see the problem, breakable walls are basically pre-thrown pallets, some you can leave and others you have to get rid of. In either case the walls are doing their job wasting the killers time, yes sometimes the removal of a wall makes it fairly easy for the killer to end chases faster but at the same time its a lot of time to spend that survivors can get quite a bit of gen progression out of.

    With that said I am not saying they are perfect, just saying that very little in this game is and focusing on one of the smaller problems just seems weird to me. Not saying we cant have different priorities, but when I play survivor I dont mind the breakable walls on dead dawg saloon I mind how difficult it can be to get the last gen done if you didnt take either the saloon gen or the hang mans gen. If both of these are left at the end you are in a lot of trouble. There arent really that many other times where 2 gens are so central to the map and so much out in the open.

    As for midwich I must admit I have only played it as killer, havent gotten the map as a survivor yet. I have been told that a killer can essentially lock down one floor and make it very difficult to get gens done. Since they are heavily limited in the ways they can get upstairs. Again I haven't played so I cant say whether this statement is true or not.

  • Sounds in this game is a big part of the gameplay (which is why the current sound bugs are deadly for the entertainment value). If you could mute individual sounds I can guarantee you as a killer I would jsut mute all song/chase music, tracking would be so easy if I didnt have to hear most of the games ambience/killer audio. But they are there to balance it out. I basically think you are trolling because of how silly this suggestion sounds to me. Sry if you are not but your idea just seems bizarre to me.

  • @FlamingkittyUmad said:

    A lot of people will be in denial over this because of how much they rely on it, but this perk in it's current form is not healthy for the game. Hooking a survivor already cripples the team, the limitless gen regression makes it way too easy to snowball. Imagine if survivors got a free BNP any time they pallet stun the killer? Yeah..

    What the perk really needs is a cooldown OR restrict how many times it can be used on one gen consecutively (less reduction after every use on one specific gen maybe)

    There is a massive problem with your comparison. If you had said the survivors gets a free 5% progression per time they pallet stunned the killer with a perk then I would have said, wow thats really good and a better comparison. Because the biggest problem here is that you are trying to compare 1 survivor to 1 killer. And the game doesnt work like that. There is 4 survivors, by your logic if the survivors can save up and instantly get a gen done with no counterplay beyond death. But this is as I said 1v4 game, therefor the comparitive perks survivors have should be weaker or just do different things, if the survivor perks are stronger than the killers in a straight up 1v1 comparison then the survivors are never gonna lose a game. If those perks are meta perks ofc, which PGTW is and whatever you wanna call your made up survivor perk.

    If you actually wanted to make a good survivor perk that is more comparative then it would be, when you safely unhook a survivor/take a protection hit then you have 60 seconds to get 10%(probably less but Ill throw you a bone) free progression on a generator. It would still be insanely good but its more limited to the actual thing that a survivor should do, help his team survive, and not limited by the amount of times you can throw a pallet. For a 25% gen progression I would happily let the killer hit me if I can pallet stun him. Thats insanely op.

    PGTW is 25% gen regression which is 20 seconds + however much time is lost before survivors get back to the gen. How long does a chase usually last? If you can end a chase in 20 seconds then you were winning that game anyway and PGTW is only guaranteeing your domination of people you are clearly better than. But most chases I have are about 40 seconds - 1 minute long, some shorter some way longer (but I usually drop those and in those cases have lost even more time), 25% regression isnt giving me back in full in those cases its making sure I get proper rewarded for playing my role.

    But thats just my oppinion, PGTW is strong but its not op.

  • Its not a bad idea, in theory. However unfortunately its not gonna change anything if you ask me. A lot of times if I down the same survivor twice, its usually by accident and I know that happens a lot of times for others. If I follow a survivor/scratch marks to my hooked person, he gets unhooked, I see more scratch marks leading away from the hook only for it to be the guy that just got unhooked. I cant either down him and the start the guessing game of where is everyone else, or I can down him, roll the dice of ds and if he happens to have it start a chase with him again because he is still the only survivor I know where is.

    This is the problem if the killers dont have enough information or if the survivors dont try to interact with the killer to lead them away from their weaker members (either weaker as in at the game, or just weaker as in soon to be dead on hook) then ofc the killer is gonna only go for them.

    And an unfortunate other truth is, speaking from personal experience, if survivors try to hard or is too hard to catch I will just straight up refuse to chase them until they are the only ones left. I will find others that are easier to catch and force the good ones to either trade or lose a health state so my chase with them will be shorter.

    These are the tactics you have to use sometimes if you are trying to win. Unfortunately the best counter here is to either let the weak die, do gens and then leave or trade one or 2 hook states for the weaker ones and then hope that they can save you + do a bit of gens. Maximise your health/hook states. You are basically, as a survivor, guaranteed a win if your team gets hooked 2 times each without anyone dying. Its simply too much time and you should have been able to do a lot of gens in the time it takes. Ofc there is no such thing as a guaranteed win in this game but still.

  • Counter argument, the fix already exists its called 'bleeding out', takes about same amount of time it takes for the EGC to end.

    The EGC got added because some survivors just went into hiding when they realised they couldnt escape to make the killer dc, or if killer wasnt capable of dealing with the survivors then the 4 people would just refuse to leave the game and run around. Again until the killer dc'ed. The only counter play to infinity games was alt+f4.

    Bleeding out on the other hand is already counter play, and you have options. Either you could bring perks (if it happens that often) called, unbreakable, Soul Guard (I think its called, the new one), no mither (if you are feeling memey) or you can simply bleed out and punish the killer with fewer bp and a huge loss in emblem points.

    There is a timer it has an end, therefor its not holding the game hostage.

  • My preferred way of balancing moris was (was being key word here) that you could only mori people that was on death hooks. This option for me is 100% dead because It doesnt make a lot of sense with Pyramid Head being here. Why would I bring an offering to mori someone if its doesnt give me any gameplay benefits, the only one (which is easily circumvented from playing PH) is that you can mori people even if they dont have torment.

    The next best I can think of would be, you can mori anyone you want when EGC starts, or maybe kind of like hatch "2 gens done?" 1 person can be morried, "3" 2 people, etc.

    Unfortunately if BHV touches moris, they need to touch keys since they give survivors a similar if not equally stupid way of changing the game pace. I did the maths a long time ago to see how bad moris and keys(and similar addons) affected the game, granted only in made up scenarios.

    But unless the killer gets a very early down and the survivors do a poorly timed save and that same survivor gets down again. Then the time difference between a killer using a mori and the survivors using stuff like BNP or keys was essentially not worth talking about. The biggest problem is ofc that the killer knows if you bring a key but you dont know if the killer brings a mori before the game is loading.

    My only point being, yeah moris are ######### dumb (in their current itteration, but I love them as a gameplay addition), but holy ######### keys are the worst ######### thing to face as a killer as well. So many times a basically guaranteed 4k becomes a 2-0k just because people brought or found a key. Moris are the best counter play to keys, they just are.

    Remember this game is not a 1v1 its a 1v4. So yeah the killer might tunnel/camp/mori you but if you are doing your part the rest will still have a fighting chance. You are not guaranteed escaping and you are not guaranteed kills and anyone who thinks that they are, are delusional and entitled people who should really consider the game from the other side.

  • It should honestly just be the 4k, it wouldnt make it easy as pie but it would make doable within few games which is how they are as survivor. And no you cant have one be gold. At least not at red ranks which is what this post is about. And I saw someone mention that achivements should be difficult. I dont neccessarily disagree but killers usually get 2 achivements, 1 for adept which should be easy, 1 random one about using their power a lot which again is easy if not just time consuming. Sometimes they throw in a third achievement which is ones like the "Evil incarnate" those can be difficult or at least interesting and I like those. But at least keep it somewhat consistent.

  • If NOED should get a change I think a very small change that would help a lot with how people feel about it would be to simply have the exposed status activate on everyone the moment the last gen gets done.

    Just instantly inform people that, Yes gj you did the gens very fast...unfortunately you forgot to deal with the totems at all so now you have 2 choices, spend a long time looking for the right totem spawn or get the hell out of the game.

  • Gonna slightly defend the "Tunneling and camping is a legitimate strategy". It is, I mean it just is. But so is walking around searching all lockers. Just because something is a strategy doesnt mean its efficient nor does it mean its the best.

    Camping people on hooks, personally I rarely do it (EGC) but sometimes you are gonna get absolute droolers that dive bomb the hook to save their team mates and net you easy 'wins'. When playing as a survivor I hate having these people on my team and I wish they would do more to punish the killer for sacrificing gens for 1 kill. This could potentially be alleviated with a prolonged time to go from First phase - struggle phase - death, if the killer never leaves the hooked survivor.

    Tunneling, I do this to an extent. Down the guy who just got unhooked and go for the other one. If you run to a hooked guy with me on your ass you better have brought borrowed time. Usually there is no reason to tunnel. But the worst offenders (again speaking from a killers perspective) is the 'farmers' people that unhook others and then go into hiding mode. If I cant find anybody else ofc I am just gonna go for the only guy I know where is. There is no logic to looking all over the goddamn map for someone I have no idea where is. So please survivors, 'take the aggro' most killers prefer to chase someone new, they might still down the hooked guy but then go for someone else.

    I dont experience tunneling very often as a survivor. It happens (usually Russians do it, not sure why), but the most blatant ones are the people that 100% ignore other survivors that run infront of them to take hits and lead them away and just blindly follow that one guy all game. And its frustrating to deal with but usually they dont get many kills unless survivors let them.

    TL;DR Tunneling is a good strategy, if its 1. To get rid of one survivor because you ######### up your early game and need a way to slow the game down and you know one guy is on death hook. 2. To buy time by downing a recently unhooked survivor and then going for the unhooker (who you should know where is in this scenario). ps sometimes tunneling happens because of ######### team mates.

    Camping is usually trash tier strategy but if you get an early down and the other survivors arent ontop of their game/too altruistic then 1 kill can easily snowball into a free win. Its a cheese strategy but its usually only effective in low ranks. And besides the ######### its unfun for everyone.

    But thats just my oppinion. As a player that primarily but not exclusively plays killer.

    Forgot to say that, beyond my defense of these plays being strategies. I still think its a ######### way to play. I happen to do it on occassion where I consider the game lost and just want a single kill out of the game, but having experienced them myself I prefer to play "normally" and not depend on inconsistent 'strategies'. And I hate the mentality that people have that "You need to play like this because otherwise its not fun for me". And a side note. The most looney tunes dumbassery I have ever read was a killer main saying "THE KILLERS ARE SUPPOSED TO WIN" Still haven't experienced as much brain damage as I did reading that.

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