ReikoMori
ReikoMori
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Nurse requires more skill because the environmental tools she uses happen to the ones that stay broken the most. Sounds. Outside of that it is really just learning to be patient with the mindgaming on loops and understanding where to position yourself before haunting someone.
Nurse requires more tech skill though as you need to not only keep a list of ranges in mind, but you also need to learn to quickly adjust your camera/aim when attacking out of blink if you want to hit on first or second blink consistently. Nurse has a low tolerance for mistakes made and can't just decide to become an m1 killer. Unlike Spirit if she needs to use her power and she needs to use it accurately every time. Spirit can make a few extra mistakes and can spec to do purely passive phasing mindgames in the chase.
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@Gay Myers (Luzi) can we move this to fan creations?
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@zimer said:
i must agree that they really focus more on quantity..
just imagine if each killer had his own gamemode or something
And the problem with quantity is (in my opinion), that if they finnaly decide to create a new killer with a new gamemode, with new mechanics, etc, it would be a really pain in the bottom to update/adapt all the previous DLCs i think
Im still waiting for the day BHVR will either become a 100+ man company, or just get bought by a gaming giant and get some serious quality content into this game (im looking at you valve)
Valve hasn't made quality content in years. They don't really make anything at all now. They just focus on the steam storefront, but even that is slacking big time.
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The entity could just see the teachable perk as honed skills that it takes from killers and infuses into the other killers. That way they can become more efficient or creative killers.
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I was thinking about any possibke win streak rewards for both killer a survivor sides. There is my thoughts. Survivor side:
This system is flawed as the game doesn't even calculate wins and losses by the metrics you want to lose. You can 4k and still depip which means you've actually lost the game. You can have a very easy time escaping and still black pip or depip. In both cases the survivor doesn't actually win by the game's internal metrics for success i.e. Victory Cube.
In order for this idea to be useful you'd need to apply an overhaul to the scoring emblems and instituted a system of Win and Lose calculations that made sense for the game. Also it would be unwise to make a system that was 4k dependent for killer and then single consecutive escape dependent for survivor. Those events don't score the same and don't necessarily help to determine what a win actually is.
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@Milo said:
@ReikoMori It doesn't even have aura reading! It's just location reading!
All the same things work. In fact they work better if you're the obsession because you get a one-sided OoB aura reading when gens are completed. Just don't get caught and make your way out the door. If you're personally spec'd to make saves then that sucks because that means you're not gonna be making any last minute plays, but you will be alive at least.
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I think its clear and safe to say that the majority of the community is a killer community.
This comes up a great deal and I understand that looking only at the forum in key moments that it seems like it is killer heavy. The forum itself is actually a decent cross section of killer and survivor "mains" and people who just play both sides at a similar rate. When it comes to the amount of changes to the game that have happened, the actual history of the game skews more towards survivor favor than killer favor. The dev team in general seems to be more aware of the desires of survivors more than killers.
Killers tend to get more QoL changes spread over a large amount of time, but seem to see more negative balancing in the short term. This is probably because Killers can be looked at in singular passes as every killer is different. Killers also have less actual perks than survivors so doing things to that side can often be possibly faster. Survivors have had the most positive balancing changes in the long term, but the less QoL changes overall. Part of that is that survivors have more influence over core gameplay. Killers don't really interact much at all with the game environment. Survivors doesn't have any thing unique to them that isn't a teachable perk so you can do large passes at the game to help them out on a slower cycle.
The other thing to consider is that a lot of things that are considered "nerfs" aren't actually meant to be nerfs. Some of this stems from the fact that the time between release of a killer or perk that is overperforming and adjustment to bring it in line with the current state of the game can be months or an entire year. Other games have systems in place to address these issues much sooner. DBD is still sort of functioning as a big budget "Early Access" as certain keynote features are just starting to materialize. With that huge amount of time they get the positive effect of data gathering, but the it comes with the negative effect of players becoming set on a particular killer or perk not changing. That it and things like it are ok for the health of the game.
MoM was never healthy for the game as a whole. Currently, the counterplay to it is at worst don't hit the person using it and at best stop playing any killer than doesn't have a damaging m2. That's not good counterplay. You mentioned the aura reading, but I would ask you to think about how many times OoB turned into a "free hit". Not many. Currently, they are thinking and prototyping possible changes to MoM which may not materialize for months or even at all. This has little to do with killers when they can see the data that MoM is generating.
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It is good on most killers due to how it gives you increased FOV and shrunken TR till in a chase. Which every killer can benefit from.
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Alright so basically I'm mad about the doctor.
TR effect builds work extremely well with the doctor and his power gives him superb tracking. This means you're going to see Distressing a lot more on him than other killers because the bigger TR is good for his power. If you're already running Calm Spirit then you've already done a lot of the work to protect yourself. If you're getting tunneled it is probably because you're a weak target. At 70hrs in the game you know nothing in terms of proper movement and map awareness. So if you are presenting as the weak link of your team then you're getting taken out first.
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Pretty sure it has already been done, but the issue isn't against perks or without perks.
The issue is amount of information able to shared between players and how fast that information can be shared. SWF on voice comms are able to circumvent any killer's attempts at denying survivors information about the game. The game was never designed with the inherent idea that people would communicate outside of the game's gesture system. We have the internal stats from the devs that show that as you increase the amount of people in SWF they higher your chance of survival is opposed to playing solo.
Keep in mind that the survival rate scales from 41% at solo q to 49% at 4man SWF currently.
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@SlinkyJinky said:
https://forum.deadbydaylight.com/en/discussion/comment/476338#Comment_476338
@TreemanXD If you run Unbreakable how about Flipflop? both are equally, situationally reliant on the Killer neglecting you on the ground. Add DS into the mix and you potentially have 2 escapes lined up while being carried to the hook. Add Boil Over and it makes it even more likely.
I'm going to try this lol.
Boil Over won't help you. It just makes the effect of wiggling greater on the killer and only if they don't have iron grasp. Also not seeing hook aura at 14m is useless as killers would have to go physically blind to not a see the actual hook at 14m,
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I have been saying that Legion is in a bad place. He's got more counterplay to him, but the increase in TR and the lowered speeds just make him feel bad to play. Also his addons need another pass as most of them aren't even decent anymore. They nerfed the cooldown addons during ptb and kept those nerfs all the way to live build. His best addons are technically his pins, but due to the fact you need to frenzy attack someone who already has deep wounds to get the pin effects makes them useless. The higher recharge time on the power also makes his power less useful in general.
A large portion of players on the forum think that Legion gets free first hits, but honestly that isn't true. Having a 32m TR by default takes away the advantage of surprise attacking. I was already doing power cancels and spreading deep wounds with the previous Legion kit. It in general felt better to do because I had more versatility in how and when I could use my power. Mending itself is just 10s so the time waste isn't really significant even if all survivors are needing to mend. Not to mention that due to the changes needs for dealing with moonwalking you now actually have far more time to wait before you actually need to mend. Also attempting to mend stops the progression of deep wounds should you ever actually have the bar decrease.
I would much rather they divorce deep wounds from Legion altogether and just give it solely to Borrowed Time. It would open up more design space on the killer and stop buffing the perk every time a deep wound nerf happened because of Legion.
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If I was bring an ebony I just wanted to mow down the survivors. Occasional bouts of murder help to take the edge of being a wage slave for the entity. Too bad that when you mori one person people just pull their ethernet cord.
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The radius for camping penalty isn't short. It is about 16 meters which considering the situation is huge. Also the camping penalty doesn't effect bp it effects your emblem points for chaser. So long term campers actually mess with their ability to rank. That said you're going see people camp because the devs have said it is a reasonable tactic, but in general it isn't what you should be doing if you want to rank up and have decent bp gains.
DC bans are based on threshold. A player needs to disconnect at a certain percentage in relation to the total amount of games they play before they get banned. Also recently the game was so unstable that they relaxed the percentage threshold so as not to punish players who were just dealing with the game being messed up. Now that the game is more stable they've went back to the older threshold.
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Is there any counter to Rancor, all I see it is if you are unlucky the killer gets to kill you and you have no way of stopping it.
The counter to the aura reading is just the basic counters you use for every other aura reading situation. Walking in one direction than immediately walking back to the opposite direction, hopping lockers, etc. The endgame stuff is just getting out of the game as soon as possible. If you're the rancor target you get to a door first and you leave. If you do that, the perk is dead. Rancor isn't even really that good.
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First of all, i play both side (rank1 every season). When ds got changed i was thinking to dont play anymore survivor, especially alone, was a nightmare.
The game isn't killer sided in the least with the exception of Endgame collapse and that is purely because killers don't have anything to fear about a game ending. Survivors have had years of being in near exclusive control of the endgame simply due to the fact that killers couldn't make you leave if you truly didn't want to. Heck, even now nothing has changed other than at the end game you're expected to use your head and make choices properly. Instead you see a lot of survivors wasting time and then getting upset when they go back into the map for no reason. Or people trying make saves only to find out that, oh snap, I wasted too much time on constantly doing save attempts.
Mettle of Man had no true counterplay. It was only a matter of time before that became very apparent. In its current state the best counterplay option is unless you have instadown capability, don't hit the survivor. Killers who could swing without procing stacks for MoM were immediately adjusted so that their attacks proc MoM. So now you need instadowns or you can play Legion as if you have deep wounds you can't stack MoM. That isn't healthy gameplay.
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They said it wasn't fun. They never said it wasn't efficient and even though they know it isn't a pleasant game experience they've been very clear on their stance that it isn't a form of abuse or cheating. They've said time and time again that you're never going to get banned for tunneling as it is a legitimate strategy. Fun and efficiency have nothing to do wither one another.
What is fun is subjective and often at odds at what is efficient. It is always more efficient to run through gens, but it isn't fun for killers who see two and three gens popping before the game has really got going. Yet, I'd never say "punish survivors heavily for sitting on gens!". That your right as a player to do that and I'll fight for you to have it, but I am also going to fight for a killer's right to at the very least not take unjust punitive punishments for playing the game the way they want. Especially if all their doing is playing in a way that is just more efficient for them.
I've said in any other thread about this topic that if the devs were concerned about tunneling and camping, truly concerned, they would be looking at the core gameplay loop and seeing why it breaks down to tunneling being seen as viable strategy. Then they'd work to adjust gameplay as a whole. They haven't produced any results to the public to say that is something they are looking into. More often we get discouraging tactics that by the very nature of the game have to have counterplay to them. So rather than outright prevent the situation they just do the equivalent of saying,"He guys and gals, maybe tone it down."
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@CallMeSpidey said:
There should be a heavy, HEAVY punishment for tunneling killers. And it's annoying how Decisive Strike and Borrowed Time are the only anti-tunneling perks.
And I'm a killer main but when I switch to survivor for an hour or 2 it's annoying getting tunneled to my 3rd hook.
How do you punish someone for playing the game efficiently? Everytime I see this it boggles my mind. A player should have the freedom to play are efficiently as they please. You don't punish a survivor for being a gen jockey and sitting on gen after gen. So why are you trying to overly punish a killer for going after targets who are weaker to get them gone? The killer is supposed to be doing everything in their power to kill you.
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He's an old timey traveling circus clown so he's got all the stuff you'd see in that type of setting on the crotus prenn map.
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If the Killer tunnels and camps and our teammates somehow manage to free us, if we DC right before our third hook we shouldn't be punished.
Knocking people's stuff off a game board is a clear and present foul. Camping and Tunneling while not the greatest thing to deal with are still valid strategies for killers. DCing is the equivalent of flipping over the game board because someone played the game too aggressively even though they still followed the rules of the game.
Devs have said multiple times that camping and tunneling aren't inherently against the rules. The only thing they are going to do is try to discourage that from being the overarching tactic.
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When's the Freddy news dropping? These freddy players roaming the forums are getting rabid. Help the rest of us out.
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They were innocent, but they also had something attached to them that stood out as a weapon of choice. Lisa had her mangled hand and Spirit had her family's Katana.
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Well you gotta consider that Carrie isn't really evil and she doesn't have a known base attacking weapon. She also really only used her powers in moments of anger or insecurity as well. Her mother and the classmates that tortured her were actually the villains in her film.
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Legion Pins and Clown Fingerless gloves.
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Unless they get rid of that stupid roaring sfx when she does ambush the thing is still going to be less than effective.
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It's only an increase of something like 8.75% on ultra rares. It really isn't worth the total loss of inventory and perks to prestige.
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@Visionmaker said:
Just put on your better addons and offerings?
Why should you dodge a challenge? Should survivors be allowed to dodge killers with red addons or moris, or a high rank 3-blink Nurse?
If you run mori they dc the moment the first person dies. A lot of killers red addons aren't very good and like three of them don't even have red addons period. If you're playing Nurse at a rank they tend to dc so...
That is a big issue with killer is that addons are in desperately in need of another pass. Especially for older killers. Also if survivors get the spidey sense that there is potentially a stressful match, yes, they should dodge the lobby.
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If you know that is whose in your lobby before the game starts and you don't feel you can or want to deal with the added pressure go for it. If you're in a trial though you need to just play it out.
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They are both big issues. Lower frame rate makes the game overall more sluggish which for this kind of game is bad. Playing on controller is a huge drop in precision as you can't set the sensitivity as high as you can with a mouse. Some of the more interesting and useful tactics on Nurse are linked to precision turning of the camera mid blink. Controller sensitivity along with lower frame rates make those skills much more difficult to do.
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@GrootDude said:
@thrawn3054 frames do slightly limit you but it isn’t anything severe.
Frames and sensitivity of control both make a noticeable difference in the precision needed for Nurse.
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People have done it for me a few times, but generally I prefer they not do that as it actually makes me feel worse mentally. I'd rather they just escape and be on to the next game.
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Deep Wounds as a status isn't a threat. It is at best a time waster and at worst a non issue. I feel Deep Wounds is heavily flawed as it doesn't just belong to Legion, but also ties into Borrowed Time. Any change made to de with one affects the other and that means currently while Legion's use of it has been severely weakened. Borrowed Time as a perk has become much stronger.
Deep Wounds would be better off being a standalone injury state for Legion or just an injury state for BT, but not both. I feel when you make balance changes to a killer's power completely unrelated perks shouldn't see a proportional increase in strength.
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@liquidlight said:
@ReikoMori So... what exactly is going to be different next month about End Game? lol And I'm not the only one calling for a rework. Tons of people don't like the way it is. There are dozens of posts.
@KingB I did say that, yes, and I'm aware you don't need a key. I don't even know why you feel the need to say that because I never said anything remotely like you need a key to open it (unless its been shut). I know and I think everyone whose played one game knows that it opens automatically. And I don't think it should be auto-lose because you didn't find it first... for killer or survivor. Hence why I said let killers be able to pull people out of hatch and keep the timer AND make it so it can't be shut. That way both sides have a fair chance at the win.
Dozens of people are making posts without taking time to adapt and learn how to play within the new setup of endgame. Change is always met with resistance and the only cure for that is taking time to see if it possible to adapt to said changes. Taking time also allows the devs to collect backend information, raw statistical data, and work from there rather than just knee jerk reactions. In the meantime, survivors have maps and keys to locate the hatch when it spawns. A lot of players are complaining the killer finds the hatch too fast because they travel the map more and have more awareness. That isn't a reason to change the game, that means players have been actively playing the game without using their own ability to observe the surrounding and take note of key places and things. You can't believe it is ok to change something simply because one side has neglected proper skill building. Especially, when they have items that can be used to just pinpoint the areas and items of interest. Killers don't have a hatch tracking outside of their own ears, eyes, and mind. So if killers are finding it first most of the time that means they are actively using their skill to find it. Survivors should be expected to put forth at least the same level of effort if they want the hatch that badly.
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@liquidlight said:
They get so many chances because it's so hard for them to escape. Now as last survivor its been made nearly impossible in some situations.
Maps and Keys. Start using them and try to adapt to the new changes instead of calling for a rework when it hasn't even been a month.
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I disagree with the sentiment that survivors need anymore of a boost to survival. They got an abundance of tools and the only thing that has changed is that the hatch is no longer the safe option and now they are pressured to make a choice due to being timed. Killers play under that same pressure state the entire time of the trial and when we make mistakes or play poorly we feel it. Survivors now have to feel that in only the end game and now things that weren't an issue are an issue. Hatch should have never been as effective an escape tool as it became.
Even if the egc needs tuning, which it most likely does, calling for a rework after not even a month or two has passed isn't healthy. Survivors need to take time to adjust themselves and adapt to what the game is before anything changes. It's what they say to us all the time and for the most part killers have done just that. Adapted. Even when adaptation was definitely not the best course of action.
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@Chaotic_Riddle said:
@Madjura The Killer losing abilities could hurt Nurse, yes, but thinking about one Killer over other’s shouldn’t be a viewpoint, the only exception would be Freddy in having to think about, though his rework could change that
You can close the hatch if the Survivor decides to stick around it, cancelling the stand off and getting a free M1 hit while having to deal with Endgame can still easy guarantee you a Sacrifice.
This hurts more than the nurse. Hag, Billy, Legion, Spirit, Huntress, Leatherface, Wraith, Freddy(He'd be ultrafubared). All of these killers are quite reliant on their power at all points of the game. Suddenly losing it for doing what you need to to complete your objective is a terrible idea.
Hatch grab was super inconsistent and made worse by the fact you could enter the hatch from any direction even if the killer was standing in the hatch. You're asking to not only revert the single best change to game in the last two years, but cripple killers for doing their job. If you're the last survivor in a situation where the game has went poorly, you need to be hard pressed to get out and should feel hopeless.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/470616#Comment_470616
You make it sound like it's powerful when it's really not. The stun time is worthless, the stun is extremely inconsistent, the range is buggy, and Killers can grab you while you are jumping out of the locker.
The op asked why it has an exhaustion timer. I gave them an answer. Regardless of how you feel about the perk or how buggy it may be that doesn't change what the answer will be. You'd get the same answer if any other exhaustion perk was mentioned with the explanation tailored to what is going on with the perk.
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I feel like the devs have engaged in one-sided adjusting of the game without consideration of how killer mains would feel.
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If you want changes to billy you're gonna need to be able to consistently show that billy is overperforming beyond what is expected of him or that he's acting outside of what should be possible for him. Billy's strong, but he also takes some skill. Not nurse levels of skill, but more skill than most killers in the game. For every godlike billy player there are going to be 20 other less than amazing billy players. Also he's not without downsides. While he can skirt edges of terrain, he also just as likely to find himself bumping into invisible edges of the exact same terrain. Curving the saw consistently is difficult and steering without practice or addons is less than fun.
Enduring and Spirit Fury combo well on any killer and give the same benefits. The only outlier is that Billy can saw palettes. His chainsaw stopping after a certain distance could be an ok change, but then you're cutting into his ability of being highly mobile. Which is the best thing about billy as he can maintain pressure with such a strong mobility. We may find that billy is actually in a bad position if they just change it without being able to preserve what he's got. We saw what happened to the other high mobility killer.
There have been lots of complaints about 1v1 in the EGC and my thoughts on that is if you've reached a 1v1 situation and the hatch has been closed you aren't supposed to get out. It doesn't feel good to be told you've become extremely limited in your options, but if we are going to be honest at that point you should be extremely limited and pressured about what you can do. The saw hitbox is probably vertical rectangle with a bit of width on it. Leatherface should have the more conical hitbox. That aside, hitboxes continue to be issues for everyone as killers currently have zero latency due to being host and carrying all other connections. The game functions and feels differently to killers. It is an issue that for someone like Billy will need extra attention when dedicated servers start to slowly roll out.
Billy get looped a fair bit more than I feel you're giving credit to. Being forced to throw down palettes is a mindgame you have to take into account on a player level. You're able to just not throw the palettes and work on movement alone. Again I think it is a situation where feeling pressured to act is uncomfortable, but ultimately unnecessary and proper game design. A lot of killer in general is forcing mistakes and Billy's kit is one of the few that people actually fear enough to be forced into making mistakes.
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@pemberley said:
https://forum.deadbydaylight.com/en/discussion/comment/470615#Comment_470615
I’m not talking about vaults. Left behind should grant survivors 75% max (stackable with wake up) speed bonus to gens, exits, totems, hooks, and heals.
Maybe also 300% survival category bonus
You are out of your mind. Left Behind doesn't need any of that. It needs something, but none of this.
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@Boss said:
I wouldn't mind a minimum amount of tiles between each.
But i kinda wish they could code in a maximum distance based on what Killer you play.
There is a minimum coded into the game. They actually addressed this a stream for EGC. The gates have spawning rules, but are still procedurally generated by the game so you're always going to have instances where you'll get gates being side by side in a sense.
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Because exhaustion in general is designed to put a hard time barrier to keep a perk from being used too frequently in a trial. Head-On is a wide area stun coming from a locker. Its a multi use stun at that and lockers are considered survivor hiding spots. Killers have to search them or hear you go in to them to know you're there.
You can't have something like that be available every 20seconds.
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The game can't last forever just because you keep making saves for people who keep getting caught out. You have to make choices. Hard choices with big consequences. You're asking to be given more chances when you've had multiple chances to leave. Some times you gotta let teammates die. That's me telling you that from a survivor standpoint. You can not keep saving people. You're not all going to live and yes the game is weighted closer to killer with egc. If you want to be heroic to the very end that is fine, but the game doesn't have to reward you for that. People have played the game long before this feature existed and will long after this feature becomes pointless. You've come to the wrong game if you have a need to be a hero. It's survival horror, you just have to survive. Just you. If others survive, that's great and if you helped even better, but you need to ensure your own survival most of all. This killer isn't going to stop doing what their supposed to do which is being the horror part.
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/470410#Comment_470410
It was indeed sometimes a problem on some maps (usualy involving rocks and/or trees), but a problem that's in the past. But see, if one barely has any facts to present, then you can always pull out old problems and act as if they are still an issue and use them as pseudo-facts to strenghten an already shaky point.
THe game still has plenty of fatshame areas, but they cycle depending on lay out.
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@ZombieGirlORV said:
https://forum.deadbydaylight.com/en/discussion/62249/killer-delaying-the-endgame-collapse
That brings up some interesting points to mind. Killers are now ‘camping’ hatches with one survivor left and absolutely no hope of success. Sounds like a game I wouldn’t want to play…and that worries me, this is my second most favorite game after all…
Last January the rates of escape for survivors were already at an average of 30%, based off a post I read on steam. Last year there was a lot of complaining because there were too many killers and not enough survivors, resulting in longer wait periods for killers in lobby.
Each new killer they put out is usually balanced with a weakness or new survival perks that will help defend against them. But there’s no counter to the killer’s ability to close the hatch on survivors, or to the countdown timer, making the change completely unbalanced in the killer’s favor.
It’s not complaining or even an exaggeration to point out that the number of survivors who play the game is likely to drop if the balance isn’t fixed, no one wants to play a game which is near impossible to win. It feels like the scales are tipped against them. It’s like playing poker with a person who can count cards. You only do it if they’re good company, and never for money. If the balance isn’t restored, then the drop in the number of survivors playing will aggravate some of the very problems they’ve been trying to solve, resulting in even longer wait times for killers in lobby.
I won’t lie…After seeing this change in action, it’s already gone through my head a few times that I should switch games, and if you know me, that’s a rare occurrence…over 2000 hours clocked on DBD and I’m still awful at it. 😊 But I love the game, that’s why I don’t want to see it destroyed.
EGC wouldn't even exist if not for the fact that survivors spent over two years doing some of the most heinous time wasting. 60+ minute overrun in games because people refuse to leave , 45 min hatch standoffs because the hatch mechanic was half baked to begin with. Now you have to simply do what was expected of the players and get the game over with in a timely manner. I'm not going to feel too bad that survivors are getting to waste 4mins for however long it takes people to get bored of the entity animation. The game is extremely easy to win and survival rates according the stats provided by devs is currently 41% for solo survivors and 49% for 4man swf. I don't really care much for the stats, but since they are here and you've mentioned survival rate. The game is far from impossible to win, but it now has gotten tougher because people can't depend on an escape method that can't really be challenged.
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I've been accused of camping gens, camping hooks, camping my own totem, and tunneling when I've hit everyone else then came back to down them, but since they haven't finished healing that's a tunnel.
I've also had survivors defend me afterward which made some of those times less stressing.
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@ClogWench said:
https://forum.deadbydaylight.com/en/discussion/comment/470482#Comment_470482
Why make a killer with the intent of slapping the inspiration in the face?
They did make hillbilly and that turned into getting Leatherface. So we have some tiny precedent.
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That's just a bug of EGC. Seems like a new one too as she probably wanted to see the kill animation and it the game broke.
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@Okapi said:
https://forum.deadbydaylight.com/en/discussion/comment/470451#Comment_470451
They aren't going to add Terminator in a game called Predator: Hunting Grounds. It's like expecting Micheal Myers to show up in the Friday the 13th Game. It's not happening.
Disney owns Fox and the Predator license now. They are very picky when it comes to how their IP is portrayed. If this game is meant to be an authentic Predator experience adding other IP will destroy that and Disney won't like that.
Disney wouldn't even let EA add extra costumes for heroes in Battlefront II for god's sake! Or let Capcom use X-men mutants in MvC: Infinite. I wouldn't get your hopes up for anything too crazy in this game.
Well the MvC infinite issue is an altogether different story. The game came out before the X-men license returned to Marvel and Disney's ownership. It was in a legal holding pattern during and after the game's development. So they couldn't put them in and then the game itself lost support from both Capcom and Marvel. So putting them in after the license issues were settled just became a non starter. If they were to make another game now they could very likely sort out X-men characters being in said game.
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No. Legion isn't affected by Sole Survivor.