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RenRen

RenRen

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RenRen
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  • I kinda agree but mostly don't. I do think people are HEAVILY exaggerating when they say it's op, but I do think it's strong. Not to the point where I think it should be reworked but definitely nerfed. How It should be nerfed I don't know. Maybe they can make it so killer's can't snuff but rather destroy totems.

  • I've been playing deathslinger 10 times since the nerf. Which is a lot for me cause I only played 4 matches before the nerf.

  • Considering that it literally is old undying but better in almost every way, I think it's gonna be nerfed.

  • Why would deactivating it help? If they are trying to rework they would need some data and turning Micheal off literally does the opposite of that. Does Myers need a buff? Yes he should, he is very underwhelming and very weak which seems very wrong, but turning him off ti'll a rework doesn't help.

    Also how was Halloween Kills? Was it good?

  • I mean what would survivors do in return? Most people camp for a reason.

  • @Altarf said:

    No, it's the exact same time before Rites of Judgment begins.

    So when Pyramid Head released, he had the animation that's in the game currently when he activated Rites of Judgment. The "bugged" one. It feels a lot smoother when activating his power - the start of the trail-making is now synched up with the knife being put into the ground.

    When they nerfed him they also changed the animation to the one you're probably used to, the really janky and fast-looking one where PH's knife stays awkwardly in the ground for a second without moving before the trails start. All they've done is brought back the old animation.

    People have just gotten used to the new, janky one, and because the janky one visually looked faster even if it wasn't actually faster, people think he was nerfed. I hope they don't fix it; it feels a lot more fluid, which is something PH's gameplay has lacked ever since the nerf.

    It doesn't feel the same and I actually looked up some videos about how he was before the bugged and he didn't take as long as he is right now. The video's I saw were before the bug and after the nerf.

  • A bit of both. I do try to play in a "fair" and "fun" way that some survivors like to say such as not stacking a bunch of slowdowns, not playing "overpowered" killers, and not camping or tunneling, but I usually end up doing the last one a lot cause I don't want to deal with people who say that you don't need all that and then proceed to tbag and click at the exit gate with full meta builds. It's kinda hard to "please" some people while also having fun in a game where I'm suppose to be a ruthless killer.

  • Nemesis: I don't like the spikes other then I like.

    Pyramid Head: Once again the spikes.

    Doctor: A bit weird but I don't hate it.

    Hillbilly: Eh.

    Mikaela: It's alright.

    Nea: It's alright. I like that it doesn't look like a unicorn puked on her like almost all her skins.

    Overall this one was alright. Pyramid head's felt a bit lazy and Nemesis felt like they were trying to hard.

  • I do think that it should have a breakable wall but I don't know where.

  • As much as I want this I'm not sure if this is a good idea.

  • It's not useless but it definitely isn't that good anymore. People just know where totems spawns and there is no way for them to come back.

  • That totally won't backfire at all.

  • Nemesis's Tentacle hitbox is really bad and Zombies are useless the majority of the time.

  • The only thing I didn't like about the event is the blight serum and the fact that only one tangled hook spawns. Outside of that I enjoyed it.

  • Their gonna have to make it so you can choose where you dash too if they change it how you said. Outside of that sure it's not a bad change it does make dead hard significantly weaker though which I'm not sure how the community feels about.

  • To my knowledge they do play but their not good, which most game devs aren't good at their own games so that's fine and all but they need to listen to the good players for balancing. I really hope they aren't just not listening to good players because of pride.

  • I'd make it so the exit gate takes a little bit of time in order to activate after the gens are done that way endgame actually can be something killer's can compete in. So I guess the objective is to survive.

  • I think shadow step isn't that strong. It's good but not broken. Circle of Healing on the other hand...

    It is way to strong. Unlimited heals, Benefits everyone if 1 person brings it, It can be brought back unlimited amount of times, It makes 3 gen situations a lot easier for survivors, the healing speed is the normal healing speed, and it has a pretty big range.

    The drawbacks: Limited range, it takes 12 sec (I think), and it can be snuffed.

    There are too many benefits.

  • Pretty sure it's cause Claudette is played so much more then the other original survivors.

  • I think he just needs a plague treament. It's not that he's weak, he's just really janky and his addon's need changes.

  • 100% not S tier. Definitely A tier though.

  • How exactly is a teammate saving you any better then deliverance in that situation? If anything it's worse. Also it's broken status not deep wound.

  • I can't tell if this is bait. Either way you literally ignored the actual reason why dead hard is good.

  • Yeah I remember how different it felt when I took off dead hard. It made so much of a difference that I just stopped using it, it is way too strong.

  • @legacycolt said:

    Hell no, he’s very strong if you know how to play him. Keep faking his power on windows and pallets and you get easy downs.

    Yeah like Deathslinger, and that turned out well clearly.

  • Reduce the size of big maps and change/remove some tiles.

  • @jarjargist21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594531#Comment_2594531

    That's why I call the devs hypocrites. If hex undying returns like it was then it would be fair against boon totems.

    Here's an idea for a nerf, survivors should have 3 tokens for boon perks. They could only bless a totem 3 times.

    Like all survivors should have 3 tokens or all of them collectively have 3 tokens? Cause if you mean each one that's 12 tokens in total.

  • @Dino7281 said:

    So instead of changing animation, they changed power to fit?

    If I read your post correctly then yes.

  • @Dumpstick said:

    https://forum.deadbydaylight.com/en/discussion/comment/2594131#Comment_2594131

    Boons are easy to deal with on Cornfield maps. They are super easy to spot.

    They are more problematic on multilevel maps.

    The "People will stop playing killer" argument was something I used to say, but for survivors back when BHVR was nerfing survivors hard left and right a few years back. I was wrong. Survivors didn't stop playing. Killers aren't either. You might, but most won't and in fact the game is still growing.

    Finding them isn't the issue for me. It's the fact that the killer is always gonna be losing against boons.

  • @jarjargist21 said:

    I honestly do. To the simple fact that devs are hypocrites.

    I'm just saying hex undying did that for killers at one point. And now survivors have that power and more, it honestly makes it worse for balancing and also the fact that survivors can do it multiple times.

    I would feel like it would be fair if undying worked like it did in the past

    Or nerf the boon totems where they can only have one use and they only reuse it if the killer sniff out the boon totem.

    Or allow killers to destroy the totems after the sniff it out.

    Don't get me wrong I do love the new survivor and I have a lot of fun playing her. But I'm trying to keep opinion fair on both sides

    See's that's what annoys me a lot. They nerf Undying cause it can be used a lot and don't get me wrong needing to cleanse 5 totems for it to go away is dumb. But then they proceed to do the same thing for survivor but rather then 5 times it's literally infinite and on top of that there can be 4 active at the same time.

  • Shadow Step is fine but Circle of Healing? That is super strong. I never used the word OP on anything before but this is super close to being OP.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593355#Comment_2593355

    The devs stated: The permanent solution: We will rework the way interactions and interrupts work from the ground up with dedicated servers in mind. I think it's only grabs getting reworked and pallets are the final solution.

    They also stated: "The temporary solution: Whenever a grab is rejected by the server, the Killer will instead swing their weapon automatically and be granted challenge progress and Bloodpoints as if they had successfully grabbed the Survivor. This way, you won’t lose out on a hit because the grab was cancelled, and you’ll have an easier time completing Archive challenges that require you to interrupt Survivors."

    But you don't hit the survivor sometimes.

  • It's interesting that people consider the dead hard fix not a buff but the surveillance fix a nerf.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2593343#Comment_2593343

    What about it? IIRC the grab is a temporary fix until the devs implement a complete solution.

    Wasn't the pallet one also temporary? Yet they are so different in terms of how well they work.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/2592064#Comment_2592064

    It's about fairness. Everything has been handled on the killer side for years, now as they are moving things to the server which is a neutral authority and most games have it, it's a survivor buff? lmao

    I mean. Have you seen the pallet validation compared to the grab hit validation?

  • You really just said "don't get hit" huh.

  • This depends on the tile but yes.

  • Strange, I've been getting Haddonfield at least 1 of 5 matches. Both as Killer and Survivor.

  • Around the time of The Chains of Hate Mid chapter I got the game. I played a match with Trapper it was alright, Played Wraith, pretty fun, Tried Doctor and had a blast, Then I tried Nurse. I'm on the Switch, I get into a lobby, there's four Claudette's with the same exact cosmetics, They burn a Coldwind Offering, I don't want to talk about it.

  • Deathslinger: A bit too much of a nerf.

    Billy: WAY TOO MUCH.

    Freddy: I don't even want the pre patch Freddy, I just want the Old Freddy. So not a nerf in terms of strength but fun.

    Pyramid Head: I think the Cage thing was fine but the sword pick up and put down wasn't It didn't even make him bad just made him feel terrible.

    Legion: I know old Legion wasn't fun to vs but I think they did too much.

  • I like the Idea of MMR. I don't like how they did it.

  • Deathslinger isn't unplayable nor impossible to work with. He's just worse and a lot more unfun. I do agree that the change was a bit much.

  • I mean I escaped most of my matches yesterday. And the day before that. And the one before that. In fact ever since MMR started I've been escaping more. Granted my killer games are SO much more stressful.

  • @MrSlippery said:

    https://forum.deadbydaylight.com/en/discussion/comment/2585907#Comment_2585907

    Barely anything has changed about Spirit, she only has a directional audio while phasing, to give her some sort of counterplay, instead of it constantly being a guessing game. She still moves at 7.04m/s, while phasing, and plays exactly the same. The add on combo, that makes her stronger, increases her speed by 40%, and gives her killer instinct. As soon as you hear the killer instinct, you swing, because it'll automatically hit.

    When it comes to Twins, you'll be in Victor the majority of the time. Even against SWFs, you'll continously slug, and prevent them from getting to full health.

    The only way to prevent Oni from getting his power is dropping pallets early, which is a finite resource, except on Gideon's, not sure what they were thinking with that map. Once Oni gets a hit, he can snowball easily.

    Nemesis isn't punished by survivors' resources, and can easily hit survivors through them. He's more strong than just good.

    Trickster can throw knives quickly, and doesn't have to wait like other ranged killers. No matter how good the survivor is, they will not be able to dodge 30 something knives.

    People who think Billy sucks now, were the ones that relied on his crutches, instant saw and crack Billy.

    The only real thing Pinhead has going for him, is chainhunt. His main power is terrible, and the chains break far too easily. Sure Hoarder is a good perk on him. Franklin's can be replaced with something better.

    Most killers are fully capable against playing against good survivors. All depends on how you play them. Clown and Legion aren't really the best when it comes to good survivors, but a lot of the time survivors underestimate the killer, not the player, and end up throwing the game.

    Spirit: That movement speed means nothing if you don't know where they are. Also apparently there is already counterplay for the dried cherry blossom MD ring combo so.

    Twins: I don't remember which videos it was but I remember watching at least 3 videos where Dowsey, someone that I can confidently say plays Twins really well, couldn't kill more then 1. Twins is not as strong against good Swf's.

    Oni: Saying Oni can get a snowball easily is a overstatement. Against average players sure it's easy but against good players no it's not. It's not even a matter of it they hit you early or not it's not easy to snowball against good survivors.

    Nemesis: Easily hit is a huge overstatement. Also he is punished by survivor resources. Just not as much as most killers.

    Trickster: What do you mean he doesn't have to wait? Do you mean like how fast he raises his knives? Cause his is not that different from Deathslinger's. It also doesn't matter if the survivor can't dodge 30 knives cause if they at least dodge the initial amount of knives the Trickster is wasting much more time then they would have as Deathslinger or Huntress.

    Hillbilly: I don't think Hillbilly sucks. He just can't win against good players. He's good against average but that's it.

    Pinhead: No argument.

    You say most killers are capable but you listed less then half of the killers. Also if people underestimate Clown and Legion that's not the killer being capable that's survivors underestimating them.

    in Nurse Comment by RenRen
  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/289350/there-really-isnt-any-good-anti-exhaustion-perks-for-killer

    Survivor exhaustion perks are as needed on the Survivor side as Gen Slowdown perks are needed on the Killer side.

    To put this into context, this would be the same as nerfing every single Gen Slowdown perk.

    Needed is definitely not the word I'd use.

  • @Adjatha said:

    They have explicitly and repeatedly said that they are not going to increase the base time to complete a generator. Sitting on a gen and holding W is not especially interesting gameplay and making it take longer is not what survivors want.

    They've ALSO expressly said that they do not want to make the game any different no matter how many people are on a team versus how many people are solo. This includes penalizing teams, but ALSO includes buffing solos, because something that only helps solo players is PERCEIVED as a penalty to groups.

    They've ALSO ALSO said multiple times that they refuse to put a separate queue/bracket/mode/whatever for SWF, as that would increase wait times (and no killer would EVER sign up to go against a team on comms).

    There are, as far as I know, zero plans to put proximity voice chat into the game for all survivors, to help close the wild advantages enjoyed by SWF.

    And, because every boost they give to Solo Queue Survivors (hook counter, always-on Obsession marker, new Iron Will, etc.) also buffs SWF groups, it's a continual race to the top, as buff after buff goes out but never closes the gap.

    Didn't they say the same thing for not changing the UI cause it was "a lot of effort" and then they proceed to show a new UI less then a week later?

  • I dodge

    • TTV
    • Obvious Swf
    • Last Swaps depending what they last swap to.
    • A team with at least 3 medkits.
  • @ukenicky said:

    Perks and effects like these that keep survivors from using their exhaustion perks are something you have to be careful with.

    Being able to disable any exhaustion perk is insanely powerful and would be meta if it could be done very easily.

    Personally I do think Blood Echo needs a buff of some sort. Fearmonger is fine in my opinion. It punishes gen rushing and can be a nice counter to Sprint Burst users.

    Idk why people like to rag on Fearmonger, it's seriously good lol

    Mindbreaker isn't bad but it's not good. If it was good people would bring it a lot more.

  • @[Deleted User] said:

    I think the idea of anti-exhaustion perks is kind of silly when you really think about it. Killers equip perks to hopefully counter multiple perks of survivors. It's like an rng based out of trial mini game

    I'm not sure what your games are like but I always have at least 3 people having exhaustion perks. For both survivor and killer games. It's not a hopefully they bring it kind of thing it's a they WILL bring it kind of thing.

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