Rey_512
Rey_512
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- Rey_512
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Comments
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2544527#Comment_2544527
No i understood it, it isn't a second objective for killers, and old undying was straight busted for survivors. Not taking a side here, i play both sides, but it is pretty obvious. 14 seconds not including travel time away from the objective to keep placing a totem, compared to a killer who can just play normally and destroy them in 1 second when they come across it is pretty good, they added a secondary objective for survivors finally, like what has been needed since the beginning of the game. As a long time player I am happy to see some new unique stuff that shakes things up.
Main point is this:
Devs claim that Undying is busted because cleansing 4 totems is “too much” for survivors to handle, then they introduce Boon Totems which can be relit indefinitely. Doesn’t matter if it takes longer to “bless” or if it takes 2 seconds ti “snuff”, it’s hypocritical balancing.
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@Sonzaishinai said:
Boons also only affect things in a 28m radius. Aren't active at the start of the match. Takes 14 seconds to place and another 14 seconds everytime the killer finds it and spends 2 to deactivate it.
If you are going to compare them then compare them fully.
Just think how worthless hexes would be if we had to spend 14 seconds to place them,they only affected a 28m radius around them and the survivor could disable them in 2 seconds.
Survivors are 4 players. Killer side is just one player in a race against the clock.
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@Dr_Loomis said:
Chucky should:
a) include Charles Lee Ray (human) and have a soul transfer ability.
or
b) have voodoo powers to lift/hook survivors.
So your POV would constantly be like Victor’s… sounds like an awful time.
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@FellowKillerMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2544424#Comment_2544424
That's what I was thinking/hoping. I guess my doubt is stemming from previous times they've added new addons. Those new addons weren't replacing anything, though, come to think of it.
That’s because older killers sometimes didn’t have enough add-ons. Ex: Billy didn’t come out with iri add-ons.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/285612/hypocrisy-in-balancing
They didn't say they were the same as hexes, they said they were the same in the fact they are perks lmao. Boons are not the same as hexes and shouldnt be seen that way. If you choose to, that is on you
Someone else that missed the point of the post. Please read it again and come back when you’re ready to make a relevant argument.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2544427#Comment_2544427
you had a point until this post where it went from semi-reasonable to crackpot conspiracy theory and that just really isn't a look.
you may be interested in this one xo
Send me one!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2544303#Comment_2544303
The only thing that keeps him relevant is his box.
His actual chase is extremely weak.
Right, which is why his chase just needs SMALL tweaks - nothing crazy to make him oppressive in chase. That way the box mechanic can remain untouched.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/285612/hypocrisy-in-balancing
I don't think they care about meta. If they actually did, there should be massive meta perks nerf on both sides. Boons are strong but not enough to stop using DS DH BT or any other strong perk. Mb as 4th perk slot they are great, but it's not game best perk.
They have the potential to be very strong, especially in a SWF. All you need is one guy running Circle of Healing away from a 3 gen and you can win that battle of attrition with the killer more handily.
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@NoOneKnowsNova said:
So would you rather killers would be able to relight their totems but they only work within a 24 meter radius?
That has nothing to do with the specific points addressed.
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@[Deleted User] said:
Snuffing a totem out is much quicker and easier than cleansing/blessing a hex totem.
4 survivors looking for totems versus 1 killer. Your point?
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@SirGando said:
https://forum.deadbydaylight.com/en/discussion/comment/2544420#Comment_2544420
the thing is, that forum posts dont matter in the end. especially when it comes from the one side. I already said to much.
ban incoming.....
I don’t expect BHVR to read this or even make changes if they do, just pointing out how they nerf something when it’s “not fun”, “a bit much” or “wee bit overpowered” for one side…
But then they turn around and give the exact same thing to to the other side.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2544348#Comment_2544348
Because being matched with survivors and againts killers not close to your skill level is also not that fair.
Who cares? It’s a casual game.
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Removed addons always get replaced.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2544354#Comment_2544354
why change something if theres no problem with it?
Then they should get rid of SBMM. If it’s a casual game, the matchmaking should be random.
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@SirGando said:
i mean, nothing surprising.
And people can try and disregard this post, but I’m including direct quotes from BHVR to support my argument.
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@Shroompy said:
Making different values for every killer would just confuse newer players more than they already are
Nemesis should get things to be more true to his character
Also the average person has a reaction time of 250ms, thats true. How ever they wont be able to react consistently with something that is just 150ms longer. That is a VERY short amount of time and when latency, input delay, and hitboxes are all taken into account, the majority of players wont be able to react to him
Your first paragraph shows what the core problem of this game is: it caters to survivors, and specifically the bad ones.
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Why are we focusing on the streamers? Plenty of non-streamers, including myself, think SBMM was a dumb system to introduce.
Why is BHVR forcing ranked matchmaking on us in a casual game?
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@Pirate said:
https://forum.deadbydaylight.com/en/discussion/comment/2544276#Comment_2544276
If that is your statement you unfortunatly don't understand logic behind this.
Buffing a weak but annoying killer is very difficult because he can become unbearable very quick despite being still weak or mid tier! Look at legion when he was released he was not S or A tier maybe not even B but he was completly broken and unfun. And legion is not the only one! Every trapping killer, pig, clown, doc,... they all suffer from being one wrong buff away from becoming completly unfun to play against or even worse play as!
So accusing BHVR of incompetence is technically not wrong but with your argument beyond false.
When people on this forum have better ideas on how to improve killers than the developers, there’s a problem.
Took BHVR years to fix the random total traps and give Trapper the Trapper Sack add-on as basekit. This is something that should have been addressed within 1-2 years of the game being out at the most.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2544271#Comment_2544271
Well, he'd be much too strong with insane 4v1 and good 1v1.
Something has to give.
He’s in a decent spot already. No need to nerf his box/chain hunt mechanic.
If anything just make it so Pinhead doesn’t break his own chains.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/2544276#Comment_2544276
I mean we know they are...
We balance for players that cant loop well and often get stuck on everything because they struggle looking behind...
That’s what needs to change:
Either stop balancing so plebs can “have fun” (i.e. be able to counter killers without problem) or get rid of the lazy ranking system and embrace the casual balance state they’re shooting for.
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@NomiNomad said:
I'm pretty sure BHVR are terrified of giving Legion any sort of buff because of the way they came out.
Legion were 100% made for skins and skins only imo. Misleading marketing, boring backstory, boring design, terrible power. They were made to make skins for, seeing as how easy it is to make a skin for "hooded person with knife". I legitimately don't understand how people can say ######### about Trickster when "######### creepypasta group" is in the game.
I really, really don't like Legion.
Terrified of buffing one of the weakest killers in the game? Then BHVR is truly out of touch with their own game.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2544239#Comment_2544239
I feel like you didn't see the "buff the other stuff" part.
Here: BUFF THE OTHER STUFF SO WE DON'T HAVE A RE-DO OF DEATHSLINGER'S NERF WHERE THEY NERF THE ONE GOOD THING ABOUT A KILLER WITHOUT ADDRESSING HIS GLARING WEAKNESSES.
You don’t have to nerf one aspect of his power just to buff his chase power. That’s the problem with the killer balancing taking place today.
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@Pulsar said:
He still sucks because he relies too heavily on his box.
Without his box, he is nothing.
Nerf the box, buff his other stuff.
Nerf the only good thing about his power? No thanks.
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@IlliterateGenocide said:
Original killers are ten times better than Licensed killers , usually
Pinhead is pretty strong with that 4v1 Box pressure.
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@Tiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2543590#Comment_2543590
You are trading 1 player fun for 4 player fun. Although I don't quite agree with it, I can see why its worth it for the devs to do that.
That would be quite ludicrous reasoning for nerfing a killer. But it wouldn’t surprise me, it’s awfully obvious that the game puts survivors in the power role vs all but maybe 3 killers on the roster.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2542959#Comment_2542959
and as I said you should only die if you are second hook. so you have at least 2 chases you need to lose, so it is not only your mates killing you
That would also work.
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@ThePolice said:
https://forum.deadbydaylight.com/en/discussion/comment/2542960#Comment_2542960
Better than Jill and Leon very rare hair lol, and they’re linked
Indeed. 😂 BHVR knows how to make money.
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@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/2542977#Comment_2542977
Very few places should a killer vault. I cringe when killers vault T L’s. It’s better to not and learn to play around them, which is the correct move the majority of the time.
Like I said, some windows will let you close the gap. It’s just a matter of knowing which ones.
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@Steel_Eyed said:
Never vault a window as killer. Learn the tiles. Learn the killers powers and uses. Learn survivor perks.
Starting teachable perks I targeted when restarting on PC: Cannibal (Barbecue and Chili), Clown (Pop Goes the Weasel), Trapper (Brutal Strength), Shape (Save the Best for Last).
Ignore this guy’s first tip.
Sometimes vaulting a window lets you close the gap if you play it right.
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/2542960#Comment_2542960
But no one is tricked into buying it? Everyone can view it in the store beforehand and decide if they want to spend money on it or not..
Doesn’t make it any less of a ripoff.
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@JohnWeak said:
we still have the memorial institute map that is totally unplayable with some killers, making their power useless.
Why is the map still here while Blight power is impossible to use there ?
Why is the map still here while Pinhead power is almost totally useless there ?
Why is the map still here while Oni's power is also almost totally useless there ?
Yes because Blight doesn’t have enough maps where he’s good on…
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Classic Ghost Face Mask is the biggest ripoff in the game.
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@Deadeye said:
I think a bleed out main mechanic would be ultra boring. Why you wanna do that?
I once suggested to have trial wide hook counts, not personal. Like, I think on average the first kill is at 6th or 7th hook, the latest would be 9th which is kinda hard for killers, and less than 6 would be almost tunneling (4 or 3 is pretty much tunnleing).
So don't kill survivors on third hook but kill them when a survivor has beed hooked at least once and when it is the 6th or 7th hook in the game. No tunneling necessary anymore, you don't need to take care who you hooked or not, just go get your downs, and those poor survivors have more chances to have a decent game
I like the shared hook mechanic, makes it more of a “team game” which is already taken into account with SWF.
But you’re gonna have people crying saying “nooo, I don’t want to die because other people are bad in chase”. Well guess what? That already happens in current DBD - if your teammate gets tunneled out quick then the killer will automatically have more pressure and a higher chance of 4K’ing.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2542921#Comment_2542921
No Mither players seeing a Twins for the 16th game in a row be like
https://us.v-cdn.net/6030815/uploads/4Q6OGSOYJ1DM/20210913-123139.jpg
It would be incredibly boring for survivors getting slugged, but being on the hook is the same thing and you’re (a) stuck in place and (b) can die faster.
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Twins would be META.
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2542791#Comment_2542791
Yeah
Spirit fury is way more satisfying though
It is, but the inconsistency turns me off.
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https://m.youtube.com/watch?v=GPTmsnz9Csk
@Mandy said:
I'm absolutely useless at saving BP - I spend it as soon as I get it. I do tend to have my challenge BP's stored but that's purely because I forget to claim them, so I'll have those.
I tend to play as the character and just level up normally, saving BP is just too tempting to spend.
Reminded me of that scene.
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@dspaceman20 said:
https://forum.deadbydaylight.com/en/discussion/comment/2542413#Comment_2542413
Ok but what about camping and tunneling. If you buff killers to a high degree yet keep camping and tunneling you make them near oppressive.
I agree that camping (especially with killers like Bubba) would need to be looked at.
Right now tunneling can be countered by DS/Unbreakable. I still believe that tunneling is in most cases a result of killers feeling the need to get rid of a survivor ASAP due to how fast the gens can go. Chases take too long to effectively pressure the whole team unless you’re Nurse or Blight, so killers resort to less than ideal (scummy) tactics.
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@Gladonos said:
https://forum.deadbydaylight.com/en/discussion/comment/2542377#Comment_2542377
So it shouldn't be balanced at all then? I rarely ever complain on these forums. When I argue with people this right here is what I am arguing against. No, I will not play a game where the killer stomps every game because "it's the power fantasy role!!!"
It should be balanced. Right now it’s way too unbalanced in favor of survivors.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2542315#Comment_2542315
Wow Killers are so fraking entitled.
Did you even think about this before you typed it. You have 4 players one 1 side and 1 player on the other side in a competitive game. Do you not think that 4 human beings probably don't want to play a competitive game where the game is literally stacked against them so hard that it's 3 loses to ever 1 win.
Your logic is outstanding, my guy. Calling killers entitled when your post is literally entitlement.
Basically saying survivors should all have the game handed to them because the enjoyment of 4 players is more important than 1 (the killer).
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@Bumbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2542024#Comment_2542024
After that they won't try to stun you anymore and predrop pallets, whether you consider that as a good thing or not is up to you.
That’s what makes Enduring + Brutal better than Enduring + Spirit Fury.
Survivors may predrop if they see you have Enduring. But if they know you have SF they’ll always predrop to waste your perk. Brutal gets more value consistently.
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@JexxTron said:
https://forum.deadbydaylight.com/en/discussion/comment/2542730#Comment_2542730
I have a Nintento switch. is W the Run Like hel key? I always hold the run button. (Right bumper) but I don't start running soon enough apparently. BTW, Rey_512, you choose an awsome killer. Its always fun to be bested by the blue ded girl.
It’s whatever you use to move your character forward.
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@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/2542726#Comment_2542726
Don't know how its a bug as well, happens every game
I’m shocked the bug got past PTB.
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Hold W.
Guaranteed more than 10 seconds in chase. So simple a caveman can do it.
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Overheat bug. For some reason there’s a limit on Billy’s power since they reworked his add-ons. Needs to be removed.
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Fix the issues that breed toxicity:
Survivors tbag and “clicky clicky” because the game is too easy for that role. Remove some safety nets from them and the potential of them being toxic diminishes.
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“Insta-healing, instantly finishing generators in loads of games.”
So normal survivor gameplay, basically?
Chill guys, it’s a joke.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2542500#Comment_2542500
I think it's also important when the kills happen.
If they happen at 5 gens for example, consistently, then obviously the Killer is very overpowered. If they only happen after the gates are open because Survivors are making horrible plays then Killer is likely very underpowered.
Which is why I think it's important to focus more on fun than the number of kills / escapes.
And for the kill rates to make sense we also need a clearly defined win condition anyway, which is one of the biggest problems with the game.
Example: Killer gets 8 hooks, every Survivor was hooked twice, but no kills. Everyone barely survives. Versus: Killer finds one Survivor, basement camps with Insidious and catches someone going for a save, the other two escape. 0 Kills vs 2 Kills. I think it's fair to say that the second game, even though it has the "correct" number of kills, is less indicative of good game balance than the first one.
Those are excellent points. Just because a killer gets late-game kills due to camping or NOED, that doesn’t mean Killers need to be nerfed.
I think the game needs to be balanced around chase time. Right now some chases can last way too long due to the ungodly amount of safe pallets and RNG that can combine safe loops into one another.
Chases should be taking a minute or less. Survivors being able to loop a killer for 2-3 minutes and 3 gens means the maps have been terribly balanced in favor of survivors.
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2542471#Comment_2542471
I'm talking about those weird circle things they leave behind while tormented.
It'd be inconsistent to see the survivor's aura with the add-on so it'll still take skill to use, but powerful at the same time, great for an Ultra Rare add-on.
I still think it’d be way too OP, even if it’s just the aura of the VFX trails.
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@Grimzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2542377#Comment_2542377
The game should neve rbe balanced towards a 4k or 4 escape for that matter.
If it was balanced towards a 4k, it would simply put mean killers being far to overpowered with essentially no counterplay / hard counterplay. It would dramatically reduce any form of fun survivors would have from matches since it would always be far more killer sided, and that is not the point. Same for a 4 escape, it would mean survivors always have the upper hand.
The current balance towards 2k / 2E is the middle ground that logically seems the most fair. Although i tihnk people need to see things in more perspective than currently since for many a kill or escape means they "won" the match.
If an asymmetrical game is balanced towards a 2K/2E that typically means your power role (Killer) is severely hindered.