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Ryuhi

Ryuhi

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Ryuhi
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  • @Peanits said:

    I'm not sure if I could agree with that. To use the pig, as an example, if you decided to ambush someone as they sprint burst away, you shouldn't catch up. You used your power at the wrong time and so you missed. Even though you may not have landed a hit, you will close a decent amount of the gap.

    If you increase that to 8m/s, though, that's an insane amount of speed. That's enough to make just about any pallet an unsafe pallet. I could crouch at every loop and get a hit nearly every time.

    Maybe it's just me, but I wouldn't want to see people be rewarded for using their power poorly. If they timed it wrong and didn't plan for the sprint burst, that's on them.

    There literally is no right time to use her ambush attack right now is the real problem. The only time any gap would actually be closed is if there is not a single window or pallet nearby, and if they have spine chill or premonition they likely got even MORE of a head start than the roar gave them.

    The other applications are things like pallet loops to try to mindgame the survivor, but a lot of them just move on to another nearby loop or jungle gym or anything, and you can't see them do it so you're mindgaming yourself most of the time. I just crouch and uncrouch immediately more often than actually use it for that anymore.

    If its intended for SB to beat ambush abilities, ambush abilities need to be made better in other scenarios than just trying to catch survivors asleep on gens. The wraith is not a great killer, but the way his cloak movement speed and uncloak dash lunge work makes the pig's ambush seem downright defective by comparison.

  • Even if they would just make it so that if a survivor is fully sick and broken for 1 minute without healing, a fountain corrupts anyway. Wouldnt be a huge buff because of how fast gens go, but anything would help at this point.

  • @Milo said:

    @ShyN3ko It's the same as Dead Hard. Wait it out. Other than that the only other counterplay would be exhaustion reducing add-ons.

    Mind you im talking about all killers not only pig.

    How do you wait out SB as pig? just go back to crouchwalking really slowly with your camera dragging along the ground?

    I noticed the wraith is missing from the comparisons with his decloak lunge attack. Funny enough, I find that the easiest to hit a SB person or to bait the SB with of the 4. Just give em a bing but not a bong and then go after em :D

  • you might be less frustrated with the change if you remember the game is 1v4, not 1v1. Lets say that a successful MoM usage buys you 30 seconds. It can absolutely be more, but for the sake of trying to average things out, we'll call it 2 more loops or a pallet or what have you. All 4 survivors use it? we're at 2 minutes. Games can currently end in 5 minutes, and generally take no more than 10 if the killer doesn't get kills and get momentum rolling.

    now keep in mind that 2 minutes? its literally just the time bought by the 4 people running the perk. not even any chases leading up to its usage. not any other second chance perks that stack with it. not BT, not adrenaline, just literal "free time."

    If you think 30 seconds is a high number btw, then the problem is a lot less with the perk, and your reliance on it. People have been (and continue to) run killers at all ranks for multiple gens consistently with or without this perk.

  • @Tru3Lemon said:

    They wont change her if they didint nerf it alot of piggys will cheese alot for example patrol de boxes until she finds a survivor so no i agree with the devs and they went in the right track

    You think they made the right call by removing an existing strategy from the game (delaying survivor's ability to exit through the use of her entirely RNG dependent power) in favor of the fact they didn't think it through with the EGC rollout? Multiple people have offered very good ideas to actually balance it and remove any abuse possibility from it, but "making the trap literally not function at all" is the best way to go?

    Also, I implore you, play mrs. piggles and try "just patroling boxes" and see how well you do. if you're lucky, you MIGHT get a kill. Might be tough with the game being over in 5 minutes or less tho.

  • there are a few people who actually still play lil miss piggy, and they can't have that sadly.

  • I mean hey, at least legion is keeping him company, and the plague is in the next room over

  • @toxicmegg said:

    after all, MoM only allows you to take one extra hit, the killer can still catch you if they're good at chases. please stop complaining about survivor perks and get better as killer.

    If the killers are the only ones who are bad, why do you need that one extra hit so badly? Why not take a perk like empathy or bond and be able to use it to read the course of the map through teammates? Or Iron Will to not be heard when juking a killer and effectively ending the chase before it gets to that? I mean I could insert applications for plenty of perks and how they can help survivors avoid/end chases, but I think you get the idea.

    "second chance perks" are bad design in competitive games. Anti-snowballing is all well and good, but if an anti-snowball tool is a snowball tool in and of itself, its not exactly the right way to approach the problem. You're basically looking for a way to temporarily invalidate someone else's superior play, which is very bad for a game's health.

  • @Seanzu said:

    As a killer I've never really had a problem with MoM, I can deal with it pretty well and I think it's ok.

    However, I play both sides, Survivor & Killer, pretty evenly, so my opinion is split, with that being said. My killer main friends absolutely hate the living crap out of MoM.

    It's making them miserable, they don't want to play anymore, and they're playing less because of it.

    I don't want a perk in the game that is having this affect on the killer mains of DBD.

    This is an incredibly sensible outlook to have. Sometimes personal opinions can be less important than the overall health of a game and its community. Its the same reason why many killer mains know that SWF is never going to be removed.

  • 1) survivor is nowhere near as stressful, especially since I can just die and get a new game if I do bad/get unlucky.

    2) currently the only killer I dislike playing against is the nurse, though I try to use those games to practice juking her better. Even if I do poorly, it gives my teammates time to actually try to do gens and such, so its about all that you can hope for.

    3) Honestly, not much. I would like stealth but its incredibly counterproductive most of the time once you learn how to loop properly, So usually I have the most fun trying to predict how killers will react to various cues and situations and just go from there.

    4) Not anymore. I went hard for quite a while, but between the imbalance, the constant audio bugs, and having half the game revolve around luck as a solo survivor its become a chore to play most of the time. I find killer more fun in terms of game direction, but survivor feels so much less stressful i tend to play it almost exclusively. then, not at all.

    5) Mandatory objectives, anti-snowball mechanics (for both sides,) and redesigning the more egregious balance issues (such as some particularly bad loops, as well as their necessity.) The game has definitely improved from where it has been at its worst, but there have been a number of decisions that have been abysmal and completely ruined survivor playstyles as well as killer viability. There is no real magic lightswitch that can be flicked on to fix everything that ails the game, but the devs need to really sift through the NERF/BUFF PLZ comments and really take to heart more proper (and sometimes overwhelming) feedback.

    6) Survivor is moderate difficulty when playing solo. When playing SWF, it ranges from moderate to easy as all hell depending on your teammates. The reason the randomness factor doesnt apply as much to solo survivor is because even bad SWFs can still communicate vital information that you are not supposed to have as a survivor. As a survivor you need to know when things go south and when to come up with a contingency plan, be it for a risky save or just trying to save your own skin. Having any information, no matter how small, will always make those decisions much easier to make.

    7) I feel killer is more interactive, but survivors tend to wish that wasn't the case. M1 simulator is boring as hell, and I honestly feel its a big part of why so many survivors feel the need to be toxic. Chases are more interactive and arguibly more fun, plus they give the survivor a chance to assert dominance over the killer. Given that the alternative is to just sit at a generator doing nothing, its the more interactive choice while also shifting power away from the killer and toward the survivor.

    For a lack of a better example, look at how generator repair worked in certain missions in L4D: The person who needed to transport gas cans would be nearly defenseless, while their teammates needed to defend them. Since all players were being fully interactive with the situation dynamically, it felt more rewarding than if one person was just sitting on the generator holding space for the entire encounter while one other person brought them things and 1-2 people just fought everything themselves. While obviously it cannot be taken as a side by side example due to the very different natures of the two games, I always found it an interesting parallel for the interaction theory. My understanding is some games like Last Year have attempted to make similar interactivity attempts, and even F13 has a slew of objectives that people can be working on at any given time.

    8) the skill cap for survivors is there, and it is high. Unfortunately, it is also diluted by multiple factors, so it is very difficult to gauge. A single survivor can very well determine the entire outcome of a game, which can be rather daunting in a 1v4 game. The biggest threat to a survivor's skill ceiling is the killer's ability to make accurate (and sometimes downright lucky) assessments. I mean, assuming that there also isnt something like, say, someone runing OoE in an SWF being a literal walking wallhack for their team :)

  • well killer is legitimately bugged to hell and survivor feels like ######### with the amount of potatos that get carried by the occasional good player so it kinda makes me not bother playing the game anymore.


    Sorry not sorry, but the game needs serious work and im kinda tired of hoping it'll get better.

  • @Ihatelife said:

    Since it's survivor bug, it will be fixed asap.

    I dont want to vote down, but i want to LOL

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/466125#Comment_466125

    The brown clothes can be bought with shards earned in game so not P2W.

    I think the "P2W" comment is due to the fact that it is "premium content" (i.e. not supplied as base in the game) and gives a very clear advantage. While a bit of a misnomer, it can still technically apply since the cosmetics can be bought with actual money.

  • @Seanzu said:

    Open your eyes lmfao.

    I've never known such nonesense as hearing people say Claudette is invisible, lol.

    Are you colorblind? If not, let me fill you in: this game has no colorblind option, and there are many forms of colorblindness. Someforms have problems with specific color combinations, which can make them virtually indistinguishable. Having a character be essentially a single color across their entire model is a very bad detriment to people who suffer from most forms of colorblindness, even when it is not colors they are specifically affected by (due to their need to compensate in case it IS a color they have trouble with)

    These issues wouldnt even be AS bad if the sound for killers didnt get worse with every update, except that one where they fixed it for a month before breaking it again.

  • I think the most annoying thing about the legion dismemberment is that a lot of the nerfs were good ideas.... standalone. there were a lot of ideas that could have been used one or two at a time to remove his exploits while keeping his identity and possibly even balancing him.

    Then all of them got poured on at once, and now we just have a new posterchild for the M1 archetype.

  • @Andreyu44 said:

    Plague is good tho.

    The majority just doesnt know how to play her right.

    many people who learned how to play her in the PTB announced that her "small" nerfs were far more detrimental than her buffs, and would hurt her gameplay substantially vs good survivors. Just like was predicted, her power is fine vs bad to mediocre survivors, and bad vs focused or coordinated ones. All she needs is to deal with loops slightly better than she does now, as that change practically neutered her power in chases.

    She's a lot of fun and her power is a great concept, it just needs a bit more viability for how the game is actually played.

  • nah new skins should just be walking trashcans if their recent nerfs go through :)

  • I like the idea of having it buff gen regression speed, especially since survivors can(and do) just tap the gen to remove the regression, while the killer needs to sit through an animation to damage it in the first place. Brutal Strength doesn't really have room to fit into a lot of builds, so a change like this would help it be a choice for defensive builds while still having some utility in chases for M1 killers.

  • @Kagrenac said:

    https://forum.deadbydaylight.com/en/discussion/comment/452247#Comment_452247

    I'm sick of the "Ruin survivors because of SWF at the expense of Solo players" paradigm.

    YOU choose your battles wisely. As a solo player I'm getting sick and tired of the same arguments being used against survivors without a care for how it will affect solo players. Since this game has become so heavily balanced around SWF Solo players have it like hell.

    In all honesty, you'll find that most killers and solo survivors want the same thing: reducing the advantage that SWF has compared to solo players. Any of them who want blanket nerfs before closing that gap (in a way that actually has impact) are being biased.

    That said, its a very hard gap to close. Multiple half measures have turned up either pointless, or just as detrimental to solo players unintentionally. Just keep in mind us daywalkers who play both sides tend to play solo survivor much more than swf (if at all.)

  • @USADave85 said:

    Make self heal a standard ability and not a perk.

    Unironically I would take this trade off: as long as self healing was even slower than it is with just Self Care. This could even be a survivor buff if Botany Knowledge reduced that penalty to normal Self Care levels.

    That would be assuming its the other side of a dedicated hex slot coin of course.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/443929#Comment_443929

    People say BBQ is useless yet I still find value in it.

    The same is also said with UE because it can waste more time than it can save.

    The main problem with BBQ is how many counters it has. Its effectiveness is dependent on a combination whether survivors bother to counter it, and whether you are in a position to be able to get anything off of their mistake if they don't. not seeing a survivor can be any range from the opposite end of the map behind a gen/in a locker, to right behind you.

  • I understand your reasoning, but I disagree with it. Balanced can provide bonuses when you're still exhausted, which will make it near impossible to top. Literally its only downfall is that some maps have less dropoffs that can be used than others, but a lot of maps have ones like stairways or ramps than can be used to proc the boost. Both suffer from deadzones like cornfields evenly, though lithe gains a small bonus for windows and pallets being able to proc it making location a bit less of an issue.

    basiaclly Balanced on most maps = top tier. it would be universal if not for the other (ironically survivor sided) maps making it more niche.

    If Lithe gave a secondary bonus like 15% shorter vaulting time or something like that regardless of cooldown, it would be equal if not better.

  • balanced is the best, but lithe gained huge points with its QoL buff. I used to consider it even with DH and SB due to all of them having their effectiveness being heavily dependent on their applications, but its the closest to being an on demand sprint burst out of all 4 now that it works right.

  • @adamn said:

    https://forum.deadbydaylight.com/en/discussion/comment/443110#Comment_443110

    you’re statement is absolutely invalid. collapse won’t stop the basement hostage situation at all if generators still have to be completed. stop posting killer sided bait.

    If gens never get done when the killer is legitimately ignoring all other survivors, then the killer might not be the one holding the game hostage :thinking:

  • Thats great. meanwhile on half the cast, distressing is a direct penalty, and BBQ probably has more counters than any other perk in the game.

    build viability is pretty low on most killers at high ranks, especially among M1 killers. There is little room to take a perk that directly works against you, nor one that has very little benefit. Billy and nurse can do plenty with either of them, but on someone like the pig or the wraith, they're pretty much signing up for a loss.

  • I like the idea, but only if the survivor has to sit through the animation, and it follows the normal rules in regards to the hatch/other sacrifices/etc. Being able to quit is all fine and good, but if you want to use something like this to prevent people from DCing, that would help a lot.

    If they're leaving because something important came up in real life? they'll just alt F4 or turn their console off or whatever. If they're DCing for any nefarious reason? make them suffer :)


    *BONUS POINTS*

    Make an animation for the killer to get sacrificed for DCing too. let the survivors watch it from wherever they are on the map as well :)


  • @Saint_Ukraine said:

    BBQ and Distressing, my dude

    "play to lose to get more BP"

    brilliant. I know the same logic applies to survivors trying to actually get use out of WGLF, but with the amount of content locked behind bloodwebs (which grows with every DLC) its becoming insurmountable for newer players, and abysmal for people who want to play multiple (or god forbid all) killers.

  • @MistressChara said:

    She's statistically the most likely to be toxic. Somebody did a survey of 500 games and Feng Min accounted for like (rough numbers based on what I remember) 9% of the played survivors but like 22% of the total toxicity. (defined as teabagging, flashlight clicking, or insulting in post-game.)

    That being said she's my favorite survivor and I love her <3

    the cosmetics can be important to those numbers too. Her and nea with their neon hair have to be at least half of that 22%, if not more. They're like the female equivalent of pizza dwight.

  • somewhere between her voice, and the fact that the majority of people who play her tend to be toxic af

    I'll take my ugly bae nea anyday <3

  • @WatchBloodRain said:

    Not a good idea business wise, plus it's not needed, a game always changes and people get upset over nothing in this time we are in so no

    Actually its a pretty bad business decision to handle it the way they have. Between this drastic change so early in the killer's life, and the last minute changes to the Plague that hurt her viability tremendously between the PTB and her release, it does not inspire a lot of confidence in day 1 purchases of new DLCs. Freddy got nerfed into the ground not long after release, and has stayed there for literal years. The precident sets off red flags left and right for prospective buyers, and gives a lot of credence to waiting until killers are discounted or can be bought with shards, rather than encouraging players to pony up extra money to buy them outright. Thus, a bad business move.

    For the record, Legion absolutely needed changes, but the outrage at how hard the nerf hammer hit is very justified. Many people have been saying he will be near impossible to balance since as early as his pre-release PTB, and these changes are verification that a happy medium has not yet been found.

  • @Aven_Fallen said:

    DBD is a cheap game. You pay 7 Euros for a DLC. For other games you pay a higher price per month to actually play the game. Let alone AAA-Titles which consist of 10hrs of playtime.

    Besides that, there is no reason for free DLCs. There is also no reason for refunds - whoever plays an Onlinegame and does really think that paid Content can be changed... I dont know what to say.

    And well... You can get most of the DLCs for free by using Shards. The difference between RL money and Shards is nearly non-existent.

    The argument is that it is a bait and switch, Legion hasn't been out for 5 months and already got reworked to the point that he's pretty much an M1 killer. His uniqueness, for better or worse, is gone. He brings very little to the table from the majority of the roster, and only serves to be another bloodpoint sink for his perks/addons/etc.

    Refunds are not the way to go about it, but there is sure as hell a lesson to be learned in the feedback being provided with regard to these changes.

  • @thrawn3054 said:

    Doubtful. I really wish we could sell back the stuff we don't want. I don't use flashlights or maps. Those alone would bring me a fortune in blood points.

    While I really like the idea of being able to recycle items/offerings, I feel the main thing stopping them is that people could use it to grind chest items, and not actually use them. or be that much more likely to hatch camp since it would be an even greater guaranteed BP payout if you grabbed an item.

  • Compensation in the face of changes like this is not something that should be demanded, nor something that should be (and often isn't) required.

    That said, it goes a long way to restoring goodwill. Its often most positively received when done in more creative ways, as refunds are just an act of attempting to reverse a transaction, rather than alternate compensation being a way to help the consumer regain faith in the developer/publisher's visions for the future of the game.

  • having WGLF only activate on safe unhooks is great! Now to see what else they added as another constructive alternate method to get more stacks.

    ....oh.


    Its a perk that involves sacrificing utility (as it has absolutely zero outside of helping with The Grind) and thats a fine tradeoff. but its so amazingly finicky that you have to play like a toxic piece of crap to get more than 1-2 stacks in a match on top of that, and stuff like bodyblocking only procs sometimes (unless you're running into the killer to take a hit while they're already carrying the person, thus removing your ability to go for a save and hurting your team even MORE)

    It should feel like you're taking a handicap (one less perk) for a guaranteed bonus to your BP for the match, not "I have to screw over both the killer and my team to make this handicap worth it." The change has the right idea, but its a half measure.

  • losing to swfs wouldnt hurt anywhere near as badly if you didnt lose your addons in the process.

    Like great, I got to use those two purples for a whole six minutes, and didn't even make back the BP i spent on them assuming i didn't have to get lucky to encounter them in the bloodweb in the first place.

    I will always find losses as survivor less stressful simply because I don't use items, so there is zero actual consequence. You just move on to the next game.

  • @[Deleted User] said:

    @Ryuhi sigh... loops are meant to be abandoned by killers such as Trapper. It’s never smart to persist in going round in circles for long periods while the other survivors repair gens. Go back to finding other survivors and engaging in gen pressure.

    The trapper suffers with creating gen pressure more than almost every killer in the game, since he has to take time finding his traps, picking them up, and placing them again. Yes you're not supposed to stick with a loop you're supposed to trap it and then move on, but you're acting like gens can't get done in 6 minutes vs him.

    3 gen strats are pretty much mandatory for him.

  • make it so that if someone specifically DCs to give another person the hatch, it reveals the hatch's location to both players. Once the survivor gets to the hatch, it closes instead. :)

  • @[Deleted User] said:

    i have to mostly agree with @LiquidLink1988

    i believe that part of Trappers design, being an introductory killer, is to teach players to not have his Traps be a total crutch and force players to learn to get good/smart with the basic attack and lunge.

    so basically to prepare killers for "you're going to get looped and gens get done far too quick, so keep losing as an M1 killer until you git gud enough with one that can use their power effectively like Nurse or Spirit"

    his traps have far more downsides than almost any power in the game, and can even be temporarily destroyed by toolboxes/sabotage. He needs some QoL changes bad to be good at high ranks, as he has to rely on survivor mistakes far more than higher tier killers.

  • Since there is still no colorblind support, the devs need to make sure affected players can't use their other senses to compensate, obviously.

  • I just feel like there were a lot more pressing bugs in the game than achievements not working properly. Remember when we had dailies that just flat out didnt work for months until the next proper patch?

    A lot of bugs likely have a lot more needed to isolate and correct, but it feels odd for such a quick response to something so superficial.

  • Nothing wrong with her appearence or design, and its nice to have a different body type represented instead of "tiny woman" and "broad shoulders man."

    That said, it does look a bit awkward when she fast vaults to me, I feel like her model needs a slightly different animation to look more natural.

  • @ImAGirl said:

    https://forum.deadbydaylight.com/en/discussion/comment/376739#Comment_376739

    Dude, im red/green colorblind. I wont be able to see ######### so id have to stop playing.

    Yeah, losing scratch marks in grass happens to me constantly, same with corn. Wouldn't be as bad if audio were more reliable and less cluttered with blaring music, but we're not the ones being accomidated if that topic is any indication.

  • @nerdguy5 said:

    https://forum.deadbydaylight.com/en/discussion/52821/please-end-the-match-making-timer

    Poor guy needs entire game changed because he's losing precious Minutes... And I qoute.. "MINUTES".. This change made it fair for EVERYONE, you know, the other people that live on this planet. Because some lobbies would fill up instantly and other sit with missing players for several minutes. But I forgot, you are the only important player apparently...

    Rank mismatching happens more often with these changes than ever. How is it fair to everyone when rank 17 killers are going against red rank SWFs, or a group of rank 12-16's are being paired with rank 1 nurses? Not even mentioning regional and ping related mismatching?

  • @GrootDude said:

    @Orion 99% your heal isn’t a broken mechanic that let’s you magically gain the ability to tank three hits. You are thinking of a insta heal.

    I think the idea is to do that 99% strat while carrying an instaheal, that way you can use dead hard if needed, heal after its gone, take the hit, then use an instaheal to get even more chances.

    It can waste a ton of time if done efficiently, especially when paired with particularly broken loops and balanced landing. two exhaustion perks, i know, but Balanced still reduces landing stumble even when exhausted making some loops much more effective.

  • Killer main here and I always see survivors heal to 99% and stop and walk around injured and when I’m chasing them they throw a pallet down then heal to 100% and then keep running.

    either they are running dead hard and wanted to have it available (more common vs instadown killers), or they didnt heal to 99% and they used an insta-heal medkit addon.

  • @fcc2014 said:

    @Claudette_Baguette If you see names like that in the lobby you can dodge the lobby. Killers lobby dodge for less.

    Not with these new wait times they don't. A lot of them even deal with red ping survivors just because they don't want to get back in line for their own lobby.

  • @Kurisataru said:

    I will not be forced to play with op add ons, high tier farming killers or people holding the game hostage, or lag switchers because some people want to make DC'ing seem like some ethically wrong thing. I think DCing could use a timer to it though once you're in game. Every game needs at least 2 minutes to DC, just incase someone wants to change their mind about going through with the dc.

    Killers can't even tell when they're going against a SWF anymore, so your argument about not wanting to go against OP addons is pretty moot. Not only that, but they lose the addons regardless of the outcome of the game. Just play the game.

  • @Sinner said:

    https://forum.deadbydaylight.com/en/discussion/comment/375894#Comment_375894

    Vuitton was a famous nurse streamer in 2017 or so. He posted stats for like 300-500 games. No one managed to open the exit gates once, only escapes were through hatch. Nurse was good counter for SWF, just needs skill to use it. You can't alter the game cause people don't have skill. You could fix the ranking system though.

    Its almost like people consider the Nurse top tier for a reason.


  • @snowflake102 said:

    https://forum.deadbydaylight.com/en/discussion/comment/375899#Comment_375899

    Yea might not know that. But how would you feel if you made a game and every play is raging saying fix that. And you try and try but it does not work. Tell me how would that make you feel. Also plz tell me ha e you made a game?

    Thats easy, you talk with the community in a transparent method. There have been plenty of occasions where devs have come into topics and addressed concerns and/or responded to feedback. Thats probably the most important thing to be gleaned from this forum.

  • @snowflake102 said:

    No. But it would help the devs if players didn't complain to em saying nerf that killer or buff that killer. No wonder they can't find a place to make everyone happy cause every player that complains stops there progress and then they, end up breaking something. So if they stop complaining about stuff then they might get something fix for once.

    Have you ever created a game, and then had to playtest it yourself? Player feedback both exposes bugs and oversights constantly in pretty much any game.

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