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SavouryRain

SavouryRain

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SavouryRain
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  • @Marcus said:

    I don't understand why someone would still against Legion, I literally have no problems with his power. They nerfed Deep Wounds to the point that it's almost worthless.

    It's not that he's hard to play against, it's that it's boring. You get smacked, you heal hilariously slow (because of the inevitable sloppy/thana), you get yourself healed up after like a solid 40 seconds of not doing anything only to be smacked again. Not overly hard, just super boring. And then if the survivors don't want to waste the 40 seconds healing themselves, they genrushed.

    Similar to Plague: Either I cleanse and put the whole team at risk or I spend the whole game 1 hit.

    I'm not advocating DCing, just stating why it happens to those two killers.

  • @R52G said:

    I only disconnected once ever as survivor because I kept getting stuck with teams who wouldn’t rescue me after I’d be on my first hook and they’d leave me until I’d be dead and I got sick of wasting great items and add-ons.

    I've only dc'ed against a hard tunneling Spirit. Literally they phased right back to the hook, chased one set of scratchmarks, saw it was the unhooker and switched to chasing me. I figured why bother playing the game out, when I already know I'm going to get like 3k bps and a depip?

    Oh, and I dc'ed against someone hard tunneling trying to get the 4 people in the basement tome challenge. I figured if they were being a douche, I could be too.

  • @JHondo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1491677#Comment_1491677

    You have to define tunneling to me, because a lot of people will claim "Tunneler" when it isn't. I see it from both sides too. Playing killer I get called tunneler when it's been two hooks since I last downed the person claiming I tunneled them, as Survivor my friends will claim the killer is tunneling when I see they aren't through aura reading perks and paying attention to the health states of my team. In all actuality tunneling isn't as big of a thing as so many mains claim it is. Proxy camping is a bit of an issue but running kindred I can see it's because there are two other people near the hook not being nearly as stealthy as they think they are.

    Also, bully squads that make it a point to stun the killer as much as possible aren't advancing the objective at all in a game that is in their hands to move it along whereas a killer that is doing everything in their power to secure a kill is making the game move along so you can go on to the next match, not keeping you hostage.

    I feel like the true amount of tunneling and camping is mixed between what survivors say and what killers say. So, by that I mean that the amount of tunneling is greater than what killers think and less than what survivors think.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489991#Comment_1489991

    No, I am comparing complainiing about being locked in an animation to being locked in an animation. As well as mentioning Plague since she can down you over pallets which is what the post was about.

    If you are going to insult others at least have the reading comprehension to understand their post.

    "Killers deal with flashlight stuns while stuck in animation, those coins have two sides."

    You literally compared being instadowned at range while being in an animation lock to being flashlight stunned while being in an animation lock, under the guise of comparing the complaints. In which case those complaints still have no common ground, other than being locked for a second or two.


    Anyways, fixing iri hatchet to be hard capped at 1 would be make it better. Plus, as others have said, fix hitboxes. Finally, they could add an iri add-on that makes it so that if the hatchet impacts a vault, it blocks the vault for x number of seconds. Could work on pallets and windows. Bam, instant great iri add-on.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/1487732#Comment_1487732

    Plague says hi.

    Killers deal with flashlight stuns while stuck in animation, those coins have two sides.

    Are you really comparing a flash light stun to a long range insta-down? That's asinine, at best.

  • Wait, so you want him even easier to play than he already is? Lolk

  • Why do Killer mains think they deserve a 4k and the last survivor doesn't deserve to escape?

  • @RaSavage42 said:

    Now think of the player playing Pig (like me)

    First... it's not ALWAYS the last box... for the most part, it's the first to third box (sometimes the forth, or death)

    Second... other Players don't play her right which leads to misjudgment\

    Third... Her ambush is a mindgame at this point... the only times you get hit with it is when you've misjudged the distance or you didn't see her coming, other stealth killers have similar ways to negate BT

    Lastly... She's esay to play but EXTREMELY hard to master or play well I should say... as I said before there's a right way and a wrong way to play well as her... not even Tru3 plays her right

    Yeah, I watched one of his recent videos against the 4 Man SWF High MMR, and I could tell he doesn't really play her right. He never varied how many times he tried to fake out with the ambush (always look one way and then quick snap around to the other direction), and he didn't really even try to break a loop with the ambush until like halfway through the game.

    I'm not saying I could do better, but those are things I noticed that I think could've helped him a lot.

  • @zoozoom6 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1485691#Comment_1485691

    this and when they heal under the hook body block for the healthy survivor that healed them so you have to chase them and when their injured and your about to get a hit they jump into a locker mid chase to force you to pick them up so they can stun you. they at least try to do this every other game

    Why you chasing a survivor making it obvious they have some form of protection, either with BT or DS? Why don't you go for the lunge, get the hit on the recently unhooked survivor, and then chase the unhooker? That's how you apply pressure, because now the injured survivor has to heal at some point if they don't want to be one hit.

  • Ideally, you should 4k at a similar rate as getting no kills.

    BHVR wants the game balanced at a 50% kill rate. Assuming you are playing to win, it's fairly difficult to walk out of a trial with no kills (assuming equal skill), so likewise it should be fairly difficult to walk out with 4 in a game

  • Any Killer main with a couple braincells knows how necessary DS is.

    What a lot won't say is that they don't want to admit that they just want to tunnel survivors down. I know this is objectively a fact, because 99% of the time the killer brings a green/ebony mori, they eschew whatever chase they were in to immediately pivot to the recently unhooked survivor to tunnel them and mori them. I'd wager that in games without the threat of DS (no obsession), those same players would dp similar things even without a mori.

  • While I don't disagree with more perks to choose from, you sound hilariously entitled to think that your 4k ratio should be high without running the best perks (it shouldn't really be that high anyways) and that survivors shouldn't be able to survive at all without the best perks.

    Also, survivors actually have a good number of perks to choose from, but DS and BT will always be among the most useful, because being tunneled or camped just is not fun at all.

  • Honestly, it would be bad. How do you work in all of its crazy things? Acid blood, tongue mouth, crawling, leaping, and stealth? A stealth killer that can crawl on walls and leap over loops is just asking to either be completely awful to play as or be completely unfun to play against.

    And if they don't do it justice, everyone would be angry.

  • @6yXJI0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475889#Comment_1475889

    Never heard of this bullshit. Not a single killer said: "Don't Genrush", but i hear "Don't tunnel" often, even when killer did not tunnel.

    Literally everyone cries about genrushing.

  • 2 of Cheryl's perks are great, but situational.

    The only change I would like to see is either the aura bit OP mentioned OR make the speed boost literally a sprint. 7% haste for 10 seconds is laughable at best.

    Edit: Obviously I was talking about Blood Pact.

  • First of all, why is anyone even attempting a grab with the current state of hit detection anyways?

    Second, how hard is it to lunge instead of grab someone at a generator/totem?

    Third, why are you crying about not being able to tunnel someone down? Oh, that answered my question.

    Fourth, if you're so worried about DS in the end game, eat the stun before the EGC.

    Fifth, if you want to be a douchebag who tunnels, proxy camp the slug like you most likely proxy camp the hook.

    All that said, DS timer should go down faster or be negated if the survivor actively puts forth progress to the objectives (this does not include healing). Likewise, DS should never deactivate until the survivor touches a gen or a totem. Bam, any sort of abuse problems solved.

  • Alert is underrated, much like Spine Chill used to be. Alert's problem is that, while it's pretty good, there's a lot of perks that are considered more important.

  • @ClickyClicky said:

    Maybe they only tracked killers that didn't switch?

    I'm curious why they tested it on xbox one and not PC or PS4.

    I wonder if they did it to silently test?

    I imagine something like that on PC would noticed super quickly.

  • They literally gave what killers wanted, and now killers are mad.

    How else did you expect to be able to practice your worse killers other than not being able to switch off? Also, all these people saying they're going to get 4 man SWFs all the time on their bad killers... No, you really won't. You only see the 4 man god squad at red ranks (or at high skill), so if you're bad at a killer, you have almost no chance of playing against that.

  • These buffs made me laugh.

    "Not ever having to kick a generator wouldn't be that strong, I totally promise!"

    Every killer would just run Ruin and force a 3 gen if it wasn't able to be broken.

  • Just because content creators say something is weak/strong, doesn't mean they're right.

    Ghostface, Wraith, LF have all been seen as classically weak at some point or another by content creators, yet Tru3 was able to prove that they aren't that weak. He's put out a series of videos that says LF is hilariously underrated before the rework.

    I am in no way saying Tru3 is someone they should solely listen to (I love watching his stream, but he can definitely be very biased at times), just that he has been able to prove people wrong.

    All that aside, I feel like Otz/ScottJund would be very good people to listen to: SJ strikes me as very fair in his judgement of things, and Otz, while a little biased, does attempt to see things from survivor side.

  • Only thing DS needs:

    Timer counts down like normal. If you get into a chase/downed, it stops counting down. If you do anything that allows for you to be grabbed (barring a vault), it counts down significantly faster (at least 2x as fast, so you get a max of 30 seconds of DS on a generator).

    Now it's a very strong anti-tunneling that can't really be used offensively, and doesn't allow the killer to wait it out if he does tunnel. Also, to help with being slugged, a survivor should get BPs every x number of seconds if they are on the ground with DS up, as kind of a distraction or something. That way they if they get slugged after being tunneled. they still get something.

    I really hate the games where I'm not allowed to get bloodpoints because the killer said no.

  • Personally, I feel like a good way to nerf her but still make her strong is this:

    She always has a phasing sound. Normal volume outside of terror radius, and very muted inside of terror radius. If you near are an active generator, you don't hear the muted phasing, but you could hear the normal volume if you were out of the TR and working on a generator.

    That way she can sneak up on you by phasing from a distance, and the survivors have to use their ears to play against the Spirit, similar to how the Spirit player also needs to use audio cues.

    Edit: I accidentally a word.

  • NOED is fine. Generally it helps secure one kill. If you get more kills out of it, the survivors are bad.

    Edit: If I am soloQ surviving, and it turns out the killer has NOED, I pretty much peace out. Often times the only bones that get done are the ones that are easy to see, so that means that the hex will be harder to find. Sorry teammate on the hook, but you were the unlucky one.

  • @andyollolloll said:

    Sorry this is a terrible idea as this affects solo players.

    The whole game is time management and I totally agree that SWFs are unbalanced especially when using communications as they easily reduce the time to achieve their objectives with just simple chilled updates from each other.

    SWFs make the game boring for killers and that is what is upsetting a lot of the community in DBD.

    I love the idea of friends playing together but it needs to be fair.

    A very easy solution is to implement is a thana/dying light slow down that would not affect solo players and only SWF members.

    In an SWF of 4? then it a fixed slowdown plus a 4x swf gen slowdown.

    In an SWF of 2? then it a fixed slowdown plus a 2x swf gen slowdown with normal speed for solos.

    BHVR continue to ignore these obvious balancing issues whilst dealing with 'balancing issues'.

    When was the last time you saw @Peanits or @not_Queen reply to these white elephants?

    SWF has never been addressed as say buffing a perk like kindred also buffs swfs who can use the perk.

    Some perks such as OoO should never ever be able to be used by a member in a SWF.

    This suggestion still hurts soloQ survivors, because they have teammates that are doing everything slower than normal. That adversely affects them as well.

    Honestly, the only way to fix the SWF is built in game chat, followed by doing something to balance the game after that. Any nerf to SWF will adversely affect soloQ as well.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459644#Comment_1459644

    Yeah once “the penny drops” of EXACTLY how to end chases fast, and really thoughtfully limit survivors evasive and mobility options, the mind wanders to “how can other players think Clown is weak?!”

    It is because both sides tend to only listen to others' opinions without trying anything out for themselves. For a while people thought Spine Chill was bad, and now it is being called borderline OP.

  • How about instead of making it easier for a survivor to get an unhook:

    For every second the hook is within the terror radius of the killer WITHOUT being in a chase, the killer loses bloodpoints and/or emblem progress, starting off after a set time in order to get away from the hook (say 10 seconds). In an extreme case, you could even give survivors a boost to action speed while this bloodpoint drain is in effect. I'm not saying I think that's a good idea, it's just an idea to further punish camping.

    Likewise, for every second a hooked survivor is within the terror radius of a killer not in a chase, they gain bloodpoints and/or emblem progress for occupying the killer's time?

    With this change, it punishes killers for standing at the hook and not doing anything, but doesn't punish killers who are getting hook rushed by the survivors.

  • It's pretty nice to do against Bubba, only because it wastes his time.

    If you know you're dead from the chainsaw, you can jump in to the locker and either force the tantrum (wasting time), or he just hovers around the locker while chainsawing, which also wastes time. I think you can also get out of the locker in the middle of his tantrum if you time it right.

    A locker juke is more consistent than trying to juke in the chase

  • Aren't you supposed to blind when you're injured with Iron Will?

    It's not a bad way to try to juke the killer: They lose sight of you, so you can go in a different direction than they are thinking, or even straight back at them. That said, blinding just to blind is kind of toxic.

    Unfortunately, there was a challenge in the tome to blind the killer, and pallet blinding is the easiest and most consistent way to get blinds in.

  • @UnchainedPredator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451897#Comment_1451897

    I see. It may not be the best idea, but it’s definitely not fair to leave this issue alone. I get it’s a wise survivor defense, but it honestly just makes the game boring for killers. It makes me want to hook camp them when I finally get them just to show them how it feels to play against a stubborn player. (I mean no offense to anyone reading this that uses this maneuver)

    "Stubborn survivor"? Dude, their objective is to do generators and not get hooked. No, if you're getting looped to the point where you have to follow them until bloodlust 3 kicks in to get a hit in, you need to work on your mechanics. If they're looping around a downed pallet, break it. So what if you get blinded while doing so? That means less time for them running away while you're breaking it.

  • Grabs are screwed over both ways: I've had plenty of times where I let go of the gen or jumped out of a locker only to be grabbed.

    Hit detection in this game really needs a work over. Too many times I've had hits go through when they shouldn't have, or been hit when I'm already on the other side of the pallet/window and have taken a couple steps.

  • @UnchainedPredator said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451878#Comment_1451878

    I got the name of it wrong. My bad. But the described issue is still a big thing that needs fixing

    I understood what you meant when I answered with "...no?"

    It's a terrible idea to give the survivors a cool down on their only real defense, and it certainly won't be the downfall of dbd.

    Edit: In fact, putting this in would be the downfall of dbd. Now all of a sudden every chase is basically 30 seconds long, which means generator time has to be shortened because if the average chase is 30 seconds long, current gen speed wouldn't be feasible to be done, which leads to even quicker games.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1451870#Comment_1451870

    The hex notification pops up because the extra 6% regression (16% for failed skill checks) is in effect right from the very start.

    Holy crap I didn't even know that that was a thing...

    Then maybe make it pop either when you fail a skill check or when the first one comes up after the first token?

  • @Todgeweiht said:

    Uh, infinites are not a thing anymore and there are barely any god loops left.

    They don't mean infinite loops, but rather that a survivor can just vault after vault after vault with no cooldown.

  • Like escape in what way?

    Escape the trial as the last survivor? That's more a problem of the endgame in general. The last survivor should be the hardest survivor the kill, but more often than not the gates spawn too close to each other and makes it impossible to get out without finding the hatch. Then factor in high mobility killers and suddenly the survivor knows they ain't getting out.

    Escape from the Oni's power? He's fine. I do think survivors drop a little too much blood, especially for how long his power lasts, but he's fairly fine other than that.

  • All it really needs is no notification until the first modified skill check.

  • @Kellie said:

    Deathslinger and Pyramid Head, have the same issue. They're able to instantly M1 after cancelling their power.

    It's definitely more noticeable on PH, but yeah. He needs just a little bit of a cooldown on being able to swing after canceling his power. It's fairly uninteractive for the survivor to not really be able to do anything at a pallet; you either drop it and get hit by the power or fake the drop and have the killer instantly swing on you.

  • So what will you do when you learn that you aren't losing from OP OoO?

  • Also, devs made it so that it matchmakes to the best ranked survivor in a swf, to stop your problem.

    MM is wonky right now though.

  • @CyanideBlaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402542#Comment_1402542

    Ok but where are those matches for killer tho? Like literally I have way more of this type of interaction than I do actual, balanced games. There's always at the very least one or two red ranks in my games trolling me all goddamn game and it's ruining it.

    Literally I ain't even mad when I have toxic killers as a survivor anymore is how bad this has been. I am out here with my girlfriend like "Yeah, no, babe, I know you're upset he smacked you on the hook but yknow? It's tough."

    You probably don't get swat SWFs as much as you think.

    It's called confirmation bias, look it up.

  • The only thing that is crap about her is that she can mindgame you by standing still.

    Unless they made the effects noticeable recently, the shards being brighter is exceptionally difficult to see in normal situations.

  • Kruger is probably the easiest way to rank 1. He's got insane map pressure (BBQ + PGTW), both of his main power options are fantastic (snares are probably better, but dream pallets are pretty nice too), and his add-ons are really good for slowing the game down.

  • @MongolPSR said:

    but what if I want the bones to do me?

    I believe there was some mention of throwing a bone in me?

  • @Tricks said:

    This entire thread is only about one thing: "Nerf Tunneling"

    If Killer doesn't tunnel, DS is a wasted perk slot.

    lol. just lol.

    Lately I've been running Blood Pact. It's mildly useful for the whole game and it still forces an obsession, tricking the killer into thinking there is a DS.

  • @ManyAchievables said:

    I also have an idea to strengthen totems.

    Make Hex: Retribution or Hex: Thrill Of The Hunt basegame mechanics.

    Not both, just one of them, because let's say TOTH was basegame.

    If you spawn next to a Hex Totem, do you want to cleanse it with the trade-off that the Killer can instantly start a chase since they know the general area of where you are at the start of the trial?

    I think it'd add more of a thought process to the game to always have the Survivors be pressured when they cleanse a totem.

    ...no? How about we think about buffs that don't give the killer a free perk?

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402400#Comment_1402400

    And they also thought that Ruin being used so much means it needed a nerf, rather than actually pay attention to gen speeds. We get it.

    TBF, new ruin is actually better. It's insidious; you don't need to find it to work on generators, but leaving it up is a bad idea.

    My biggest problem with old Ruin was that it was completely non-interactive and provided a strong ability. Plus, it was really RNG for both sides: a bad spawn could basically cost either side the game.

    But that's off topic. Sometimes I disagree with devs thoughts. DS is very much anti-tunneling; it provides no benefit if the killer doesn't come after you after you're unhooked. BT is similar as well, in that if the killer is no where near the hook, it provides zero benefit.

  • @CrowFoxy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402384#Comment_1402384

    Apparently, I can't remember where, the devs have stated before that it isn't really an anti tunnel perk?

    So it shouldn't punish the killer for tunneling.

    The devs also thought that nerfing gen speeds when multiple people are on a gen is the answer to gen speeds being considered too fast.

  • Almost all of these are bad ideas. I'm happy that y'all aren't devs.

    The only good ideas here are: A) Make it count twice as fast whilst doing an objective (here, an objective is being in any situation where you can be grabbed whilst doing it. Healing/being healed are not objectives). B) Shorten the timer, but make the timer stop counting down while in a chase/downed.

    B is the superior choice, as it actually punishes the killer for tunneling while also making it so that survivors don't have a minute of being MC Hammer, but A would do in a pinch. Adjusting times without giving a benefit is dumb, and making it so that if you're healed it deactivates is worse. That's a massive nerf, and wouldn't actually stop anything. No, correction, all it would do it make it so that the killer would just wait for them to be healed.

  • It's similar to a perk that read "0.1% of the time, at the start of the match all Survivors are sacrificed."

    It doesn't matter if it literally happens one in a thousand games, that perk is crap and needs to go. Same thing with this one shot. It feels bad to be randomly one shot for no reason other than "lol you were touching the killer."

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