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Shroompy

Shroompy

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Shroompy
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  • im kidding lol

    im a hispanic boy with curly hair aint no way some ones getting fooled by that

  • yeah im ngl some of these I dont really see myself...

    but I 100% look like Trickster no cap

  • @Veinslay said:

    Why's it a thing that survivors spawn on top of your devour hope and it's gone immediately. Why's it a thing that 4 survivors can spawn separate all on different gens and 3 gens are done at your first hook

    Wanna know something? Multiple issues are allowed to exist at once.

    I know, shocking!

  • @Veinslay said:

    Why is he a ton of fun to play against compared to any other killer? Cause his power is telegraphed so much?

    @HugTechLover said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279834#Comment_3279834

    I laugh about this all the time. Survivors love playing against a weak killer. I get so much hate for playing blight. I personally loveee playing against a good blight.

    Love the ability that people have to turn any post into an "Us vs Them" post. Guy literally gave 0 zero indication that he liked versing Knight just because hes weak. Just that he liked versing him.

    Doesnt even make sense either considering the majority of people dont like versing weak killers because most of them have boring playstyles and counterplay. Trapper, Sadako and Freddy are ones that come to mind

  • BP incentives is based on how many people are in queue for each role, your region and MMR. Which ever side is lacking more in players will have an incentive, and that incentive also depends on how much players are needed. The more needed the higher multiplier, and it maximizes at 100%

  • @Rootlo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279378#Comment_3279378

    Ive been playing off and on since release. Last break was 3 years. I hit rank 1 again as survivor. Funnily enough though, i have never hit Rank 1 as killer and last month i did, so id say its easier than ever as killer for sure.

    yeah killer is absolutely the easiest its ever been

    now before some one reads this and starts foaming from the mouth, I'm not saying killer is easy. I'm just saying if you look back throughout DbD's history, its the easiest its been.

  • look back throughout the years and tell me Survivor is easier than ever right now

  • @Marik1987 said:

    Where is exactly the problem? Lets say Eruption, Overcharge and Call of Brine is in play.

    And? You know a hard skillcheck is coming. Apart from that, there is only 1 Perkslot left. So no Spirit Fury/Enduring, no Chase-Perks etc.

    I want to mix my perks from Gen-Regression, Gen-Block, Info and Chase.

    Example: Pain Res, Dead Mans Switch, Barbecue, STBFL on Freddy.

    you wont need a chase perk on a killer who already has an amazing 1v1

  • "Something effective and fun? For Hillbilly? Im sorry, we dont do that here."

    -BHVR probably

  • ok, here you go;

    image.png


  • @Obelt said:

    Basically you don't ever want to use guards on gens only carnifex on pallets

    you do, just not Carnifex

    it takes 6 seconds to break the gen for Jailor or Assassin, thats 6 seconds that a Survivor cant work on that gen. While its of course very situational, there's still a use for it

  • @GrimReaperJr1232 said:

    I genuinely need an explanation for this one. For those unaware, it has been acknowledged that the new map is bugged and spawns far more pallets than intended. As in, 3 pallets directly next to each other. Combined with the map's large size, you get 37 pallets. Not hyperbole, it's been counted. 37. How much is that? Gideon spawns around 25.

    In response, the devs lowered the pick rate of the map to "normal" levels. Why have it in the map rotation at all? The map is bugged to an extent it's causing balance issues. Why even have it available?

    But let's say it's because of what happened with RPD. Despite the map being atrocious, it was new. People wanted to see it, so they complained that it was killswitched. Fine.

    But why not, at the very least, killswitch the map offering that guarantees that the killer/survs get sent there unless another map offering conflicts? The odds of getting the map by RNG were lowered but there's still the option to send everyone there with the intent to exploit the massive pallet count. Why?

    I-I just don't get it.

    Because its not game breaking

    something thats game breaking would be on the lines of holding the game hostage (such as a spot that cant be accessed to Killers but can for Survivors) or doing something that can crash the game. Your example with RPD back when Resident Evil first got added was game breaking, since old gen consoles were regularly crashing and having major performance issues on the map. This here is more along the lines of Oni spawning 3x more Blood Orbs. Is it an issue that needs to be fixed? Yes. Is it urgent? No.

    Lets just take this as a step back, and remember that this is how the average map used to be like back in the "good ol' days".

  • I gave up on trying to learn new spots since the majority of the ones I learned kept getting patched, and then the giant patch which screwed with his momentum while sprinting in the air killed the rest of the more known spots. There's probably a few spots still out there, but I personally don't know them

    All I have of my Skybilly days is this clip: https://youtu.be/fVTmVDkUJRg

    it was so close to being perfect

  • While I do agree there should be some better systems put in place to counter tunneling, just a blanket change of reducing movement speed aint the solution.

  • "the technique or practice of responding to an accusation or difficult question by making a counteraccusation or raising a different issue."

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270258#Comment_3270258

    You said "And its a games job to be enjoyable, thats what people play games for"

    And im repeating a comment from 2 pages ago, because apperently you didnt read it or forgot about it.

    Its not about whatsaboutism, its about balancing the game, if you nerf one side with out nerfing the other, it will just get more unbalanced.

    Why are you arguing so bad about 1 side should get nerfed ? should we not make a thread about ALL the things that are needed to make this fair and balanced?

    I think im the only survivor that i have seen here, that are saying that i want both sides to get balanced, 99% of the complains on theese forum is "Do not buff the enemy, buff us" or "Nerf the enemy but not us" and to be hornest, its really childish.

    Lets work together and try to get a good game that is fun and balanced for both sides to play.

    Yes, it is about whataboutism. You mentioned a completely different issue as a counter argument.

    I dont care what side an issue is on, I just want this game to be as fun and enjoyable as possible

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270154#Comment_3270154

    I answered this 2 pages ago in this very thread.

    Survivors can do the exact same, i have seen swfs with 4x sabo, 4x flashies, 4x boil over. where the killer can not get a hook, no matter how well they play. Should sabo, flashlights and boil over be removed too? because that is just as unfair.

    i knew youd pull the whataboutism card

    I dont think these are fine either

  • @Terion said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269732#Comment_3269732

    of all perks the healthiest? are you sure about that? there is like over 40 perks. And dead hard, out of all, is the fairest? you cant be serious.

    In relation to its strength, yes

  • Im very much looking forward to it :)

  • Strange, never heard or seen this before... you mind sending some screenshots?

    Id also recommend putting this in the Bug Reports section of the forums

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270142#Comment_3270142

    if you want fair, i can suggest games like CoD.

    The killers job is to klll you by all means.

    I still dont understand whats the double standard in a draw?

    And its a games job to be enjoyable, thats what people play games for

    There are plenty of ways to make a game still feel fair while not hampering the viability and enjoyment of something

    also the double standard isnt about a 2k 2e being fair/unfair. Its a killer who feels as if their entitled to a kill just because they got a single down, when in reality it should only be 1/3 of it.

    Its the equivalent of Survivors basically getting a free escape the moment the exit gates are powered if they still had their DS and Unbreakable up. As a killer did your job correctly and yet youre getting robbed with literally no option other than watching the Survivor slowly crawl out. But thats not a thing anymore. But Survivors having to watch a Bubba stare at them on the hook knowing they cant do a damn thing about it is still very much present

  • @[Deleted User] said:

    If you read what i actually said, 2k and 2e is a draw and the optimal game.

    Whats double standard about a draw exactly?

    It sounds more like self entitlement to a 4 escape on your part really.

    It may be a draw when looking at it from a wide angle

    But if you really think about it, theres also a person for each Survivor. There is nothing fair for that one person being facecamped to death by a killer like Bubba where theres basically no chance of getting off that hook.

  • @ARTRA said:

    https://forum.deadbydaylight.com/en/discussion/comment/3270058#Comment_3270058

    If you grab a banner you get speed boost and endurance.

    ok? thats always been a thing. The banner even shows up later now

  • @H2H said:

    It is so, so funny that the knight’s power buffs survivors.

    HOW?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269347#Comment_3269347

    But that is exactly what it does, try looking the perks up.

    Also as i said, you are not entitled to an escape, the optimal match will be 2dead and 2escapes.

    so why are killers entitled to a kill? why the double standard?

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269266#Comment_3269266

    Not if you’re getting burnt as Wraith. The sound cue is bugged and completely missing on the killer side. You used to be able to tell exactly when you were outside the beam or far enough behind cover, now you can't.

    You can still hear the click of the Flashlight tho, and if a Survivor is burning you from the back they wont be able to pull off the burn because of how fast you are (unless they have range add ons)

    This aint that big of an issue tbh

  • no im not

    im sleeping in my bed

  • @[Deleted User] said:

    Start by quitting the meta perks, go with something like Kindred, DS, Diversion, Reassurance or Kinship. I have triced a camping bubba more then once with a setup like that. Or Run with perks like Distortion and get a less noisy survivor to avoid getting caught in the first place.

    Also if you cant loop him well enough, replace Adrenaline with Lithe (or another perk that helps you get distance).

    Also a facecamping killer is loosing so much on that tactic, if the team knows what goes on (Kindred) and know how to counter this. (To rush gens). A facecamping killer should loose at least 3 gens on 1 hook camping, and if you looped him just for a bit, he should have lost 1-3 already.

    Drag time as much as you can by doing all skill checks, even if no one is comming to get you, If you give up on the hook or DC you reward this playstyle.

    Bubbas chanisaw is fine as it is, 2k is a draw, and i doubt he gets more than a 2k from that match.. unless the team really messes things up.

    You are not entitled to an eascape.

    Cool

    This doesnt help the person being camped

  • do you not realize the giant white beam aimed straight at your face??

  • yknow im a little sad that I didnt think of this myself lol

    great idea!

  • I used to have all of them and always tried to be one of the first people on steam to get all achievements when a new chapter would release

    last achievement I remember grinding REALLY hard for was Deranged Pursuit, back before Legion got their mini rework in early 2019. It took me from their release, to February to get that damn achievement.

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269138#Comment_3269138

    Immediately dropping his Guards is the best way to play Knight because the survivors will immediately run from the loop the moment you use your power. If you spend too long in your power, they will escape the loop. The ideal case is that you chase with your Guard to pincer them, so you don't want them to run from the loop.

    Depends on the situation. If theyre able to make it to another loop without taking a hit, why even bother? Your best bet of getting a hit is either:

    When you have Carnifex ready, try to zone a Survivor and use him to break the pallet, you can be 6m away to give the command to break something which is quite a bit and lets you exit Summon mode pretty quickly

    Assassin can be used to block off an upcoming loop to zone a Survivor into staying at a loop. Of course you need to do this with good positioning since you dont want to do it at a time where they can just run off some where else.

    Theres so much depth to him, just talking about it makes me pretty damn excited for him to finally come to live to learn even more tricks than I found on PTB.

  • What do you mean dropping his guards anywhere else is just not worth it? There are several other ways I can think of using this guys power completely differently than Artist, who is a completely different killer.

    While having The Carnifex, zone a Survivor out by being able to quickly destroy a pallet. (break time 2 seconds, as opposed to the others which is 6 seconds) He actually breaks walls and pallets faster than you do.

    Alternatively, if you see a Survivor run towards a strong window with a Breakable Wall next to it, Carnifex is perfect for that. Send him to break the wall and you give yourself an opening

    While having The Assassin or Jailer, send them to kick a generator to prevent any progress done to that gen for the duration of animation (6 seconds)

    While having The Jailer, kick a gen and leave him to patrol it. His extended patrol time locks down an area much better than the other 2.

    While having The Assassin, use him as an Ambush. Similar to how some times you influence a Survivors movements by sending them towards a trap as Trapper/Hag, or towards Victor/Charlottle as Twins, you can do the same as Knight and with the Assassin ready. The Assassin is the only one who I would say is actually useful for chasing. Since he moves at 4.4m/s and applies Deep Wounds on hit as opposed to the 4.1m/s the other 2 move at.

    Im actually VERY excited for him to be released to live servers. I had a blast finding new ways to use his guards on PTB and Im sure there will be several other ways to use them that I havent found out yet

  • @Pulsar said:

    please don't be like the blind changes of the ancient times

    thats what it was like on PTB, but apparently it wasn't intended (thank god)

  • @Xernoton said:

    The only perk killers should get base kit is shadowborn. Seriously, what's with the FOV in this game?

    Other than that, please stop asking for base kit perks. We have limited perk slots for a reason.

    Id rather an FOV slider, since some killers I don't really like the increased FOV.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268607#Comment_3268607

    Likewise. I took my time to reply and think about each point because you used examples and thought out a response instead of just writing one sentence and saying 'wrong'

    yeah, thats usually how it goes

    fun to finally have something different

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267090#Comment_3267090

    You - "Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed"

    Also You - "the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs"

    It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1. It is (in your own words) the ONLY time in DBD that they've done something of that magnitude and guess what you also admitted? That they had to immediately release damage control because people couldn't possibly fathom Killers getting an entire patch dedicated to them in modern DBD

    If these sweeping Killer buffs were as common as you claim throughout the years there wouldn't have been THAT large of an outrage over it and I'm sure even you would be willing to concede that point just like I'm willing to concede that its probably a stretch to say they ALWAYS give Survivors an equal attention hotfix

    "You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf"

    I didn't mention MoM because I view it as some scary/gamebreaking OP perk, I mentioned it to point out how BHVR was so shook of the hatemongering from Survivors towards 6.1 + the DH echo chamber where people falsely claimed the perk was dead that they had to quickly and randomly save face with instant Killer nerfs AND useless changes to dead perks that nobody asked for at that particular moment. The point I tried to make with MoM is that nobody was petitioning for that above other issues but they still did it right after 6.1 because it was a cheap bone they could toss to jaded Survivors that were trying to throw a massive protest over the game

    I'm more than confident if I was allowed the chance to review every year's patches that we could talk more about the specific eras individually, but you 100% have to concede that in the modern era nothing has been done for Killers to that extent until 6.1

    You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost

    For the most part, BHVR is at least trying to steer the ship around and learn from previous mistakes hence why they're focusing on trying to draw back all the players that left due to 2020-2022 Killer/SBMM. I'm sure they lost a lot of SoloQ exclusive players and that will be their next focus

    "Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any."

    Lets see, off the top of my head Nemesis' tentacle bug where it wasn't appearing to be out even if it was, Wesker dropping Survivors and not injuring them, colliding with pallets or windows instead of vaulting them with virulent bound, Pig's Dash sound not playing properly, Twins not being able to swap between Charlotte and Vic, and I'm gonna be honest many more including some that may not exactly be game-breaking but still relevant. There's literally so many bugs on Killers that we would legit have to do a psycho-analysis of every single one in existence which I think is extra. You get the point and there's proof available, I have no incentive to lie

    One last thing:

    You - "The Finishing Mori is not a buff nor a nerf to any side."

    Also You - "The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time."

    Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody?????? The proposed update was not only irrelevant to everything that was happening at that specific moment in time, but it also makes high-pressure high-mobility Killers even deadlier while incentivizing them to slug to trigger the Mori cinematic AND the Mori bloodpoint bonus while also allowing one of the best Survivor perks to ever exist to be used UNLMITED. Several Killers have their entire kit designed around slugging, several Killers don't have the mobility or the M2 capablities to efficiently split pressure beyond a certain Survivor skill threshold but lets mitigate ways for them to pressure while simultaneously making the insanely mobile S/A tiers more threatening by being able to guarantee the game ends if they snowball (Which they do incredibly often. That's the entire reason they're considered S/A tier)

    "It took BHVR 6 years to have "the biggest wave of buffs any side has received in the history of DBD" and while part of that is definitely because there's simply more content, it still aids my point. People in fact had to wait 6 years for BHVR to fully commit to enhancing the Killer experience with a monumental patch mostly dedicated to them, you cannot seriously mean to compare sprinkled QoL improvements in 2016-2018 to the entirety of patch 6.1."

    The killer experience has been improving year by year, it didn't take them 6 years to do so. Hell why only have 1 patch dedicated to improving the killer experience, when 2018 itself was pretty much an entire year dedicated to improving the killer experience. In that one year we got:

    -Reduced pallet spawns by improving the spawn logic (double pallets at every loop were removed, making the average map no longer spawn 30+ pallets)

    -Removal of pallet vacuums

    -Increased healing time

    -Exhaustion no longer recovering while running

    -HEAVILY nerfing Borrowed Time, by only giving Endurance to the person being unhooked and not the savior as well

    -Removal of the most oppressive nuclear option on the Survivor side, Brand New Part (half of a skill check counted as a great, hitting a good skill check would repair 5% of the generator, and a great would repair 10%. The entire toolbox would be consumed if you either let go of the gen, failed a skill check, or completed the generator. Meaning theoretically 4 gens could be repaired within 30 seconds of the game starting

    -Reworked both swamps by DRASTICALLY reducing their size. No map comes even close to how big old Grim Pantry and Pale Rose were. Reason why this is such a big deal is because they were known to be the most problematic maps in the game

    -Decreased how impactful fog is for better visibility on the killer side

    -Decreased pick up and hook timing

    -Several perk updates

    -Several killer reworks

    -Increased hook spawning, making their spawns more consistent

    -Improved scratch marks

    There are more that I know I'm forgetting, but even then these were changes that were MUCH more impactful to improving the killer experience than a 10% increase to some actions and increased gen times. Now you might be wondering what changes Survivors got during this time that benefited them? They got their max recovery increased from 85% to 95% (what it is now) and BT now gives Deep Wounds instead of its own unique timer. Meaning you wouldn't bleed out after 25 seconds after being hit, no matter if you were in a chase.

    Whats unique about 6.1.0 is the amount of changes in 1 singular patch, the biggest patch prior to that was probably 2.1.0 which reworked a dozen perks while also including some of the changes mentioned above (increased healing times, exhaustion changes, pick up and hook timing) and there was an outcry at the time, but the devs had learned from their mistake back in October the year prior, where an ACTUAL kneejerk reaction was done to a MASS outcry from the Survivor player base

    That outcry was the introduction of Freddy, people were review bombing the game and the DLC on Steam because of how "OP Freddy was". When it reality he was the weakest killer in the game. He lasted about 2 weeks before digging him into a bigger hole than he was in before. Best part is they almost nerfed one of his perks, Remember Me. That nerf was announced in a dev stream and was prevented because now the opposite happened. Killer players started review bombing the game, and that actually prevented the nerf to Remember Me. The devs later said in a dev stream that they'd never do such a kneejerk reaction again, and they've kept their word on that.

    The MoM rework seems more like a coincidence and unfortunate timing more than anything. Not the devs attempting to throw the Surviovrs a bone.

    You're right on that, modern era DbD hasn't done much to killers. But it has done lots to Survivors. I'd consider modern era DbD to be year 4 and up. In that time, several maps have been reworked and their loops. (Things like the Ironworks window, Rancid Abattoir main building, Wretched Shop main building have been heavily nerfed) hatch/keys are no where near as strong as they were before, perks like Decisive Strike and Object of Obsession have been nerfed (yes even before 6.1.0, DS was nerfed with the Trickster patch).

    "You can't compare basic things like removing infinite loops or gen regression % in 2016/17 to changing gen speeds in 2022 because the game was in infancy back then. Without those changes the game would have literally died before it even reached its prime. While they obviously benefitted Killers the energy behind those patches is nowhere near the same of the recent patches we've had and that includes Survivors. Changes back then were to draw new players to the game whereas the main focus now is to save the players that are already here and bring back the ones they lost." You've got it the wrong way

    Changes back then were to keep their existing players, as the game was already getting a pretty big influx of new players with how many big content creators were making videos on the game. Big names like Ohmwrecker, Markiplier and PewDiePie were making videos on the game which obviously exposed the game to A LOT of people. In fact the reason why I got DbD was because of Markiplier. Nowadays its a balance between keeping the old and getting new, which is pretty obvious with the amount of licenses the game is getting from all sorts of different franchises. (Just looking at the most recent collaborations proves this, Ringu wasn't a big deal in the west, but its definitely appreciated by the Japanese community, AoT brings in anime fans as its one of the most successful ones out there, and Resident Evil is probably one of the most recognizable names in horror.

    "Please explain to me how dropping a PTB out of thin air for a concept that currently doesn't even exist in the game where UNBREAKABLE IS ALSO BASEKIT UNLIMITED does not count as a buff or nerf to anybody??????"

    The concept wasn't out of thin air, it was announced during their anniversary livestream and there's a reason why it was purely on the PTB for testing. Its because they know this will be a big change and they don't want to jump the gun. Contrary to your belief, these changes are relevant. The past year and a half has been about improving the games health. Part of that is removing unhealthy parts of the game and dragging a game on for no reason by leaving 4 people to bleed out on the ground is definitely unhealthy.

    The PTB definitely wasn't perfect and needs some tweaks. Again, Unbreakable was one of them. Being able to continuously pick yourself up in 22.5 seconds is just straight up bs and is just a better version of Exponential at that point.

    As for why it doesn't count as a buff or nerf, I guess I worded it wrong. Its most definitely a buff for Survivors but I don't think its going to be as impactful as people are making it out to be. Very rarely is a Survivor slugged for more than 45 seconds anyway, and if they are then thats a Survivor who's been basically useless for a pretty long time. What I think the Finishing Mori does do how ever is add another layer and more depth to the game. Its mainly going to come into play when there's 2 Survivors remaining. Slug one, and you still have a good bit of time to catch the other to ultimately finish the match.  

    Also killers with high mobility/snowball potential will benefit from this in a lower skill bracket, experienced Survivors don't get 4 man slugged very often. And if they do get the slug (no matter the skill bracket) well the killer would of most likely won the game anyway since its pretty hard to recover from that as Survivor.

    I also appreciate this back and forth btw, probably the most civil and thoughtful one I've had yet :)

  • The perk specifically states when performing a Healing action

    Mending is its own action separate from healing.

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267868#Comment_3267868

    The Dredge game was on suffo pit. I remember.

    I think the other one may have been Spirit on Eyrie? Or maybe that was someone else

    Oh yeah actually youre right

    Spirit on Eyrie I think that was some one else, I dont play Spirit much nowadays

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267506#Comment_3267506

    I remember playing against your Dredge when he was still somewhat new. You won but it was a fun match! There might’ve been another one too

    I think there was also a game where I was killer on Suffo Pit.

    Forgot which killer tho.. Wraith pops into my head but Im not 100% sure on that

  • Ive played with quite a few, most happened by chance. Mandy and @sizzlingmario4 are the only ones that come to mind at the moment but Im pretty positive there are more

    Also played with a few others like @GannTM and @GeneralV in SWF and customs. Good times

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266813#Comment_3266813

    I'm mainly talking about the timing of https://forum.deadbydaylight.com/en/kb/articles/344-developer-update-august-2022 & https://forum.deadbydaylight.com/en/kb/articles/352-developer-update-finishing-mori. The changes aren't completely terrible but still, its really just the timing. Killers had to wait 6 years for BHVR to finally give sweeping QoL buffs to all characters only for it to cause unnecessary protests, mass raging across social media/forums and and instant equal-attention patch just a couple of weeks later.

    They said during the June Dev update that they would be taking time to analyze everything across all levels and giving players time to adjust before they make any knee-jerk reactions, yet the very next Dev update was a knee-jerk reaction to the mass outcry from Survivor-only players. I play both and respect both, I still strongly disagree with how disgusting the community acted after the huge Killer patch.

    They immediately decided to 'rework' MoM as retribution for reworking DH in the previous patch which wound up being awfully powerful on the PTB because of how Endurance was stackable, only to make it irrelevant and unused again when it came live because they finally realized afterwards it was a terrible idea that needed to be nerfed immediately. The funny part is is that DH (although riskier now) provides more distance than it did before the rework but the Survivor-only echo chamber somehow convinced thousands of people that the perk is no longer good (LOL)

    They sent Thanatophobia (A perk that encourages you to split pressure instead of tunneling) into the shadow realm for ALL Killers just because it provided good synergy for 2 out of the 25 Killers in the game even though the entire point of the previous update was to encourage less excessive tunneling. I would also mention how they quickly nerfed Awakened Awareness just because of its synergy on Nurse, but to be objective they also unfairly nerfed Reassurance because a few Survivors abused it to troll on the PTB

    Then, the Finishing Mori PTB was released during a time where numerous game-breaking Killer bugs and basic game design flaws still existed (Some of which have been fixed now, credit to BHVR), gotta make sure the Survivors get a piece of candy whenever Killers get theirs. It didn't respond to anything from the previous two Dev updates that provided for QoL Survivor features, it instead further provided QoL by giving them an insanely early preview for a proposed system that largely benefits them more than Killers. For the record, I was a fan of the August update after 6.1 that buffed basekit BT because 5 seconds definitely wasn't long enough, but in this context I'm just focusing on the timing. Every single time Killers get a relevant patch that benefits them there is instantly multiple hotfixes that go the opposite direction to compensate Survivors

    Killers did not have to wait 6 years to get sweeping buffs. Most buffs that were widespread were much earlier in the games life, and then in the downtime where there wasn't much happening a bunch of strong tools for Survivors were pretty heavily nerfed. What widespread buffs were these you may ask? Damaging Gens, which when first introduced, had the same regression speed as now but could only regress at max 25%. Later on in 2017 they reduced the time it took to break pallets from 3 seconds to 2.6 seconds, and they reduced the time it takes to kick gens as well from 3 seconds to 2 seconds. Additionally they got rid of the 25% max gen regression, so now it gens could regress all the way to 0%. 2018 was also pretty good. Killer vault speeds were all standardized to be 1.7 seconds, we got quite a few perks that were buffed/reworked that are still considered strong to this day. (Sloppy Butcher, STBFL and Tinkerer comes to mind) The time to pick up, interrupt and hook Survivors was also reduced. The years that followed mainly saw heavy map changes which reduced their size and ridded them of their strong loops (Ironworks, Rotten Fields, Wretched Shop to name a few) There were quite a few Survivor nerfs as well during the time killers were getting their buffs (such as the removal of insta blinds, pallet vacuums, increased time to heal) and there were A LOT more in store for the years to come.

    You say they made a "kneejerk reaction" from the outcry of 6.1.0, and the proof is the MoM rework? MoM wasn't even that strong on the PTB since it still had the same issue as it did before and still has after they reverted the nerf. It takes too much time to set up. Now they reduced the set up time but you couldn't do anything as all your hard work could go straight down the drain with the simple tap of a generator. DH does provide more distance when used correctly you're right, but it also only has 1 use now which is avoiding a hit. Before it could do that AND net you distance to reach another pallet or window. Its essentially the Survivor equivalent of the Ruin rework back in early 2020. The perk was still strong but just the thought of it getting changed is enough to get people riled up.

    The Thana nerf made sense because of the increased gen times, and I too thought it was stupid at first but now it makes sense. A part of the Ruin nerf was to deactivate it after a Survivor is killed. Thana is the same way where the majority of its slowdown is gone when one person is dead. I don't really remember the perk being complained about either on the initial launch of 6.1.0

    Now this is what I don't understand, what do you mean by "numerous game-breaking Killer bugs"? I can't really recall there being any. The Finishing Mori is not a buff nor a nerf to any side. Its literally meant to improve the games health. To prevent from either side from dragging the game on longer than it needs to be. Killers can no longer 4 man slug the entire team and wait for them all to bleed out. Sure basekit Unbreakable is something big, but 45 seconds is a LONG time. Even if they can pick themselves up off the ground thats still 1 Survivor who was out of the game basically for that entire time. The only thing I found stupid of that PTB was Unbreakable, no reason why it allows you to get up that fast every single time.

    Another thing to address. "but in this context I'm just focusing on the tming. Every single time Killers get a relevant patch that benefits them there is instantly multiple hotfixes that go the opposite direction to compensate Survivors" the only time this was true, was with 6.1.0 and thats because it was the biggest wave of buffs any side has received in the history of DbD which also came with heavy Survivor nerfs. If you look at the other examples I gave which happened back in 2017 and 2018, there was no "Equal Survivor Attention" buffs.

  • @AJStyIez said:

    https://forum.deadbydaylight.com/en/discussion/comment/3266796#Comment_3266796

    Its ironic because this post is directly influenced by Survivors getting their equal-attention patch after 6.1

    really? which patch?

  • just because one side receives balance changes, doesn't mean the other side needs their equal attention patch

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