ShyN3ko
ShyN3ko
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Comments
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/481408#Comment_481408
74.55% kill rate at rank 1 in the past week or so alone. That's an average of three kills per game, basically.
And in the last Data sheet the complete survivor escape rate was 65%-80%.
And Dcs are kills,too.
I rly dont trust data in DbD.
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@Orti said:
@ShyN3ko Use your traps after the fourth gen and you create a new sort of endgame survs have to wait for the traps to get off of all heads or put pressure on survs with a trap on purpose.
The issue is less the change and more the complain of almost everyone without even trying to adept and figuring out new strategies. So many players would have abused the pig without a change or an only reduced timer during the edc.
They sure need to figure out something for the Pig but not the because of the latest change she wasn't in a good spot anyway. Her traps always weren't good and most people just didn't noticed because they could secure some kills thanks to a brain dead mechanic that rewards camping and tunneling at the end of the game. I still love to play as the Pig and I know some Pig mains who still enjoy her too.
This is one of the first times the devs actual reacted to a problem before it even went live and I'm grateful for that.
But complete delete the ability is not the right way.
He the RBT needed a nerf for the EGC.
But deleting isnt a good options.
Destroying playstyles is a bad things in games.
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The stats can be fine, but I still think this nerf was not good.
And yes the pig can still kill many survivors.
But I hate this nerf.
Because it destroyed a complete playstyle and thats the bad thing.
I only play pig, because I loved endgame pig.
I had this great SAW feeling as endgame pig: "Lets play a game".
Has normal pig its more like:"Aaaaaand the RBT RNG f*******ed my addons".
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/479863#Comment_479863
We've gone from judging things people actually use in-game to judging profile pics? Wow.
Then how to judge @Orion ?
"Only one week Nurse King, after that a normal nurse main "?
PS: Orion isnt a nurse main
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@johnmwarner said:
The endgame itself IS the timer. Downing someone after door is open and placing a mask on them would almost certainly be a kill.
RBT timer : 2,3 min
EGC timer : 2~4 min
Then every RBT would be your death in the normal game without endgame.
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Yeah!!
More Nurse and Billy in High Rank.
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@PuppetLivesMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/479962#Comment_479962
Counter: NOED, Billy, Huntress, Plague's Corrupt Purge, Devour Hope, Pig's Ambush, That Clown red addon who got you exposed status effect if you are hitted with the bottle, Just hitting them one time more...
See? There are counters ;)
You know what a counter is,right?
Counter:
- you can do it on every killer
- you can always counter the perk in the match(not only endgame)
- the perk has zero effect
Example:
Noed counter Adrenaline
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@Peanits said:
A hotfix is typically for bug fixes, not for balance changes. We're currently aiming to get a hotfix out next week but there will be no pig changes in that update. We're going to keep an eye on the pig and see if we need to make some changes before we make an decisions.
ok thank you, @Peanits
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@PuppetLivesMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/479922#Comment_479922
I only see complains here, not arguments, typical of killer mains. Mom is a good perk for getting a second chance when you make a mistake at chases (we aren't perfect players you know?) but then you complain because you can't catch a guy with the perk and then you tunneled him until the end of the match and then you complain in end game chat about SWF's or you're just too lazy to hit M1 two times. Or also DC before survivors can escape, like a lot of my matches as survivor
You had the MoM problem in 1 of your sentences.
Its rewarding players for failing.
With no counterplay for every killer.
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I think I will share it in this discussion.
But I dont have much freedom, so it will take some days.
Good luck with your pic.
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Nea
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@TrueKn1ghtmar3 said:
https://forum.deadbydaylight.com/en/discussion/comment/475958#Comment_475958
Lol anyone want a freddy heals?
But I cant see you
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/475990#Comment_475990
Yes survivor dont need skill, i play both. This game is not about skills, experience its all you need.
Once again, i dont dc vs nurses, i just suicide because i cant have fun, for me the best part of this game is be chased
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Wait, I must get it.
You made this post, because you lose vs a killer 1vs1?
Just a little info.
DbD is a 4 vs 1 game.
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@xChrisx said:
https://forum.deadbydaylight.com/en/discussion/comment/475951#Comment_475951
Nurse dont require skill, every addon for the nurse is op.
And btw i dont dc, "i dont play" for me means just go afk or suicide
Then I could say, survivors dont need skill.
They just run in circles and repair gens with M1.
And you only dc on nurse, because you try to loop her.
Be stealthy and use your brain,
because survivors get so many informations ingame.
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@Blueberry said:
I like the idea. It would give her a lot more continued pressure.
Her Rule Set #2 effect should be baseline.
In its place the new effect for the addon would basically make your traps "fakes". Essentially your traps would act just as normal, but be entirely non lethal. ie beeping as the timer gets shorter, beeping fast if you go near an exit gate like it's going to activate and kill you if you try and leave. When the timer ends or you try to leave an exit gate with it active, instead of it killing you it will just pop off. The thing is though that none of the boxes have a key. So essentially it will make the survivors waste the absolute maximum amount of time possible checking all boxes, panicking and maybe even making bad plays or letting people die because they think they're about to pop.
This trades lethality for much heavier time wasting and possibly bad plays from panicking that they are about to die.
Now yes this could be hindered a lot by SWF, but remember most games aren't SWF and even then most of them are just 2 people. This is also only if they are actually in voice comms to tell eachother. Even then, by the time they know what's going on they would have already gone through ALL the boxes much less other survivors currently still looking through them as well. I still think it would be highly effective in these worse scenarios.
This would also add some interesting builds where you want to combine addons that add boxes AND ones that increase the time they have to get it off so that it takes longer before they realize it's a fake.
Not to mention the added bonus of any RBT effects you are using from addons would stay with them much longer.
I think this would be an extremely fun and heart pumping addon, while also being quite effective.
I like this idea, but I must add something.
- survivors cant see the RBT timer
- the pig can see the RBT timer
Its rly dumb, that survivors has the sound and the timer.
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A Nurse's Calling: You can heal injured survivors as killer
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@xChrisx said:
The problem is not me disconnecting. But is the reason of when im leaving.
Basically when i cant have fun, vs nurses, killers with addons op and mori. They should fix this issue not the disconnect itself
Only megablink nurse is OP.
The nurse is the only killer with skill impact.
Skill impact:
Killer skill>survivor skill = killer win
Killer skill<survivor skill = survivors win
So you disconnect, because the other player has more skill and you cant accept that.
I know survivors had godmode in the last years,
but more killers need skill impact.
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I dont like Plague, because she dont slow down the game.
She make the opposite, because survivors dont heal vs this killer.
This killer just ignoring the healing time.
And thats rly weird, because its PLAGUE.
It should make you sick and not the opposite.
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@Gay Myers (Luzi) said:
Weder noch, aber was du tun kannst ist den Post melden und reinschreiben, dass du den gerne gelöscht/geschlossen haben möchtest. :)
oke :3
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@Orti said:
Biggest issue here is for sure all the survs who would complain about dying instantly so please no. a lot of people already complain about how unfair the endgame is for the last surv. Also it's not needed and in fact unfair for the last surv. On the other hand a special mori for the egc would be a great addition
I love the character design people.
The moris are awesome.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/473768#Comment_473768
To play Devil's Advocate here, if the goal it to make it so a survivor isn't slugged for four minutes, wouldn't it make more sense to increase the rate of bleedout during the End Game Collapse? Or even when there's only one survivor remaining as a whole. That way you fix the issue without removing someone's chance for escape.
mhhhh, yeah I agree.
Maybe we could get an idea together?
Hatch closed => survivor get downed(Bleedout) => automatically Mori scene => game end
Would this better @Peanits ?
The survivor had still the chance for an escape.
But both sides must not wait for the bleedout timer.
Btw sry for my bad english.
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@legion_main said:
egc is two minutes so I dont see how a survivor can lengthen the time by 4 minutes
anyways this just sounds like entitled killer BS because they want the easy 4k doesn't always work like that bud
I made this discussion, because survivors dont want be slugged for ~4 min.
Just go in the forum and you will find this discussion.
And if the killer close the hatch, then the survivor have a rly little chance for an escape.
So why expand the match timer, when its over?
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/473752#Comment_473752
That is why allowing the survivor to end it when slugged could be a good idea.
The hatch itself isn't to reward a free escape it's to reward someone for things that are out of there control.
As a killer how you play is in your hands, as a survivor that is not the case as it's not a team game, your idea punishes solo players for some random people's mistakes.
The hatch is there to compensate for the above problem not to guarantee something and why it was redesigned to be more even.
I agree with you in the most things.
But give survivors the option to kill them self, because the killer found and down them?
That sounds like a legal ragequit.
And I rly dont like this sound.
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@Raptorrotas said:
Killer close hatch =/= free kill.
Killer close hatch, door powers, survivor can open gate.
There are no free kills.
Just a free escape hatch.
Gate spawn are rly short.
So the killer can see both gates in some matches.
And I rly dont trust devs in spawn programming.
As example: Totem spawns.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/473724#Comment_473724
You idea makes it favour one side.
When the devs have worked hard to try and make it fairer for both why do you think that tilting that balance to one side again is a good idea?
Yeah, because my idea is about the hatch.
If the survivor find the hatch first.
Then the hatch was survivor sided,
because he could escape with 0 gens activated.
If the killer find the hatch first.
Then the hatch was killer sided,
because he get a free kill.
The hatch is a complicated topic.
But I dont want that both sides can expand the match time.
Its just a time waste move for both sides.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/473704#Comment_473704
They are saying slugging is a waste of there time not crying, just like when tye trolls prolonged the game by not leaving, it's mostly due right now to the new animation so it will calm down.
Your idea doesn't fix that at all as it's still more of a free kill scenario and doesn't make it equal.
A simpler solutions id when one survivor is left and in the dying state after a set time the survivor can activate the end game animation, 30s should be long enough.
The hatch is a free escape.
Killer close the hatch.
Killer get a free kill.
Is it so hard to reward the killer, if he did anything right?
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@twistedmonkey said:
Actually the killer can hold the game for a lot longer it is in there hands as they just stand at the hatch and don't close it so the egc does not kick in and the survivor has to wait or do gens, the egc length of time to start is now in the killers hands at that points.
Once the hatch closes the egc starts and the survivor has 2 mins to open the gate and leave if they don't have a key of course.
I see no point in allowing a free kill just for finding the hatch first as the new mechanic is supposed to even things out not make it tilt more to one side like before.
Now the survivors are crying, because the killer slugg the survivors for 4 min.
Because the killer close the hatch.
So you have the choice.
My idea or survivors can kill themself, if they are slugged in the endgame.
And I dont like the second option, because its like a rage quit.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/473678#Comment_473678
And my point is, EGC sacrifice doesn't award as many BP as a real hook. The killer might have BBQ as well, or the survivor might have a key, like Peanits said. Hell, the gates might be on opposite sides of the map, which could lead to a survivor escape.
My thougth is, that the hatch was the last escape for the survivor.
His complete team died and the killer closed the hatch.
The killer should get a reward and nobody should expand the match time.
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@Peanits said:
This would be great if the survivor did not have a chance to escape at that point, although there is still a possibility. If the survivor has a key, they could reopen the hatch and escape that way, or if the gates spawn far enough apart, they could wait for an opportunity and get one open before the killer patrols back. Killing the survivor outright might be a little much. Alternatively, you could have additional rules for exit gates to ensure they spawn a certain distance away from each other. That way there'd still be a chance, but either side could fake the other out and try to make a play.
My point is, that both sides can expand the match for ~4 min.
Both sides can hold the match for ~4 min.
But the killer should get a reward.
He killed all and found the hatch first.
And I want more awesome Mori animations.
The character design team is great.
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@Orion said:
What if the killer is closing the hatch to try to find and hook the last survivor?
What if the killer slugg and wait 4 min?
What if the survivor just hide for 4 min?
My point is, the game is over.
The killer win, because he killed the complete team and he found the hatch first.
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Balanced Gameplay:
Killer Skill > Survivors skill = Killer win
Killer Skill < Survivors skill = Survivors win
Killer ability:
Easy to learn.
Hard to master.
You have much freedom(playstyles).
This is my opinion for balanced gameplay.
And I think DbD has very bad balanced gameplay.
Deleting a complete playstyle, because EGC isnt a good idea(endgame piggy).
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I still dont get it.
The killer made no mistakes.
He killed your team and find the hatch first.
The survivor shouldnt have an other chance.
The game is over.
Because the survivor must face the killer in a 1vs1 situation.
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@liquidlight said:
Again, it's not a free escape and the fact that keeps being said is just mind-blowing. The timer literally guarantees no free escape. Secondly, in most cases if 0 gens are done that killer was being toxic af or the survivors were terrible and if they were terrible the last one is probably as good as dead anyway. And thirdly, killer and survivor both have to find hatch. It's not like that's new so I don't know why that's even being said.
Its a free escape, because survivors could hide the complete match in lockers.
And then they must find the hatch and then they escape.
This survivor didnt do something.
He just camp the hatch,
but he can escape.
And the killer cant grab survivors out the hatch.
If the killer cant close the hatch, then the survivor can just go to it.
And the killer cant do anything about it.
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@liquidlight said:
Most survivors aren't traveling all over the map. They're trying to get a gen done and unless chased don't leave it. Also, the death animation takes a significant amount of time, allowing a killer to rush to the hatch. If you're denying killers will reach hatch first in most situations than you're lying to yourself.
The survivor can search the hatch, while his teammate is in a chase.
The killer must hook this teammate.
And then the killer must find/go to the hatch.
What did the survivors?
They repaired 0 gens.
And they can still find the hatch first and escape.
The killer made no mistake and you still want a free escape.
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@liquidlight said:
The killer doesn't have to search for the hatch because the killer is already traveling around the map over and over again and so actually has a far better chance of finding it than a survivor.
The survivor doesn't have to search for the hatch because the survivor is already traveling around the map over and over again
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@liquidlight said:
Again, it wouldn't be a free escape because the timer exists. Meaning the survivor HAS to do something. They can't wait there.
Also, the hatch race isn't a race. Killers are inherently faster than survivors and will almost always find and get to the hatch first to close it.
But the killer must hook someone first.
Then this person must die on hook and then he can close the hatch.
You know what the killer cant do, but the survivor can do?
The survivor can search for the hatch, while the killer must hook someone.
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- Your complete team died in a teamgame
- The killer find the hatch first
You had 2 chances.
You dont get another chance for a free escape.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/472510#Comment_472510
How silly of us to think it's an asymmetrical game due to the fact that the two "teams" have a different number of players, different goals, and different mechanics.
Sometimes I love survivors.
They get a complete survivor sided patch with only 1 thing for the killer(close hatch).
And they still want more.
Because the teammates are rly bad players.
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Sry for this weird range, but I dont know the exact range ingame.
And I hope you can understand my ideas.
I cant explain good in english.
Ideas
Minimum bear trap size = Survivor Hitbox
Maximum bear trap size = 1,25 Pallets
Minimum Range < bear traps connect with objects wall < Maximum Range
AND
Hide the bear traps like the right example
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@xChrisx said:
Adapt and git gud
Adapt vs MoM = Facecamping or Memento Mori or playing Billy
Its your choice
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/comment/472047#Comment_472047
Weird, i just try a kyf with my friend and didn't get any stack
In my experience,
Wraith surprise attack give MoM stacks.
Pig Ambush attack give MoM stacks.
Maybe we need a Dev, how the perk should work with this killer abilities.
PS: MoM is frustrating like other things.
Thats true.
But Now see the killer side.
They waited 2 years for a DS rework.
Then we finally get the DS rework.
1 week later, killers must deal with MoM.
And MoM has the same problems like the old DS.
Killer players just feel ripped off.
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@Madjura said:
I don't know of the top of my head if Save The Best For Last works with the ambush attack but you could run that, in theory
The problem is more that there aren't good killer perks that benefit from hitting survivors
STBFL does work and doesnt work with the ambush attack.
You get stacks, but it doesnt reduce the attack cooldown, after you hit someone.
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@Arroz said:
https://forum.deadbydaylight.com/en/discussion/62894/pig-ambush-is-not-a-normal-attack
Uhh, mom does not get stack when the pig use the ambush attack, and why can't one perk counter something :)?
I played 2 games only ambush pig, because I want test the ambush bloodpoints.
And MoM activated 3/3 times in this matches.
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@slipttees said:
Current EGC sucks and should be better balanced.
- Exit gates very close
- Only 1 survivor can open more fast in 1 or 2% or re open hatch with 20seg.
- Survivor with Jigsaw EGC time don't slowed down.
- Survivor rescue for hook EGC is restart.
- Bood Warden 30/40/50
Please BHVR no work only for killer.
- Exit gates very close
Thats true
- Survivor with Jigsaw EGC time don't slowed down.
They destroyed endgame pig.
And RBT doesnt work in the endgame.
What do you want more?
- Survivor rescue for hook EGC is restart.
Survivors need some time pressure.
- Bood Warden 30/40/50
The EGC timer is 2-4 min.
And Bloodwarden is only 1 min.
Whats the problem?
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@Maelstrom10 said:
Tell the whole "dbd isin't scary" to my GF who I showed it too yesterday haha. She got jumpscared by a hillbilly :p
Though exposure to something always decreases it's fear factor. That's why your not afraid of versing your 100th Myers or whatever
What if we could combine killers?
Example:
15 Killer abilities
3 Killer classes
Stealth + Pig RBT + Myers Terrorradius
We would have hundred of combination.
So every game, you would face something new.
And then you would scream like your GF XD
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@Unnamed_Freak said:
@ShyN3ko Subnautica is more of an horror game than DBD, the only scary thing in DBD is Jumpscare Myers, that's it.
Yeah, but DbD had a great horror atmosphere.
I want this back.
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@Victory said:
https://forum.deadbydaylight.com/en/discussion/comment/451125#Comment_451125
theres already a perk that punishes survivors for doing their objective, its called No One Escapes Death.
There are 2 survivors objectives.
Totems and gens.
So survivor get punished, because they dont destroy totems.
And killers have only NOED, because survivors have Adrenaline

